Dev Blog 13

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Dev Blog 13

Dev Blog 13 is finally here!

It's been a little longer than normal, but we're back!


Fishing concept! It's not in game yet, and that is a placeholder fish, but this should hopefully give you an idea on what fishing will be like!

Fishing concept! It's not in game yet, and that is a placeholder fish, but this should hopefully give you an idea on what fishing will be like!

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Added a quest system
  • Added a bounty board in town for starting quests
  • Added a dialogue helper class that allows for many more actions and variables in the dialogue
  • Added quests that start from dialogue and Della (the animal breeder)
  • Added a dev tool to create quests easily
  • Improved the pipeline for adding new crops
  • Added a tool for easily balancing crops
  • Added a quest log to view active quests
  • Cleaned up the Quest Log UI and added a page system
  • Added an NPC log menu where you can track relationships with NPCs
  • Added a friendship manager that tracks all interactions with NPCs
  • Updated dialogue editor with various fixes and features
  • Added a system to save ongoing quests
  • Added greetings dialogue for NPCs (dialogue that triggers for first time greetings)
  • Setup dialogue trees that activate depending on which quests you have completed/are working on

Click the big play button and listen to the brand new menu theme while you read over the rest of the dev blog!


New characters!

Here we have some of the new player models in detail!

From left to right, we have Gilbert (but you all know him), Lenorah the blacksmith, Della the animal breeder, and two of the new player models dressed up on different clothes.

Most characters of the game will be built on the same body, this means they can have inter-changeable clothing, you can even gift them clothes for them to wear around!

You as a player will have a huge selection of clothing to dress up your character, clothing can be purchased either at the tailor in town, or from other select stores and townsfolk. You will even be able to visit the barber for extra hairstyles!

Check out one of the new trees, bushy!

Check out one of the new trees, bushy!


Clipping improvements

As you can see here, Ethan has made some huge improvements to the clipping of clothing on the player - now there's no clipping!


Introducing your new best friend, the bison!

Della the breeder will be raising these big fluffy guys for you to purchase and fatten up for the, uh.. well you get to raise them!

Check out the other animals we have so far, this is really on scratching the surface compared to what we have planned:


Don't forget to sign up to the newsletter so you know exactly when we release news:

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The Farm-Folks Discord community has grown so much recently!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


See ya next week guys!

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Dev Blog 12

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Dev Blog 12

It's dev blog 12!

Hey guys! we're back as always with our 12th dev blog. No super-duper exciting updates this week, but still some cool stuff to look at!


The new comfy bed!

The new comfy bed!

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Added a node spawner that will spawn ore nodes each day based on weighted chance
  • Added a prototype copper node that spawns copper ore when you destroy it
  • Added a prototype copper ore item
  • Added a prototype copper ingot item
  • Added a prototype furnace that converts 5 copper ore into 1 copper ingot
  • Added the prototype furnace to the scene next to the player house
  • Added a prototype blacksmith that upgrades tools for  5 copper ingots and 5000 gold
Some various town clutter

Some various town clutter

  • Added a prototype cheese maker
  • Added a prototype Mayo Machine
  • Added the prototype cheese maker and mayo machine to the scene
  • Added a cheese item
  • Added a mayonnaise item
  • Added NPC gifting
  • Added NPC dialogue upon recieving a gift

interiors work-in-progress!

Here are the very first work-in-progress interior shots! They're obviously not super pretty just yet, but these shots give you a general idea for what the interiors of the town will feel like. Every building is enter-able, so far we have over 40 buildings planned! Each and every one of these will house unique characters, each with their own backstories, personalities and quests.


Work-in-progress blacksmith

Take a look at the blacksmith's shed, this is where he will be spending most of his time!

The blacksmith will sell you new tools and other knick-knacks, along with upgrading your existing ones!

We are unsure on what types of metals to use for the tool upgrades, if you have any ideas, jump on the Discord and let us know your suggestions!


As you can see here, the blacksmith shed can be snapped onto the side of the new building pieces. Ethan will be creating a bunch of cool character specific building pieces that will snap onto the new modular building pieces.

