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@paigehoney9055
@paigehoney9055 12 күн бұрын
This looks awesome, good luck with your MVP!! Thank you for sharing your process with us :D
@zachnoll6245
@zachnoll6245 14 күн бұрын
My goodness, We have the same plan. Inspired by an old Harvest moon (mine is A Wonderfull Life) but don't want that game to stink so me and my brother are gonna practice with other games. Excited to see what you both come up with.
@Stump-and-Stem
@Stump-and-Stem 14 күн бұрын
Ooh! I wish you the best of luck, I hope we can play your game someday! I haven't gotten around to AWL yet in my to-play list, but it seems like it's got a lot of depth that modern farming sims have really missed out on. Fantastic pick!
@zachnoll6245
@zachnoll6245 13 күн бұрын
@@Stump-and-Stem They recently rereleased AWL on steam. They named it Tales of the Season: A Wonderful life. (also I think its weird when the game first came out you couldnt pick your gender. you had to get a whole other copy called Another Wonderful life which I ended up getting because I had lost my original. The only sad thing was I could no longer romance Nami. They combined them in the remake)
@frogvibesgames
@frogvibesgames 16 күн бұрын
I love this little creature, so cute! Good video too
@Mythicalwaters
@Mythicalwaters 17 күн бұрын
this is so interesting i love armadillos. could you maybe reorganzie the playlist so that the oldest is at the top and newest is at the bottom so its easier to watch ❤
@Stump-and-Stem
@Stump-and-Stem 17 күн бұрын
ah shoot, thanks for pointing it out. Should be fixed now, but do let me know if it isn't!
@Sam-ub7dt
@Sam-ub7dt 18 күн бұрын
Never played farming games, not really at least, but immediately intrigued by the notion of being a lil aardvark tending the farm and who can roll about So I think you already have a pretty significant hook!
@EthanHayez
@EthanHayez 18 күн бұрын
Your artstyle is killer. Throwback to an earthy aesthetic that I dont see enough on the internet.
@smolblockboi
@smolblockboi 18 күн бұрын
Love the lil' armadillo! Another possible solution for the free form tilling that might be worth exploring is having a subdivided grid. So you'd have your main grid for regular placement that the genre is known for and plots can snap to that but then you've got a sub grid of say half the size which, when there's overlap, allows things to also snap to that so there can be variation of placement while also avoiding micromanagement if things are slightly off. Kind of like Animal Crossing New Horizons has with furniture grids.
@stefanolassandro886
@stefanolassandro886 18 күн бұрын
It's looking good! Keep it up, and good luck with the non-grid approach, I have a feeling it's going to be pretty difficult to manage... but it'd sure make a good novelty for the genre! <3
@kbhasi
@kbhasi 19 күн бұрын
(2:33) Following how I imagined your game having a 3D world but 2D UI and artwork, those little paintings look to me like they could be roughs for icons displayed within the game's UI if both of you did decide on having the UI be 2D. (4:27) I like that you're doing it freestyle instead of being locked to a grid. (1:17) (5:43) Ah yes! The temporary placeholder main menu! (1:11) (video) In my comment on the previous log you uploaded, I mentioned how the key art reminded me of picture book and illustrated novel illustration, but this time, I realise that the key art gave me ‘Frog and Toad’ and ‘Mouse and Mole’ vibes. I haven't read either of those book series, only saw some illustrations and art from those books, so I can't really identify what specific vibes I'm getting from your game art. (1:38) I didn't think about what the general gameplay loop for my game idea would be, but even though that would have different levels, I noticed one among some of my gameplay mechanic ideas and took note.
@MarthaWocket
@MarthaWocket 20 күн бұрын
If you make movement fun that's half the battle and I saw the ball mode 🤩 I think adding a house customizer it can help with giving satisfaction loops
@amorachinchilla
@amorachinchilla 20 күн бұрын
Love the realistic expectations set! A lot of gamedevs (myself included....) get really caught up in "it's going to have THIS feature and THIS feature and THIS feature" right from the start, which can become really frustrating when you've been working for months and have exactly one feature finished, maybe even one that didn't really need to be implemented until much much later. All that to say, the structure of "this is the bare minimum we need, so we'll focus on that first" is wonderful, while still keeping in fun little attempts at something new and creative like with the tilling mechanic. Excited to see where this goes!
@Squiggl3art
@Squiggl3art 20 күн бұрын
Oh I adore the free-form tilling concept! Not to complicate things as you're so early in the process, but how would watering work? Would it work something like the irrigation trenches in Harvest Moon Tale of Two Towns? In that game, you can make irrigation trenches as long as you like, but it will only water a number of tiles depending on units of water in the watering can. Or would it be more of an area of effect watering, where you water crops but its only from a certain radius around the character. That way, you can water a set x amount of times, since the water in the can would decrease the same amount per input. The first style would tie more into the free-form nature of your tilling and could make it fun to plan out the optimal distance for each row, where the second method is more familiar but might lead to grids if trying to optimize the maximum amount of plants able to be watered. Hopefully this makes some sort of sense, either way, I'm interested in seeing how you tackle watering and planting with the current method of tilling! Looking forward to seeing more updates, its been so fun to see your progress and different farm sim developments over the years on your blog :D
@Stump-and-Stem
@Stump-and-Stem 20 күн бұрын
THERE'S ANOTHER HARVEST MOON WITH IRRIGATION IN IT?? oh man, the ds games are a huge blind spot for me, I'm really excited to play that and see how they handle it. Short answer is that we have a plan in mind for watering that is also freeform like the tilling is. Out of your suggestions, its probably closer to AOE style. Long answer is... well eventually I'll have a whole video about it so I hesitate to say, haha. Thanks! It's a delight to see you over here as well :D
@Amaiguri
@Amaiguri 20 күн бұрын
Commenting for the algorithm. Keep it up!
