I decided to make an alt account for my Variety youtube channel We'll be doing all kinds of Fun stuff there Including some of the Artworks I've posted Here we'll be getting videos down-the-line On my youtube Currently we're focusing on YouTube shorts for the time bean, but I can't wait to make some more longer term videos and live streams. It's gonna be fun.
😁I'Ve been learning 3D Modeling to become a game Dev.😅 I decided to finish a low poly Model First to get the basics down. Making a complex face that works isn't very easy when you're new I Had to restart so many times LOL
Eclipse: a DIY punk TTRPG by @yvepaints
Welcome to Eclipse’s game dev blog!
Eclipse is in extremely early phases. It is not available for purchase anywhere. This pinned post will be updated periodically with the current phase of development.
Current phase: initial design & writing
Game dev blog is live!
Check out @eclipsettrpg for more!
I made a script that reads pixels from a sprite and converts it into a mesh and colors it.
I seen this indie game pop up. It's a little like Star Forge and War Frame, but very indie. ENJOY
Say Hi.. to BUTTSTALLION! This slick golden bad boy, carries on our hopes and dreams!
Approx Time: 2.5 hours to Draw
Maybe its a little ironic starting the post following huge changes with, this one is like tiny. I didn’t do a lot, most of the 2 weeks was spent at a sleepover, and then at work and school, then personal issues hit very hard, but I guess I’m writing this anyway
I fixed a strange bug where picking up a fresh mouse kill gave you a fresh squirrel kill, it was caused by duplicated code.
Leveling up is now also finished, everything minus the aging with it and gaining a sudden large amount of XP causes issues but i don’t see why that would happen and I'll address it at a later date
and finally the pick up and burry overlays have very smooth and nice clean text instead of the old blurry text
New BitMap Text
I also worked on some concept art for the game which i will be trying to implement soon, as seen below, and I worked a LOT on the saving and loading system however I've come to the sad conclusion after a lot of testing that either I need to fix a bug with loading days, OR every-single variable (anything that holds a number value) needs to be replaced with an identical one of a different type.
Current WIP Save and Load Screen
Graphics Update Concept Art
I'll get started on fixing that potential bug later today but I just hope that that’s it and the rest of the saving screen should follow in mediocre amounts of time
.anyway I'm sorry for how short this one is, also if you join the discord my main account is suspended for the time being because i made a joke about being 7 years old a while ago, I'm working on getting that resolved now.
Want to follow the progress of Clans:Rewritten?Here's a list of our social links as of the posting date!Enjoy :3
TRELLO BOARD (https://trello.com/b/wDOtypeX/clans-rewritten
DISCORD SERVER ( check my profile for the link!
TUMBLR (https://www.tumblr.com/clansrewritten?source=share
GAMEJOLT (https://gamejolt.com/games/warriorcatssimulator/928727
INSTAGRAM (https://www.instagram.com/warriorcatslifesim?utm_source=qr&igsh=MWc2bjBhbzB3bHVzaw==
REDDIT (https://www.reddit.com/u/warriorcatslifesim/s/bAzYJw8Zvu
If you don't know what Clans Rewritten is here's a short descriptor: "Clans Rewritten is a 2D RPG game inspired by warrior cats, it provides a single-player role-playing experience where the cats around you act dynamically with your and each-others actions"
hello, let's do this! Devlog #8!
Biggest of all: reworked secondary system! Complete overhaul, as you can see below the colors of primary pelts have been adjusted alongside this, the design of the secondaries, although just as bad, are different. The new system simply sprites for each of the secondaries with the fur red and the secondaries blue. It then in-game replaces those colors with your requested pelt/secondary color! This fixes the old bug of secondaries displaying over objects like trees.
Smaller but as important is the display, on the left of the character creation screen is a small panel displaying information on your selections, it was displaying information in the wrong place and that has now been fixed.
Desktop and mobile icons for the game have also been added, however they are temporary, it was only a button press so I did it because I could.