Eventually, there will also be some variation in these building pieces, like new roof tiles, windows, materials and so on!

 

This town should turn out to be pretty beautiful, be sure to join the Discord to share any of your ideas for town features and characters!


Congratulations to Krasada for winning this weeks giveaway!

If you follow us on Twitter, you might know that we have launched a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter below:

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The Farm-Folks Discord community has grown to almost 300 members!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


See ya next week guys!

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Dev Blog 11

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Dev Blog 11

WE'RE BACK WITH DEV BLOG 11!

Welcome back guys to our weekly dev blog, we've got some cool stuff to share!


One of our new work in progress modular building pieces, more details below!

One of our new work in progress modular building pieces, more details below!

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Added Donkey prefab to project
  • Added a character selection screen
  • Added ability to pick gender
  • Added hair selection
  • Added skin color selection
  • Added player naming
  • Added a system where NPCs can use your name dynamically in conversation
  • Added a little character creation environment scene where you can interact with the objects in the scene
  • Added spawning of character that is created
  • Changed debris to now rotate to the normal of the ground it spawns on
  • Fixed a bug where the barn was auto filling the feed boxes
  • Fixed an issue where characters were blocking seed mounds
  • Various other bug fixes

Modular Town Pieces!

Ethan is currently creating a whole bunch of modular building pieces that will be used to build the main town. There are currently 40+ buildings planned, so this system is definitely needed!

Above, you can see a bunch of work in progress roof pieces. We want the roofs to have some variety, there will likely be 4-5 tile colors scattered throughout the town, possibly even some buildings with a variation in tile types.

Because every building will be built using the same library of parts, Ethan will be creating some character specific pieces to create some unique variation. This may include unique shop fronts, shop signs, maybe Gilbert's store will have a leaky roof, the mayor's house will be a little fancier, the shaman lady's house might have some spookiness to it and so on.

We hope by next week we will have a bunch of awesome new pieces to construct some buildings and show off to you guys, maybe the town can start to take shape by then!


Check out our new fluffy clouds!

The image you see here is still a work in progress, but it gives you an idea to the atmosphere we are building for the game.


New hale bales!

New hale bales!

Congratulations to James for winning this weeks giveaway!

If you follow us on Twitter, you might know that we have launched a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

* indicates required

The Farm-Folks Discord community has grown to almost 300 members!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


See ya next time guys!

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Dev Blog 10

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Dev Blog 10

Dev blog 10 is here!

Hey there! We've got a bunch of cool stuff completed this week!


THIS WEEKS UPDATES ARE AS FOLLOWS:

  • New Dialogue System!
  • More Bug Fixes (camera, targeting, shop issues, UI issues)
  • Improved targeting for characters
  • The player now falls asleep automatically at night if they don't go to bed
  • New and improved character models
  • Awesome new dialogue editor (sorry had to mention that again! haha)

A little shorter this week, mostly because the dialogue system and editor were massive!

A view of the new wip mines! You'll be able to dig for ore in here, ore can be smelted down into ingots and used in crafting, or tool upgrades!

A view of the new wip mines! You'll be able to dig for ore in here, ore can be smelted down into ingots and used in crafting, or tool upgrades!


New player character models!

Checkout the new player model, specifically, the girl! 

What these screenshots demonstrate are our new character "systems" with place holder test equipment and clothing in an extreme pose which doesn't make skin clip through the clothes.

Not only is this system an improvement over the old one, you might notice the proportions of the player character have been changed. We thought a slightly more realistic look might work better, while still keeping the stubby feel!

Oh and yes, there will be a BUNCH of clothing and hair options!


Dialogue system

This is just a concept to show you guys the look and feel of the new dialogue system, it will look MUCH nicer upon completion!

This is just a concept to show you guys the look and feel of the new dialogue system, it will look MUCH nicer upon completion!

Ben has been building an AWESOME new dialogue system this week! The image you see here is just a concept as the current system isn't ready just yet, but it gives you and idea on the look and feel of the system.

You can see we are going for a very classic RPG feel, inspired by Banjo-Kazooie and the new Yooka-Laylee!

