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August News Update

Another month down, this one with some significant progress which was long overdue. If youre new to these sorts of posts I make them at the end of the month (and usually miss posting them by a day because something inevitably comes up to prevent me from writing them). As anyone who has played Verdant Village recently will probably know V0.4 and two hotfixes have been released this month, ending a very long patch drought. Ive mentioned it before, but that was mostly due to getting caught up on art and SFX assets. If youre looking for the details on those patches you can check the three previous posts to find what has changed. I do want to say thanks to everyone who has played (and dealt with bugs) I appreciate everyone sticking with the game for so long and any post patch rough spots that I tend to create. Patch aside, Id rather move into whats to come, because of course there is still a lot to add to Verdant Village. Before anything major, I am working on another hotfix issue to tie up a few lingering issues. Most notably, using the bow to hunt will still lock up and there are some controller support issues. Assuming I dont run into any large problems, that hotfix will hopefully be here before the end of the week. As for the future, the next content patch that I had planned was combat. Its something thats been long overdue and should add a significant chunk of gameplay and resource gathering loops to keep players occupied. There are several other small systems and additions that will likely go along with this as well. I dont expect this will take nearly as long as it did for patch 0.4 to come out as its far more focused, but time will tell. Regardless, Ill talk more about combat in the near future Im sure. The other thing I wanted to address was something that has been nagging at me for a long time. A few posts recently have forced me to consider it more fully once again. Game dev is constant reassessment of what you are making after all. The issue is that of the size of the world in Verdant Village. There have been a few mentions of it being too large, empty, etc. Of course I expected some of these comments because the game is in early access and not everything is filled in. However, over the course of development, goals and systems have changed. Things that I thought would be added have either been scraped in place of other systems or merged with other things. This leaves me in something of an odd state. To give some perspective, my original reason for having a large world was due to my playing Harvest Moon FoMT. Id imagine at this point most people would think I based this game off of Stardew Valley and while it certainly played a part in shaping the game, Ive always considered Harvest Moon to be what I was basing this game off of. I bring this up because HM FoMT had a fairly small world, it was for the GBA after all. If I recall correctly, it was your farm, a town with a beach, and some nature south of your farm, thats it. I wanted a larger world because, when I was a kid, I always wanted to explore more, but the game didnt really allow for it. Exploration wasnt really the point of the game outside of the secrets here and there. When I started making Verdant Village this was something I wanted to achieve. However, as time passed and I got further into making this game I realized that having vast areas to explore presented two problems. One, usually players have to check back into their farm each day to water crops, feed animals, etc. This means lots of back and forth. And two, the point of the game. To keep it simple, farming sims are mostly about, well, farming, raising livestock, building your farm. There are of course some other systems, fishing, hunting, mining, etc, but none of these really require a massive map. You really just need one place to go and do them as the systems themselves arent really complex enough to warrant doing them in multiple places. I.E. picking berries in the fields or the woods is essentially the same thing. The nature in these games needs to be there, but this isnt Minecraft. You can only interact with a limited number of things so a massive world ends up being a lot of set dressing for no real purpose. Pretty landscapes can of course be cool and fun to run around in, ala Skyrim, but I think we can all agree that this doesnt have the visual fidelity of Skyrim. Id imagine that the people who have put significant time into this game would agree that they spend plenty of time just walking because while the zones are large there isnt anything to keep you there. Of course, one obvious solution is to fill the wilderness with interesting things. The problem with this twofold. If the point of the game is to build your farm up, the most valuable things should only be attainable at that farm, bar something like the occasion secret. It wouldnt make sense to put tons of effort and time into your farm only to walk into the field nearby and pick some berries that sell for more than anything your gone to the effort of making. This naturally makes the wilderness less enticing as the rewards shouldnt ever really outshine your farm. They should be a small reward for going out of your way if anything. Or things that are more important at the start when you havent built up your farm yet. The second problem is a system problem. By their nature, these types of games have simple gameplay. I dont think any of us play these games for the fast-paced complex gameplay of something like Street Fighter or Starcraft. Building your farm is a long form gameplay loop. Over a long period of time, you get little bits of growth that keep you invested. Gameplay in the wilderness usually amounts to see thing, pick up thing. That isnt super interesting. I could fill everything with minigames, grabbing pearls from oysters in the grotto is an example of this. That said, Id be willing to bet this would just devolve into tedium when you have to play the 500th minigame to pick up a flower. Together what these issues mean is that there a lot of little reasons that meld together to make large empty maps boring. The solution of course would be putting in content. The problem is that, due to the nature of these games, the content that would be added would likely be shallow and not hold most peoples interest unless they had to do it. Not to mention the rewards for completing such content likely wouldnt be worth it. Ive gone on thisrant? Tangent? Explanation? To hopefully give some perspective to those who maybe havent considered this. I dont like to jump to change things when just a few people make a comment. Not that it isnt a potentially good idea, but Id be crazy to make drastic modifications to the game each time someone mentioned changing something. However, in this situation I can see the logic. As I said this is something that has nagged at me, for the lack of a better term, for a while. I ignored it because I thought there were future plans that would compensate for the problem. The more I examine the scope of the game however the more I think that the solutions, while they might mitigate part of the problem, would really not do enough to solve it. Ive taken all this time to say this, while it isnt set in stone, Im considering shrinking the world some. When making this game I dont think I stopped to consider the design philosophy of a larger world and what it would mean. I thought a larger world would automatically be better. But the phrase, size of an ocean, depth of a puddle comes to mind. It seems that, with the other elements and general gameplay loop set, a larger world only serves to spread out the entertaining bits and force you to walk long distances. The travel time is a gameplay equivalent of a sputtering engine, where you have to pause the fun to run somewhere every two minutes. So, I bet you thought, he just put out a patch, he probably wont have much to say in this update but here we are. The question Id like to ask is, what do you all think? Early Access is made for feedback and iteration after all. Maybe Im completely wrong and most people like the size of the map. But Id like to see where we stand so I can hopefully make improvements. I feel I should also specify. If I were to shrink the map it would mostly amount to squeezing a lot of areas together and shrinking the size. I dont think Id cut anything from the game, just downsize the play area and probably combine some zones so that the interesting bits are more packed together. I think thats it, if youd like to give me your opinion, Id be happy to hear it. Ill also be posing this question in the discord so if youd rather answer there, Ill be watching it as well. I hope patch 0.4 has given you all some enjoyment, there will be more to come in the future, with any luck a lot more quickly than before.