A GAMEPLAY RELATED FEATURE, burying prey, in the future birds will steal unburied prey (and maybe even other cats!) so you can now bury and unburry them for safe storage! In the inspiration, cats bury prey a few times as a method of catching more prey and quickly circling back to collect in a time efficient manner, and now you can do the same.
When you scared a mouse, it would dash away, however if you followed it long enough it would just stop moving. I fixed the code and now upon fleeing they will delete themselves after leaving the screen! Happy hunting!
Another gameplay mechanic is *rotting prey*, you see after uneaten food is left out for a few days it will rot, when eating rotten food you'll gain hunger back as well as take damage
Later these could foster disease, however for now they just disappear after a couple more days.
Along with the new gameplay changes a lot of progress has been made in the level of the UI section, although very close to finished it is not soon maybe tomorrow it will be and I'll be able to share it in the next log.
And finally a little bit of very easy news I finally got back into the Reddit account therefore the same log post your reading will be posted there accordingly,
Sorry if this one is shorter than usual, motivation is lacking and it's been tough in general. However I still love this pet project and will continue as I live.
Another Monday another bi weekly blog post!!
This week, like the previous, is juicy! I really am enjoying the one-a-day method even if it's not the most efficient it keeps me working on this passion project and from burning out!
First things first, I fixed the *AWFUL* lag spikes caused by the calculations mice run when fleeing from the player. It was running the code more than necessary but it is now fixed! When the full base mechanics are done, before we add npcs I'll be doing tweaks to polish the prey AI's but for now it's great!
Next is secondaries,(secondaries are the patterns that go on your pelt, ex: spots,) there was a problem with them, they are *always on top* of everything, unfortunately there is only one way to fix it but it is a hefty load that I'll start on today after I shower and get this out!
TDLR: the system needs a rework.
Next is that I added BACKGROUNDS, you can be a kittypet, stray or a clan born cat! Technically because the first map has no houses and there's no npcs yet, stray and kittypet have no difference but later they will be distinguishable! These backgrounds also change where you spawn, clan born cats spawn where their clan is while strays spawn in random-ish locations, I made a small map below with the red being stray locations and the blue being clans!
Minor change but the ugly generic sand bridge is now a super awesome path of rocks in the water, although it's functionally decoration now, in the future it'll cost stamina to cross, you can pounce on other cats crossing (hopefully they can swim 😬) and special events may cover it preventing non swimming cats from crossing!
Stamina is another mechanic that has been added! When doing actions like pouncing, you'll lose stamina, stamina is slowly regained every couple seconds in a batch of 10, you start with a base maximum stamina star of 100. It's not super complicated but I want to add it as another mechanic that affects your decision making but isn't a drag to play with.
Another base mechanic has also been added, sleeping and sleep deprivation! You have 4 bars of sleep that fade as the passes, but I'd you don't sleep out will go into the negatives causing you to have less stamina and eventually, *die*. You can also see i made an awful looking sleep indicator button, it needs polishing but it's the basis for other button prompts for things like burying prey.
A concern was brought up a long while ago by the games co-desginer (MsWolfy/Whimsy). The issue was that some people with disabilities or just in general may struggle to estimate where they will land when pouncing on prey, in the settings there is now a pouncing indicator! It's simply a red circle, I prefer to adjust myself but for someone who really needs it, it's there for you!! Also making this mechanic forced me to re-look at the pounce mechanic and realize that it was abhorrently coded and a mess to figure out where you would land, however it is now an exact sciences, down to the pixels!
And lastly but definitely not least, character randomization! Randomize; names (currently breaks when building the game for release but I'm working on that) pelt color, pelt secondary and the secondaries color too!
Anyway, my next update may not be so packed, I think the first week will be spent on bug fixes and polish, adjustments and smaller mechanics however I think that that's just as important as the big things!!! Have a lovely day or evening
Want to follow the progress of Clans:Rewritten?
Here's a list of our social links as of the posting date!