Another part of the new system is the ambient dialogue, this is shown through speech bubbles that pop up above a characters' head if they are not speaking directly to you, or just trying to get your attention.


We will not be releasing an update this week as the dialogue system is not quite ready!


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Congratulations to the winners of the Discord members giveaway this week!

 

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


See ya next week guys!

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Dev Blog 9

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Dev Blog 9

DEV BLOG 9 HAS ARRIVED, we've been greenlit!

Unfortunately, we couldn't find a lot of time this week to work on a lot of visuals, but we still got a bunch of stuff done!

WE ALSO GOT GREENLIT ON STEAM!


The new donkey, you'll be able to ride this guy!

The new donkey, you'll be able to ride this guy!

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Added a chair sitting ability
  • Cows have more random variance in their AI so they shouldn't stack as much
  • Added inventory splitting
  • Added better inventory stacking
  • Added new tree variants
  • Highlight Shim only appears on farm soil now
  • Tweaked camera settings again
  • Many bug fixes
  • released pre alpha 1.36
  • Started work on the new dialogue system

This weeks updates weren't that big, but we should see some huge changes next week!


Farm-Folks has been Greenlit on Steam!!

Thank you to all who voted for us on Steam greenlight, we made it through in 13 days!

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We are excited to have the approval for a Steam release!

But before we launch on Steam, we would like to get a few features in the game, these are:

  • New dialogue system
  • The new donkey in game and ride-able
  • implement (most of) the new world!
  • add mining
  • add snow to the world during the winter season

 

These new features will likely be implemented within the next two weeks, as soon as they're in, we will launch on Steam!


Pre-alpha 1.36 just released to all of our Humble bundle and Itch.io players, until we release on Steam, you've gotta update manually!


The new cauliflower crop in game!

The new cauliflower crop in game!

Congratulations to Logan for winning this weeks double giveaway!

If you follow us on Twitter, you might know that we have launched a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

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Next week, we are giving away 5 copies to a few random members of The Farm-Folks Discord community!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


See ya next week guys!

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Dev Blog 8

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Dev Blog 8

Dev Blog 8 has arrived!

This week's log doesn't feature a whole lot of visual updates as last week the dev log was a few days late!

However, next week should be super huge!


Here is our new mine cart! There will also be a variation full of coal, along with a version you can drive through the mine systems!

Here is our new mine cart! There will also be a variation full of coal, along with a version you can drive through the mine systems!

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • New farming system (Instead of zones we now rely on textures so the farm zones can be much more dynamic)
  • Fixed issue where debris was spawning on already occupied areas
  • Fixed an issue with fences
  • Added ability to break fences with axe
  • When you highlight terrain under an object, that object is highlighted/selected instead
  • Fixed an issue where grass wasn't spreading within Debris Zones
  • Cows follow you if you hold fodder near them
  • Added ability to swim in water
  • Added ability to ride animals (no animals yet though)

We are giving away 200 copies! what?!

You read the right, thank you to IndieDB for allowing us to host a huge giveaway on their site!

The giveaway will be enter-able as soon as the countdown hits zero, be sure to bookmark it!


we're 25% of the way to top 100 of Greenlight!

The Farm-Folks greenlight campaign is growing stronger each day! If you want to see us make it to steam, please vote yes!


We won't be running the weekly giveaway for email subscribers! (Because we're giving away 200 copies of course)

However, you can increase your chances of winning by re-tweeting THIS


The Farm-Folks Discord community has grown to be HUGE now!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


See ya next time guys!

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Dev Blog 7

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Dev Blog 7

Dev Blog 7 is Finally Here!

It's been two weeks since dev blog 6, we've been super busy!
In that time, we've released pre-alpha 1.32 and launched on Steam Green light!


A view of what it is like to play in the new placeholder world!

A view of what it is like to play in the new placeholder world!

This weeks updates are as follows:

  • Completely rebuilt pre-alpha island!
  • New lighting system
  • New terrain system
  • Added farming and debris zones instead of on a per-tile basis
  • Many objects are now preloaded so loading times should be better
  • Updated MANY systems to work with the new terrain and lighting systems
  • Added loads of commands for the command console
  • fixed issues with the UI
  • many, many bug fixes (the most we've done so far!)