[ 2021-09-02 00:42:09 CET ] [ Original post ]

Verdant Village
Exodus Software Developer
Exodus Software Publisher
2020-08-04 Release
Game News Posts: 82
🎹🖱️Keyboard + Mouse
Positive (47 reviews)
Public Linux Depots:
  • Verdant Village Linux [304.58 M]
Take on the challenges of living a life in the rustic medieval town of Amberglen. You've washed up on a quiet beach with nothing to your name, not even your memories. You're in luck however as locals are quick to find you, and nurse you back to health. The king himself is kind enough to allow you to stay on a piece of abandoned property to make your living. With nothing more than a few rusty tools turn strike out and attempt to breathe life back into this old land!

Features
  • Create A Thriving Farm: Start with nothing, and with little more than the sweat of your brow turn your property into a bustling farmstead.

  • Master Skills As You Progress: No one starts out as a master. Level up your skills as you work. Complete specific tasks to gain powerful perks to help you succeed.

  • Uncover Lost Mysteries: Search throughout the land for hidden artifacts to piece together. The Empyrean Vale is vast and full of history to learn and history to unearth.

  • Make A House A Home: Decorate your new property with a variety of different objects. Place whatever you want where ever you want it and truly create your own slice of heaven.

  • Meet The Townsfolk: Interact and speak with over 40 characters living in Amberglen and beyond. Each character has a personality and story to tell.

  • Cast A Line: Visit the multitude of different fishing spots spread across the vale. There are over 100 fish to catch, split between different environments, seasons, and times.

  • Have A Taste: Learn to cook a litany of different meals. Get the locals to teach you different recipes and become the best chef in Amberglen.

  • Lend A Helping Hand: Find and complete a variety of tasks for villagers. You'll find that everyone needs something done. Most are willing to teach you something in return as well.

Features To Come
  • Hunting: Hunt a variety of animals in the nearby forests of The Empyrean Vale.
  • Alchemy: Craft numerous potions and other odd items to sell or use.
  • Combat: Battle your way past any threat you come across.
  • Marriage: Find a spouse and court them.
  • Sailing: Build a ship and sail the bay.
  • Much much more

MINIMAL SETUP
  • OS: Any
  • Processor: 2.0 GHzMemory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 512 MB Video Memory
  • Storage: 400 MB available space
GAMEBILLET

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