Enjoy :3
TRELLO BOARD (https://trello.com/b/wDOtypeX/clans-rewritten
DISCORD SERVER ( check other accounts like Tumblr for the link!
TUMBLR (https://www.tumblr.com/clansrewritten?source=share
GAMEJOLT (https://gamejolt.com/games/warriorcatssimulator/928727
INSTAGRAM (https://www.instagram.com/warriorcatslifesim?utm_source=qr&igsh=MWc2bjBhbzB3bHVzaw==
If you don't know what Clans Rewritten is here's a short descriptor: "Clans Rewritten is a 2D rpg game inspired by warrior cats, it provides a single-player roleplaying experience where the cats around you act dynamically with your and eachothers actions"
Heyy my lovelies, more information on Clans: Rewritten to spill.
Starvation and Dehydration have been added! Isn't that lovely? No?
Adding the new mechanics forced me to rewrite the existing scripts since I wrote them with the default max as 160, but when I did my logistics for starvation/Dehydration harm rates I assumed a default of 100.
Sounds like an easy fix, but I'm stupid and write my scripts dumb, it was easier but probably not as efficient to just remove it and rewrite it since it's early on in the project.
Below is a screenshot of me dying of thirst, yippe!
As of now, you cannot actually die or pass out from lack of health; both require a little more art as we want a cutscene sequence; however, I may work on that next, that or prey functionality. As of now, they just walk out of their bushes and stand around.
Also last update, I'm going to start trying to push out these blogs bi-weekly. Or as close to bi-weekly as I can, that means every other week. I'm bad with schedules but we'll see how it goes.
If you want to follow the progress of Clans: Rewritten here is our social links (helper approved!):
TRELLO BOARD (https://trello.com/b/wDOtypeX/clans-rewritten
DISCORD SERVER (https://discord.gg/zQEYHhzcFQ
TUMBLR (https://www.tumblr.com/clansrewritten?source=share
GAMEJOLT (https://gamejolt.com/games/warriorcatssimulator/928727
INSTAGRAM (https://www.instagram.com/warriorcatslifesim?utm_source=qr&igsh=MWc2bjBhbzB3bHVzaw==
K is great at making cute games! Stay tuned for our pleasant robo game
I decided to do NaNoReno this year since I’ve been getting back into working on Ren’Py games recently and thought it would help push me to finish a project. I’ve decided to work on a cute little scifi game called Grandma June’s Robot House since I love robots haha. So here’s a little info about my project so far. Good luck to everyone else who’s working on NaNoReno games!
Synopsis June is an old lady who has always loved robots and has collected many of them over the years to help her around the house. You play as the Artificial Intelligence in charge of running the household and wrangling the other robots. The game takes place one day when June tells you she’s expecting a special guest and wants you to prepare everything so the evening will be perfect. But a lot can go wrong when you have to manage a whole house of robots with a wide range of ages, talents, and personalities. Team I’ll be working on art/writing/programming, @somonasticwill be helping with some things too, but I’m not sure yet how we’ll divide things up. I haven’t done much with music/sound so I’d probably find some free stuff to use.
I’ll update once I make some progress on this!
This is my blog for my game if you want to check out the devlogs.
https://www.tumblr.com/nocnocnal
I always love dynamic pixel art effects, so with my game being highly fish-centric, I spent a lot of time making the water look just right.
First, our starting point: just a semi-transparent Polygon2D. It has several points across the top, which I can move around to make interesting shapes. Note that, unlike some more complicated fluid simulations, I won't be simulating tons of water particles throughout the body of water. I only care about the curve that makes up the top of the ocean.
At this point, we already have a bit of the pixel-art look, since the whole game is drawn to a lower resolution texture.
Next step: adding interaction. I essentially model each of the polygon's points as a spring. Each point has a velocity, and based on its distance from the resting height, I pull it back according to Hooke's law. To make it look like one connected body of water, each point gives a bit of its velocity to nearby points.