We've launched on Steam Greenlight!

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We are now in our 12th week of development and have now launched on Steam Greenlight!

Thank you to everyone over on the Discord server for all of your support and play testing, you really help us make a better game!

There is a VERY long road ahead of us, we hope you guys continue interacting with us, finding bugs and errors and keep on throwing your ideas and suggestions at us!


Over the next two weeks, Ethan will be creating a whole bunch of cool stuff, here is a small snippet to get you excited:

railsystem
  • Mining system and clutter (tunnels, caves, rocks, carts etc)
  • General world clutter (hay bales, barrels, wooden crates, buckets and so on)
  • A ride-able donkey?!
  • A new character, put your guess in the Discord!
  • 3 new crops

And much more!


We've got some new pre-alpha gameplay for you guys!


We were unable to run the weekly giveaway last week, so this week we've done a double giveaway!

Congratulations to Mihael and Kyla for winning this weeks double giveaway!

If you follow us on Twitter, you might know that we have launched a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

* indicates required

The Farm-Folks Discord community has grown to be HUGE now!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!

We have a Subreddit and a Facebook page, be sure to follow us! Don't forget Twitter too!


That concludes dev blog number seven!

Let's get greenlit within the next 7 days! That's possible, right? right?!

See ya next time guys!

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Dev Blog 6 is here!

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Dev Blog 6 is here!

We're back again with dev blog 6!

This week, we've added some new features along with a bunch of tweaks and bug fixes suggested/found by our awesome community over on the official Discord!


THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Implemented all of the crops we created last week - cauliflower, lettuce and wheat
  • Created new animal breeder character
  • Created a new house for Gilbert and the animal breeder
  • Added an information panel that pops up when hovering over items in the UI
  • Fixed a performance issue with the grass/debris
  • Fixed an issue with the game saving
  • Updated milk to sell for 30 gold
  • Fixed an issue with the floating furniture and door introduced in update v1.23
  • Updated camera settings
  • Rocks now break after 2 hits instead of 3
  • Fixed a problem with the information panel popup overlapping with the item you are viewing
  • Fixed an issue where the player couldn't walk while planting seeds
  • Setup a system that allows players to add/remove hay from the silo
  • Feed boxes van be filled by left clicking with hay in hand
  • Animals now only produce items if fed
  • Added a developer console and some dev commands
  • Added watering effect to watering can
The new watering effect, this appears when you use your watering can

The new watering effect, this appears when you use your watering can

Not as many changes as last week, but still quite a lot!

Gilbert's new house, he no longer has to stand behind his old market stand!

Gilbert's new house, he no longer has to stand behind his old market stand!

A closer look at the home for the new animal breeder character

A closer look at the home for the new animal breeder character


Fynnpire played Farm-Folks, check it out!


Congratulations to wineandnachos, the winner of our weekly giveaway!

If you follow us on Twitter, you might know that we have started a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

* indicates required

The Farm-Folks Discord community has been bustling with activity over the past week!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!

We have a Subreddit and a Facebook page, be sure to follow us! Don't forget Twitter too!


A new Farm-Folks update is released weekly!

That concludes dev blog number six! Let's aim to keep to our schedule over the next week to implement the mining system!

See ya next time guys!

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Dev Blog 5 - Environment Upgrades!

Dev Blog 5 - Environment Upgrades!

Hello again everyone, Dev Blog 5 is here!

This week is a real DOOZY of an update, we've been working on some new modular environment pieces, along with some new features and a truckload of bug fixes!

Expect to see an awesome new game world in the next update!


Some new seasonal crops - cauliflower, lettuce and wheat!

Some new seasonal crops - cauliflower, lettuce and wheat!

You guys have been giving us a ton of feedback on Discord after playing the game so far, thank you all for the continued support!

This weeks updates are as follows:

  • Added grass that can be cut down with a sickle
  • Added milk that can be gathered from cows once daily
  • Added eggs that can be gathered from chickens daily
  • You can now interact with cows and chickens (they give you animal products, plus a little heart)
  • Added a buyable chicken
  • Added a friendship system for animals (no effect yet)
  • Updated fence placement so you can now place it in grass/weeds
  • If you target a tile, but that tile has something on it, you target that object instead
  • Fixed an issue with the eggplant model
  • Fixed an issue where turnips had the wrong icon
Here are some new models for the eggs and milk, along with the new cliffs behind!

