Hello all, it feels like its a been a bit since a wrote one of these, but I suppose its just that a lot has happened. As usual its the end of the month so its time I regale you all with whats been going on with Verdant Village. To be completely honest, Im looking forward to February because January turned out to be rather busy with some stuff getting in the way of development. Thankfully, February looks a lot more boring, which means more time to get stuff done. So, as I sort of just mentioned less got accomplished this month than I would have liked. The holidays sort of ran over into the first week of the year. I was then out of town for work for a week, and what would a going out of town be if I didnt catch some sort of cold afterwards for like a half week. Anyway, Im not here to make excuses (although I sort of just did), but I wanted to give a bit of perspective as this wasnt exactly a normal month. Still, I did get some stuff done. As I remember it, the last update I was getting started on raising livestock. For those that may have forgotten livestock are also getting an overhaul. The last update will explain in more thoroughly but the TLDR is that animals now have a few factors to their care like grooming, types of feed, pastures, and disease. These all feed into an overall happiness level which determines what an animal produces each day. It should also be mentioned that originally there were plans for monster attacks, which you would have to essentially upkeep a magical ward to prevent. If you let this ward fail animals would potentially be attacked, even inside their respective buildings. I got some feedback on this last time and as a result it has been dropped. I thought about ways to maybe modify it. Most people seemed to be okay with the idea of attacks happening if animals were caught outside, just not when they were inside. Problem with that is that there isnt really anything to keep an animal from going back inside at the end of the day. Even in games like Stardew it really only happens if the pathing for the animal is messed up or you purposely block them. Adding a system where you have to manually bring animals inside would also be pretty tedious I think. Given that you arent forced to go to sleep ever this would end up just being a different version of something that forces you back to your house at night. I suppose it could be done and then you could later automate something that brings animals inside for you but that seems, how do I put it. Like a needless complication, I guess. Because effectively a system would have been made at that point where having to do it manually would be annoying, so most likely players would just wait to get the automation element before letting animals out and basically just skip the whole thing. Hopefully Im making sense here. The point is that for the moment at least, there is no risk of attack, animals will just go outside and inside without issue, on their own. Changes could always be made in the future though. Alright, Im nearly a page into this and I havent discussed anything Ive done yet. For a quick overview Im just going to drop in my internal list of things I did this month. I used to keep these when I was still updating the live version so I had a list of what had been done since the last patch. This is just what I did this month instead.
- Fixed several UI bugs
- Finished transitions allowing players to place animals into buildings
- Setup code around displaying what animals exist in what buildings
- Setup failsafes during animal purchase to prevent purchase when you have no space or building in general for an animal
- Made clock UI and hotbar shift to the opposite side of the screen when needed
- Created a system to handle collisions in the world via a tilemap
- Animals spawn and move around inside their respective buildings
- Setup system to place animal feed
- Animals now eat each day
- Animals grow from child to adult
- Animals can be fed treats once per day
- Added quality for specific items in the game, currently just crops and animal products however this might expand out later
- Fixed a bug that was persistent through the three chest organization buttons
- Animals now contract, spread, and self heal disease over time
[ 2024-02-01 02:39:24 CET ] [ Original post ]
- Verdant Village Linux [304.58 M]
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
- OS: Any
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512 MB Video Memory
- Storage: 400 MB available space
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