Now, whenever the player enters or exits the water, I apply an impulse to the nearest point, and that's enough for some fairly convincing water :D
Finally: polishing up the visuals. To greatly improve the look of the water, I put the whole thing through a shader. I gave the water a pixel-perfect outline by checking if the adjacent pixels are also water. I wanted the water to have a shallow color and a deeper color, which I achieved by checking if there's still water several pixels above the current pixel. (To make it look more natural, this depth test is very subtly randomized based on the pixel's position)
This shader gives me a ton of room for other neat effects. For example, in the final product you'll notice there's a nice splash effect. This is just a simple particle system, but since it goes through the same shader, it blends with the water perfectly.
Since the game has 5 worlds, the shader lets me easily swap out the water's color palette to make each one stand out.
I'm super happy with how world 2's sun reflection turned out, which makes very heavy use of procedural dithering.
Thanks for reading my ramble <3 The game is on Steam now if you want to see the water for yourself!
i made a game about a fish with a sniper rifle grappling hook :)
This is intended to be a short essay looking at something that’s an issue in game design, specifically character creation in games. More specifically, how allocating resources during character creation can be a tricky process, and a trickier one when there are multiple resource pools that can be used for similar things, or where one kind of resource can be converted into others.
What ‘resource pools’ are isn’t always obvious. Games such as the Hero System are straightforward in this regard-- a character built with a pool of points that are spent to acquire all of the capabilities of that character, their attributes, skills, equipment, whatever other resources they have available. But other systems that allow choices to be made in character creation are, in effect, creating ‘resource pools’ of a different kind, some obvious, some less so.
For one example, the Storyteller System has characters decide how to allocate different pools of ‘dots’ to a wide range of characteristics-- and make decisions on which group of sub-characteristics receives more dots to allocate, so a character will decide to put a larger pool of dots into mental, physical or social attributes, and then spend those dots within each of those categories, and make similar choices for different categories of skills, and for a wide range of other resource types; GURPS characters, in turn, are built almost entirely of one pool of points, except that their equipment is purchased with money, instead-- and they can convert character points into money to have more to spend on equipment. Many game systems will have pools of points for different categories in a simpler approach-- so many points for attributes, so many for skills, so many for equipment.
But other costs still exist even in systems that don’t directly provide pools of points to be spread around! In Dungeons and Dragons 5e, aside from using one of several systems for allocating attributes, a very granular resource is spent on choosing an ancestry, another on a class, and later, another on a subclass. Should we view these in the same way? I think we should; this is especially important when designing ancestries, classes and subclasses, if we want to have any pretense of balance among different types of characters. (This is why I wrote extensive essays elsewhere on subclasses in D&D; class/subclass features *are a resource pool* and extremely vulnerable to balance issues.) In much the same way, a FATE character has a limited pool of Stunts and Aspects, and careful decisions should be made about how to spend them to create a character that can do what is desired.
But a pitfall of system design, and the heart of this essay, is about the difficulty of having different resource pools that can be used for similar results, either by being transformed into each other, or by being used for the same purpose. More specifically, I’m identifying pitfalls that I and others have seen in character design in some games. (I’m sorry that I will be calling out a number of specific games, including, no doubt, some that any readers I somehow get will love dearly, for what I see as weaknesses in game design, but I’m not trying to hurt anything or anyone-- just point out things that could perhaps be avoided or handled better.)
One area that this can happen is converting resource pools to other purposes. For example, in GURPS, character points can be used to buy such things as natural weapons or even superpowers-- but they can also be spent to buy such things as the Wealth advantage, which allows the character to then spend an expanded pool of money on a wide range of things, some of which *will duplicate the effects of powers.* For an easy example of this, we’ll look at GURPS Powers 4e; we see here, using an example the gamebook thoughtfully provides, that we can create a pistol that duplicates the characteristics of a TL7 Auto Pistol for 22 points… but said pistol in the character book costs $350, which is a tiny fraction of the basic money pool of a TL7 character. Yes, it’s not the same thing-- buying it as a power implies that it’s innate and cannot be removed-- but spending 22 points out of the 100-250 character points a common GURPS character might have to start with for something that they could spend 0 points for is a bit extreme; it gets more so if the characters are in a game where being unable to use their weapons in a situation where they would want to (because of theft or local laws, for example) simply doesn’t come up at all, and such games are not at all uncommon.