Here are some new models for the eggs and milk, along with the new cliffs behind!

  • Updated audio to play a new song every time you sleep
  • Fixed an issue where stalks of plants were slightly transparent
  • Fixed an issue where you couldn't target items easily if other items were blocking them
  • Fixed an issue where the fence could be placed anywhere
  • Fixed an issue where the chop animation moved your character slightly forward
  • Updated to Unity 5.5.2f1
  • Added scroll wheel support for the hotbar
  • Added trees that can be chopped down
  • Setup doors to open away from you (most of the time)
  • Fixed an issue where the watering animation moved the character slightly forward
  • Updated crops to no longer disappear if not watered, instead they just don't grow
  • Fixed an issue where fences weren't updating the NavMesh (and were allowing cows to walk through them)
  • Updated controls for the UI
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New modular cliffs, grass, wheat and wind animation!

New modular cliffs, grass, wheat and wind animation!

  • Added a pickaxe that the player can use to mine stone
  • Removed the ability to mine stone with the normal axe
  • Updated controls for the player
  • Fixed an issue where corn was regrowing when it wasn't supposed to be
  • Added more feedboxes to the barn
  • Fixed an issue where animals weren't eating out of the feedboxes
  • Fixed an issue where some crops would darken after being watered instead of just their dirt mounds

See! Told you it was a DOOZY!


We have a Subreddit and a Facebook page, be sure to follow us! Don't forget Twitter too!


Congratulations to Marcelo Monteiro, the winner of our weekly giveaway!

If you follow us on Twitter, you might know that we have started a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

* indicates required

The Farm-Folks Discord community has quite a few members now, Thank you to everyone for your ideas and feedback!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


A new update for Farm-Folks alpha players will release within the next day!

That concludes dev blog five! The game is just starting to take shape visually, can you imagine what it will be in a couple of months from now?!

Dev Blog 4 - Alpha is Here!

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Dev Blog 4 - Alpha is Here!

HEY EVERYONE! WE'RE BACK WITH DEV BLOG 4!

As many of you know, Alpha has launched! So many of of you are already playing Farm-Folks and giving us some great feedback over on Discord!

We've got quite a few exciting updates to come over the next few weeks.


cow screen.png

We're so excited that alpha has been well received over the past few days, thank you to all for the appreciation of the game!

As expected, you guys discovered a range of bugs, which we have now mostly fixed in the v1.17 update.

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Updated player home
  • Added chicken coop
  • Added silo (soon we will ad some longer grass that you can harvest for animal feed to store in your silo)
  • Lighting system updates
  • Changed around some of the controls for 1.17
  • Added seasonal music
  • You can actually open/close doors now! ( before this, doors were always open)
  • Loads and loads of big fixes

The first glimpse of gameplay!

Want to Play?

We are excited to see you all playing! Thank you all for the support so far.

Alpha is currently available, if you'd like to play, click button below. Don't forget, upon purchase, you receive all weekly updates for free, along with the final game on release, and even a steam key once we get through green light!


We have a Subreddit and a Facebook page, be sure to follow us! Don't forget Twitter too!


Congratulations to axmaxm, the winner of our third weekly giveaway!

If you follow us on Twitter, you might know that we have started a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

Newsletter subscribers also get all major news first, they will also be the first to know when alpha is ready!

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The Farm-Folks Discord community has quite a few members now, Thank you to everyone for your ideas and feedback!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!


That concludes dev blog four! Thank you to everyone for the continued support, next stop, Steam Greenlight!

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Dev Blog 3 - Alpha is just around the corner!

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Dev Blog 3 - Alpha is just around the corner!

Hey everyone! We're back with the third weekly dev blog!

We've seen a huge rise in people interested in Farm-Folks over the past week! We are very close to releasing Alpha 1, it should be less than a week!

