The October - November dev-log!
We've been extremely hard at work with all things Farmwand, from the graphics to the general gameplay and lots of updates to our internal codebase. October was the 2 year anniversary of us starting the development of the game, and as such we prepared a super cozy little video to celebrate, featuring tons of new things. First things first, the video! [previewyoutube=JuWO-dKhON0;full][/previewyoutube]
We decided to rework our tree shaders so that making each tree was a slightly faster process and to improve the performance-quality balance. In the end, we went for a billboarded approach with a better drawn leaves pattern (done with substance designer) which ended up producing exactly the results that we wanted.
The technique is not too advanced, we simply project each quad on the tree as a billboard (using the UV space as coordinates) and add a few parameters to tweak the scale & "billboardness" of the leaves. The trees are fully integrated to our custom renderer, so they get translucency, touch response, wind simulation and other features automatically. Overdraw was a bit of an issue (many trees on-screen caused a FPS drop) but simplifying the tree's topology and using an early-discard pass to remove all the leaves that are too far back, we ended up with trees that look prettier and run faster than before :) Add some random colors and boom! You've got a nice looking autumn scene.
For the lamps, we went with a billboard particle rather than with a more expensive "bloom" effect. This allows us to have a lot more control over how each lamp's light will look and behave, letting players customize their lamps even more.
We also spent a good amount of time working on our vegetation rendering system, further integrating them with the Unity terrain, adding more tools for working with it within the Unity Editor, previewing changes in the Scene view and multithreading all of it. Bad performance and lack of optimization seems to be a bit of a common trend with many recent releases, big and small, and it is something we want to avoid at all costs. But it is something that takes quite a bit of time and care.
After a LOT, and we mean a LOT of work, we managed to have a basic LAN setup working for the game, but it became clear that developing the LAN portion of the game was going to severely delay...well, everything else. After asking you on our social media, we decided to put LAN on hold and focus on the single-player and shared screen portions of the game. But after that small roadblock, we moved on to work on even more decorations for the game and finally finished with all the non-magical crops to be included on initial release during the Early Access. The final count came at around 25 different crops, and we are still working on the flowers and fruit trees. Here you can watch a small selection of the new crops. [previewyoutube=AzKCwKlzPlA;full][/previewyoutube] Finally, we're also adding lots of new decorations, new buildings and stores to visit in the town, writing many stories and plots for the characters and adventures waiting for you in the game, and in general trying to close the year as strong as possible. It has been a busy, heavy and eventful one!
Next devlog should be our last for this year, and we're off for the holidays. We can't wait to see what 2024 has in store! Until next time, and thanks for reading! J & D
[ 2023-12-02 00:36:44 CET ] [ Original post ]
Hi Saeges!
We've been extremely hard at work with all things Farmwand, from the graphics to the general gameplay and lots of updates to our internal codebase. October was the 2 year anniversary of us starting the development of the game, and as such we prepared a super cozy little video to celebrate, featuring tons of new things. First things first, the video! [previewyoutube=JuWO-dKhON0;full][/previewyoutube]
Brand new tree shader
We decided to rework our tree shaders so that making each tree was a slightly faster process and to improve the performance-quality balance. In the end, we went for a billboarded approach with a better drawn leaves pattern (done with substance designer) which ended up producing exactly the results that we wanted.
The technique is not too advanced, we simply project each quad on the tree as a billboard (using the UV space as coordinates) and add a few parameters to tweak the scale & "billboardness" of the leaves. The trees are fully integrated to our custom renderer, so they get translucency, touch response, wind simulation and other features automatically. Overdraw was a bit of an issue (many trees on-screen caused a FPS drop) but simplifying the tree's topology and using an early-discard pass to remove all the leaves that are too far back, we ended up with trees that look prettier and run faster than before :) Add some random colors and boom! You've got a nice looking autumn scene.
Some old school tricks
For the lamps, we went with a billboard particle rather than with a more expensive "bloom" effect. This allows us to have a lot more control over how each lamp's light will look and behave, letting players customize their lamps even more.
We also spent a good amount of time working on our vegetation rendering system, further integrating them with the Unity terrain, adding more tools for working with it within the Unity Editor, previewing changes in the Scene view and multithreading all of it. Bad performance and lack of optimization seems to be a bit of a common trend with many recent releases, big and small, and it is something we want to avoid at all costs. But it is something that takes quite a bit of time and care.