The original Storyteller System had a different, if related issue-- during character creation, purchasing various characteristics of almost any kind had a linear cost, but spending experience points, later, had a cost that scaled up with the current value of that characteristic sharply, while purchasing a low level of a new characteristic was much cheaper, thus letting characters who purchased high levels of a few characteristics during creation but rounding themselves out with experience later having higher and more numerous characteristics than ones who instead made broadly-based characters with low levels in a wide range of abilities, and then tried to raise them later with experience. Luckily, the later versions of the Storyteller system have been moving away from this problem, but it’s a pitfall to avoid when resources can be converted into each other, especially if character advancement *changes* how various abilities are purchased.
(In this essay, I won’t be touching on another, related issue-- point-buy systems that simply give better results per point to specific purchases. That’s highly system-specific, but always an issue to watch out for! For examples, see any discussion of how to make an efficient Hero system character.)
I think, though, where I see this issue come up most commonly is in situations where highly-granular abilities can be used for the same purpose as other abilities purchased with other resource pools. The (probably obscure) Chronicles of the Void had this issue for some characters-- a Human Varigator or Aqasoo Nova might spend one of their precious few class abilities on the ability to make ranged psionic attacks via energy manipulation or telekinesis. But that Lauxnaut Sharpshooter is instead using a gun they got as starting equipment to do comparable damage, and is using their class ability to ignore the cover of their designated target! In much the same way, I often see, for example, third-party D&D subclasses that let characters make unarmed attacks and have unarmored defenses comparable to those of characters who fight with weapons, and that sounds good until you realize that other subclasses can have the same AC, dish out just as much damage, but *still have all of their class features available for other things.* Similarly, some class features let a character create equipment that’s just as good as regular equipment, and that’s just not much of a feature at all.
This is sometimes encountered more broadly, as well-- “Defeating enemies” is a desired result in many games. Different resource pools, via powers, equipment, spells, class features, ancestry features, or anything else might contribute to this result; they may do so by inflicting damage, hindering enemies, or outright knocking them out of the fight without engaging with other subsystems, and unfortunately, sometimes, different choices made-- different prices paid-- produce dramatically different results. I’ve seen it in theory, but I’ve also seen it in actual play, time and time again.
And I think game designers need to look carefully at their systems to ensure that this doesn’t sink their designs.
But Josh, why are you so worried about game balance? Does it really matter? Well, yes, I think it does. It can be frustrating for a player to realize that the choices that they made for whatever reason have rendered their character irrelevant in a situation. People don’t like, as a general rule, feeling helpless. Furthermore, it makes creating a balance for an enjoyable game harder when the GM has to adjust challenges for a group of players with highly disparate abilities, and if the GM attempts to balance things by creating THIS challenge for THAT character, but THIS GREATER challenge for THAT OTHER character, a simple change in positioning, for example, can destroy the illusion of everyone contributing in an instant.
Okay, but Josh, about that powers vs gear thing-- isn’t it really important that a character can get that result without relying on equipment that can be broken or taken away? Hey, I’ll grant that this can be very different in different games. In an intrigue game, say, or an espionage one, the ability to be apparently unarmed but still able to strike down enemies might be a game-changer! But in my own experience, this is a *very* rare circumstance-- and it’s one that is often not even considered in game design in other ways. As a quick example, let’s look at D&D again. A given warlock can fire an Eldritch Blast for damage that is (very) roughly equivalent to what a skilled archer can inflict; this is broadly considered to be balanced, and if we compare warlocks with Hex to rangers with Hunter’s Mark, we see that, for better or worse, the designers had those in mind as (again very roughly) balanced choices. But the warlock doesn’t need a weapon at all-- they’re casting a spell, one that doesn’t even have a material component, while that ranger not only needs a weapon, they need a really big one like a longbow or heavy crossbow to match the warlock’s damage! But nobody really worries about that part of it, do they? Discussions of class balance cover things like access to high-level spells, attacks per round, damage per round, and so on. Characters being denied their gear is simply not a factor in most modern games; it’s just not an issue for most characters.
