Pre Alpha Update - Polish, Roadmap, Sounds, Quests
It’s time for the May Devblog!
In short: we’ve decided to make May a month of polish, shuffle around the Roadmap to bring one of our final months of polish forward, and push the May deliverables back to June.
If you already have access to the pre-alpha of Farm Folks, you will be able to update your build by redownloading the game from the Crytivo Store.
If you want to play Farm Folks, head over to https://www.crytivo.com/en/farm-folks and purchase either the “Farmhand” or “Collector tier, this will give you access to a playable pre-alpha build.
We shuffled up the roadmap!
Why have we made this choice? Part of it comes down to tech: There are behind-the-scenes decisions we need to make about the game, and we need to commit time to these earlier, rather than later.
We are also aware that the Pre-Alpha looks rough in many areas. From unfinished menus, grey and white user interfaces, to the world itself, we’d like to bring some of these up to speed and have them feel a bit nicer. Ultimately, we hope to make the user experience much better over the month of May.
Another major reason behind the reshuffle of the roadmap, is balance. We found that some months on the roadmap may have been too heavy in art related features, while others were very heavy on programming. We now have a much more balanced roadmap which will ensure we can hit our targets without burning ourselves out.
See our roadmap here: https://trello.com/b/i8jAzlrv/farm-folks-development-roadmap
With all that said and done, what did we work on over the month of May?
One of the biggest things you’ll notice is the world itself. Our talented artist Ethan has been working hard to tune up the grass, sand and rocks of Softshoal Island. The results are just awesome, and we hope the world feels just a little bit more natural to walk around and explore.
Looks aren’t the only thing we’ve improved about the world. Our Game Designer Nick has reshaped the island just a little, and we’ve gotten rid of those weird green-tinged cliffs.
One cave really isn’t enough, so he’s also been hard at work expanding the world with caves and other curiosities. World Build-ables are going to play a much bigger role in the game from here on out!
In general, there’ll be more than ever before to see around the island. And keen explorers might just find some treasure hidden among the many nooks and crannies of the island.
If you’ve been keeping up with our updates, you’d know that last month we welcomed the wonderful Eliana to our team recently! Eliana is a Sound Designer, and is cooking up some marvelous audio tracks for us to use.
Keep your ears open, because you’ll be hearing more of her audio and music around the game from here on in. And if you haven’t already, check out her video about creating the tone and style for the music of Farm Folks.
We’ll be uploading small gameplay snippets and new features to the Farm Folks YouTube channel soon, be sure to go subscribe so you can keep up with all the new stuff!
Hah, didn’t think we’d pushed back everything from May, did you?! Our programmer Casey developed the Quests system earlier this month, meaning from now on, you’ll start to see ? and ! marks popping up around the environment.
Farm Folks will have two types of quests: Major and Minor. Minor quests will be littered throughout the game, and consist of smaller tasks that don’t affect the overall story.
Major quests are the medium in which the main story will be told, are longer, and will bring you closer to the people of Softshoal Island and the struggles they face.
Hold on a second… main story?
Without giving away too much, yes, Farm Folks will have a main story! Rather than take the form of a long, singular narrative, it will be told as a series of interconnected short stories. We’ll be talking more about this in future Dev Blogs.
To see a full list of patch notes, see the #PATCH_NOTES channel on Discord: https://discord.gg/g6CtK7H
We’d like to thank you all as always for your continued support. As we slowly inch closer to the completion of Farm Folks, both our excitement and anxiety levels rupture through their ceilings. Being game developers is no easy task, especially when there are certain expectations internal and external that we’re aiming to hit.
So having such an amazing community backing us helps us crush any task we have ahead. If you’d like to help us crush it even more, come talk to us on Discord, give your feedback and help shape the game into something amazing.
~ The Overgrown Team