We've been working on polishing the game and getting it to look pretty over the past 7 days, we're almost ready for alpha! We just have a few more models to create and implement into the game, we can then begin to build a small world for you alpha players!

This weeks updates are as follows:

  • Added smarter cow AI
  • Added settings UI
  • Added crafting UI
  • Added crafting and recipe system
  • Updated an issue with the lighting
  • Added sleep transitions
  • Created farm debris spawning and collection system
  • Revamped collision system
  • Updated sprout and seed stages for plants
  • Added random rotation for crops
  • Added pine trees
  • Resolved issues with the character and camera controls (jerkiness/collisions)
  • Tons of minor bug fixes and changes
The New barn! It's a work in progress as you can see, but this gives a nice idea on what the buildings will be like. This is the smallest barn, eventually we will add a larger one with more space for animals, we will even add extensions for each barn type!

The New barn! It's a work in progress as you can see, but this gives a nice idea on what the buildings will be like. This is the smallest barn, eventually we will add a larger one with more space for animals, we will even add extensions for each barn type!

Some work in progress ground textures, credit to Bitgem for the grass and stone textures!

Some work in progress ground textures, credit to Bitgem for the grass and stone textures!

Alpha Release

So many of you are excited about the first alpha release, which makes us excited! We are hoping to have alpha up and ready to go within the next few days. It will be available at farmfolks.net/play. We are still working on pricing, as the first alpha release will not be smashed full of features just yet. However, alpha will of course be available at a heavily discounted price, you will also receive every update for game all the way to the final release, along with a steam code when we get greenlit!


We now have a Subreddit and a Facebook page, be sure to follow us! Don't forget Twitter too!


Congratulations to Nick Smith, the winner of our second weekly giveaway!

If you follow us on Twitter, you might know that we have started a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

* indicates required
Look at these cute little moo-ers! Part of the work in progress barn.

Look at these cute little moo-ers! Part of the work in progress barn.

Newsletter subscribers also get all major news first, they will also be the first to know when alpha is ready!


The Farm-Folks Discord community has quite a few members now, Thank you to everyone for your ideas and feedback!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!

That concludes dev blog three! Thank you to everyone for the continued support, next stop, alpha 1!

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Say Moo for Dev Blog Two!

Say Moo for Dev Blog Two!

We're back again with another weekly dev blog!

Hey, welcome back everyone! We've made some nice progress over the past week, alpha is getting closer and closer!

Quite a lot has been updated this week, there's not a lot of pretty stuff to show just yet, but next weeks update should be packed full of visual prettiness!

THIS WEEKS UPDATES ARE AS FOLLOWS:

  • Created and implemented cows (they don't do much yet other than moo)
  • Added Gilbert the merchant, you can now buy season specific seeds from his market stand!
  • Lots of back end work with the saving/loading system
  • Added new UI
  • Added time of day system
  • Crops now pop out of the ground when picked and are sucked into the player
  • Fixed wacky tool animations
  • Added basic dialogue system
  • Loads of bug fixes and backend work
  • Added farm debris (logs, rocks and weeds)
Farm debris testing!

We've been working on quite a few new assets this week, not all are functional and in game just yet, but as you can see we have created some basic crap to fill your farm and cause you headaches: rocks, logs and weeds. You've got to clear rocks with your pickaxe, break logs with your axe, and cut weeds with your sickle. Rocks and logs will be used in the future for crafting, building new structures and expanding existing ones. Eventually we will add some larger varieties of debris that will require upgraded tools!


Congratulations to Manuel Cascallar, the first winner of our first weekly giveaway! 

If you follow us on Twitter, you might know that we have started a weekly giveaway for our lucky newsletter subscribers. Every week, we are giving away a free copy of Farm-Folks! If you missed the cheeky pop-up on our website, you can still join the newsletter here:

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Newsletter subscribers also get all major news first, they will also be the first to know when alpha is ready!


The Farm-Folks Discord community now has over 50 members, it's awesome to see so many people who want to play the game!

Be sure to join us on Discord so you can talk to us while we work, you can even share your thoughts and ideas for the game directly with us!

Welp, thanks for checking out our second dev blog, next week should be a doozy! See you next time and happy farming!