What does all of this mean? Well, it’s something to work on when a game designer creates something. Look at what the different costs actually are; decide if the balance issues are a serious problem. And think about how it all comes together. And playtest. Possibly a lot.
Hello! My name is Nyx and I am currently working on a passion project of mine. It's a steampunk-themed horror game that I'm aiming for a visual novel/RPG gameplay. In this game you play as two MC's. Most of the game is with Mariannie–a robot designed to look out for others and to do things in their best interest–and other parts of the game are played with Sylvester–a wannabe inventor who's lost his passion and created Mariannie as a support system. The game has some dark themes in it like death, miscarriages, and suicide, and I feel I should warn you! I hope you discover my posts and decide to stick around for my journey, this has been a dream of mine to publish for years now 😭
Happy 2023 and detail plans
After a new big negative world-changing event in 2022, let's hope 2023 will bring a positive world-changing event. I won't get into politics but I really hate it that the world in 2023 has still wars taking place in several parts of the world. I just don't understand why we can't just live in peace together, helping each other out. That is one reason why we have no fight-system in Magical Harvest. We want a peaceful, relaxing game and you have already plenty to do - even without fighting. However, that does not mean we dislike games that involve fighting. We are big fans of Kingdom Hearts or Final Fantasy VII and also play MMORPGs. Magical Harvest will have some tragedy in the story / lore, so there's no fighting needed to compensate. I already wrote about our plans for 2023. Finishing the base-feature programming of the game and adding more assets at the same time. In the beginning I wanted to focus on programming, but it's more motivating to do some art in between (and it's better to have something to show you!). Also I can decide each day 'What do I want to do today? Art or programming?' which also helps a lot to not lose focus. A big part of the first half of 2023 will be creating the town - or the first parts of it. Marie is already designing the concepts, but it takes a while because she doesn't have the time that I have to spend on the game. As soon as the concepts are done, I will start creating the assets for the town. Currently, I'm sitting on the animals and creating first animations, which is a new field for me that I have to learn. So it takes a bit more time. I implemented the rough base of the breeding game for cross breeding, which will be extended/finished as soon as the first animations of a few animals are done. I will visit my family in Germany for one week. In this week I'm planning to fill the homepage-bachelor page to give you some details about the bachelors in the game. We want to move to another place in the first half of 2023 and also have our small wedding in July. Life changing events for us! We hope, you will have a good start in 2023 and that the year brings you happiness and joy! Stay save and healthy! Thank you for your support and being with us in our journey. Join our Discord: https://discord.gg/8tXMkrMDyy
Wishlist the game on Steam! https://store.steampowered.com/app/1906970/Magical_Harvest/ (Whishlisting helps a lot for the game's positive performance on Steam - and our Motivation!)
And take a look at our Patreon page for more information: https://www.patreon.com/moonflamegames
Merry Christmas!
And soon a year comes to an end...
We've been working on Magical Harvest for a year now, and we're further along than expected and not as far along as originally planned (which is good though - more on that later). Personal Besides working on the game, a bit has happened in our lives as well.A little review about this year, what happened in our personal life:
- Since spring, Marie has been working on Magical Harvest only in her spare time because of her main job (we have to live from something). And for that she helps me immensely!
- we attended the next Swedish course (12h per week) from February to June and I attended again from September to November, but unfortunately it took too much time for too little progress (the pace of the lessons was too slow)
- in summer we got engaged and will get married next July <3
- we had planned trips to Germany to visit our families, but had to postpone because of Corona
- Vet! Thanks to our cat, we have been there often because he has a food allergy. That cost time and nerves.... Magical Harvest In general we have worked a lot on Magical Harvest (I partly 70-80 hours per week), but of course many things came in between. Nevertheless we are satisfied with our progress.