A LOT of work
After a LOT, and we mean a LOT of work, we managed to have a basic LAN setup working for the game, but it became clear that developing the LAN portion of the game was going to severely delay...well, everything else. After asking you on our social media, we decided to put LAN on hold and focus on the single-player and shared screen portions of the game. But after that small roadblock, we moved on to work on even more decorations for the game and finally finished with all the non-magical crops to be included on initial release during the Early Access. The final count came at around 25 different crops, and we are still working on the flowers and fruit trees. Here you can watch a small selection of the new crops. [previewyoutube=AzKCwKlzPlA;full][/previewyoutube] Finally, we're also adding lots of new decorations, new buildings and stores to visit in the town, writing many stories and plots for the characters and adventures waiting for you in the game, and in general trying to close the year as strong as possible. It has been a busy, heavy and eventful one!
Next devlog should be our last for this year, and we're off for the holidays. We can't wait to see what 2024 has in store! Until next time, and thanks for reading! J & D
Farmwand
Irreverent Software
Irreverent Software
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https://www.farmwand.com
https://store.steampowered.com/app/1836840 
Fresh out of the Southern Wizarding Academy and finally ready to face the world, you build your own wand, prepare your robes and reach the land where you’ll settle. Some potatoes here, a few mushrooms there…some chickens maybe? A cat for sure...the necessary ingredients for a potion or two and the broom of course… it’s time to make this new land your home!
The world of Farmwand is a rich land inspired by classical fairy tales full of enchanted forests, potions brewing under the moonlight, towns buzzing with merchants and travelers, magical creatures both friendly and hostile, as well as mysteries to uncover under every rock and around every corner.
A living world where most characters have stories to tell and your actions can change the way people interact with you.
- Art Style : We are going for a unique children's storybook graphics style with original designs for all the creatures in the game.
- Farming : Dozens of crops, flowers and animals to harvest, garden and care for, with a deep and rewarding magically enhanced farming system that allows for endless surprises.
- Pets : There are all sorts of animals and magical creatures that can be kept as companions in our game. They can be trained, they can be fed, they can wear cute outfits and, of course, they can be hugged and petted!
- Characters & Relationships : All sorts of creatures & characters, magical and non-magical to interact with. Build friendships, rivalries, fall in love and be an ally or foe of both individuals and factions that you cross paths with during your adventure. Tons of characters are ready to meet you, all with their own stories, wants and needs.
- Customization : Both your character, your home and most of the accessories and items can be customized to your liking, so you can be who you wanna be.
- Magic : Dozens of spells and potions to discover and master over the course of your adventure, to use in inventive ways to solve puzzles, help (or annoy) the people in town and even mix them for unexpected results.
- Combat : The further away you get from home, the more dangerous and wild that the land will become. Grab your wand and some potions, make use of all your wits for there are foes in every corner, and with our real-time magical-based combat you have to be ready to face them all!
- Exploration : The world of Farmwand is vast and full of things to do. From mini-games all over town, special events and holidays, enchanted forests and dark caves and dungeons, you can see it all. If your destination is too far away, fly on your very own, customizable broom…but careful! They need to rest too!
- Crafting & Trading : Cut down some trees, mine, forage and gather resources to build new furniture, more efficient tools, powerful potions and so much more. Maybe bring them to the market, get a good bargain!
- A Deep Lore : A living world with its own culture, traditions, festivals and history to explore and take part of as the newest resident in town. Every faction and creature has more to them than it seems at first glance, and the most rewarding secrets await for the most curious of explorers!
- Co-op : Want some help and company in the new place ? Join a friend to water your crops or fight monsters together in local co-op.
- Original Soundtrack : The soundtrack of our game has been composed by Sean McRoberts, it currently has all the core tracks and we plan on expanding it!
MINIMAL SETUP
- OS: Ubuntu 16
- Processor: Intel Core i5. 6th generationMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce 940MXAdditional Notes: This is a game in development and as such. requirements will change over time before the release.
- OS: Ubuntu 16
- Processor: Intel Core i7. 7700HQMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVidia GeForce GTX1060Additional Notes: This is a game in development and as such. requirements will change over time before the release.
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