The demo, which we focused on between June and November, has brought us a good deal further, but also cost us a lot of time. Based on the knowledge gained, we have been able to develop, among other things, a style for the game world that can run without problems on SteamDeck, for example, and we are even more confident than before that the direction of Magical Harvest is the right one.
Programming-wise, I have implemented all the core features of the farm, the animals are currently still being worked on, but will be finished this year (programming-wise), except for the mini-game to crossbreed animals.
Also, the logic for translations is already implemented and some other points that were implemented thanks to the demo and otherwise would have found their way into the game later (which would have been a lot more work). New character-artist: Lura
With such a big project you are not always confident, especially with such a small team. I, in particular, often vacillate between "there's still way too much to be done" and "oh, soon all the features will be programmed - then the progress will be more visible!".
And then there are moments like in November, when we were contacted by our new character illustrator Lura, asking her to draw our Bachelors/ettes. Because of her motivational skills and abilities we accepted her into our team (and especially because of her skills of course!) and fitting for Christmas she finished with the bachelorette "Thalana", a Nereid (sea woman) who is afraid of water .
Lura adapted her style according to our wishes and showed real talent! We are very happy to welcome her to our little team!
Marie is currently working on the design of the city, which is divided into 3 different districts with their own architectural style. This is also motivating as the world is slowly being given more and more life. Each district belongs to one of the game's factions. The player can also apply the building style to his own house later on.
Financial Unfortunately, we still have basically no financial support, but we will try to launch a Kickstarter campaign in 2023. Possibly not until 2024. Something like this takes a lot of time of preparation and also nerves and until then we definitely need to be able to show something more. Indie-game-marketing is of course also a difficult point. As long as too few people know about our project, such a campaign doesn't make sense either and to be honest, we are not the most talented social media users. But we will try to make this a bit more active and interesting in 2023 (including the things we show).
If you want to support us right now, check out Patreon: >>>.
This will allow us to invest more in the development of the game (art, soundtrack, [...]).
We would also like to thank all the Patrons who already support or have supported us, even though the world market prices are currently rising (which of course also affects us...). Outlook We definitely want to be "feature-complete" by mid 2023! At least with the base logic of the game. That means that "only" the base logic of the NPCs has to be programmed, the character-creator and the minigames. Of course, that's not all, but those are the bigger parts.
Besides programming, I'm also creating assets for the game at the same time, so I'm not spending 100% of my time on programming. In the end, we try to get as far as possible!
Thank you for your confidence, support and interest! We hope you have a good time and enjoy the holidays!
Let's hope that the world will be a little better in 2023 and that everyone will be healthy and happy through the year!
Best regards,
Your Magical Harvest Team
Isa & Marie
Lastly, here's a little video showing the development of Magical Harvest over the year.
here's some music from a group project i've been workin on: angel insolvent! uploading here so i can share it with ppl while the last song i'm responsible for is gettin made for the bandcamp release
might do some more posts abt this!! did some cool shader work and music sync stuff as well :3
made a game jam game recently, check it out if u can ok? 👉👈
speedrun horse glider :3
the femtanyl goes robo!!!! :3 audio sync test for verse2 of the sprite animation!!! (a few ms are lost but thatll be fixed in engine) been a bit cuz of the burnout but have been supplementing w other projects and ready 2 get back to it!!! full time animators idk how yall do it so shoutouts to u
femtanyl.exe is loadin...
wip of the sprite animation for my femtanyl fan game :3
did some testing for my second project i'm hoping to do this summer: a femtanyl fan game!! took a crack at pixel art animation as like a character study and practice with the medium :3 asperite is v poggers,,.,.,.,.,.,. u can just compile it urself n get it 4 free!!
spinny !!!!!!!!!!