@Michael-The-Composer
@Michael-The-Composer 20 күн бұрын
Hi there, I'm Michael. I've been following this series since it started not too long ago, and I think this will turn out to be a cool game! I love that the armadillo does things manually, like digging, and picking up the backpack and watering can. It's a smart difference that makes it stand out just enough from other farming games. SELF-PROMOTION TIME: If you're looking for music for this game, I'm a video game composer. If you're interested, I'd love to chat!
@Porplefish
@Porplefish 21 күн бұрын
Great stuff! Exciting to see the process and the different approaches to the tilled plots. Have you considered placing a spline where the plots are following the character, then you could just run a check for distance from one spline end to all nearby spline ends to see if they should connect maybe? I'm typically an Unreal developer, so I'm not sure how approachable this would be here!
@fishingfishka
@fishingfishka 21 күн бұрын
I have a bit of a fun idea about the cooking menu. In real life, cooking can take anywhere from 15 minutes to 5 hours, so what if you include that as time management? Combined with the ingredients requirement, it could be fun to optimise, something like "Okay, so my strawberries will ripen today, and my wheat will be ready the next day, so today i can spend about 2 hours collecting strawberries, 5 hours watering the wheat and then 3 hours making strawberry jam to go along with the bread i will make tommorow!"
@MeMe-vz7dp
@MeMe-vz7dp 21 күн бұрын
This is something not super important at this stage of development - and I’m sure something you guys have already noticed - but something that sticks out to me immediately is just how pretty the hand-painted textures are in the blender viewport, and how much they are hidden or muddled up by the in-engine materials. It may be a stronger product to let the hand-painted textures stand on their own rather than be hidden under layers of overly reflective light and shadow and materials properties. I’m loving the game process so far!! Keep up the good work!! 😁😁😁
@Stump-and-Stem
@Stump-and-Stem 21 күн бұрын
Oh yeah, all of that is gonna change big time. We have a very strong image for exactly what we want this to look like when it's done, but there's a lot the two of us need to learn about lighting and shaders before that happens. This basic environment is serviceable enough to get us by for the moment while we make the rest of the game happen, but to be honest it's all probably going to be remodeled or repainted at some point. It may look "finished" by some standards, but to us it's all really just a proof of concept. Just something nicer to look at than a greybox, haha.
@MeMe-vz7dp
@MeMe-vz7dp 21 күн бұрын
@@Stump-and-Stem Sounds wonderful! Yeah, messing w shaders is a whole journey on its own, the psuedo-greybox look is more than enough for now. The vids have been lovely and I can't wait to see more! 😁
@AnnamatopoeiaArt
@AnnamatopoeiaArt 21 күн бұрын
I am SOOOO excited for updates to the game, the concept is so cool and gosh dang it I want to play a little creature! I also am interested in the free hand tilling mechanic, I worry that it might make the accidental placement of crops easier but it’s too early to say.
@nicolaspeters5980
@nicolaspeters5980 21 күн бұрын
So as a gardener and game designer this free form gardening system brought a few ideas to mind. Plant spacing could be a fun and nuanced system and simplify the worry about art assets overlapping. When plants are closer together they tend to stunt each others growth preventing them from growing big (so art would never become big enough to overlap) this is esspecially noticable with root crops like carrots or beets. Plants close together also create microclimates that protect the soil from being scortched by the sun allowing for a flourishing microbial ecology, dampen wind that protects the weaker plants before they mature, but they also trap moisture with the lack of wind causing an increased potential for fungal and bacterial diseases. This coupd all create an intreging but freeform system of hpw you design a garden based on which plants you are currently growing and how much output you need from the plants. If seeds are given out based on fetch quests essentially instead of bought in bulk it would also prevent the mundanity of a large field of a single crop that is known and the solution easy by mixing up whats available both in seeds and space based on what plants you pulled up and there for need to fill that part of the soil. Anyways i hope this project goes well :)
@hjay5534
@hjay5534 21 күн бұрын
An update! :D Looking good so far - and it's really fun to see the game planned out like this! Your plan for your mvp sounds very good imo. If you want it even more minimal, one idea could be to not have a timer to start with, but have the player choose when to sleep and move to the next day? Though, seems like you're well on your way with the timer, so maybe not worth it to not finish it. (Though, could be an option for a speed maybe? Infinity time in a day could be nice for a very relaxed game session). And although the freehand tilling sounds like a really fun idea, I just know I'm gonna line them up in a grid anyway =P I like patterns and clean lines too much haha
@AScribblingTurtle
@AScribblingTurtle 21 күн бұрын
I like the Idea of farming tiles being "off the grid" so to speak. Makes it look more natural. You could still treat each of these circles you placed as kind of planting pot. That would mimic the Tile Grid approach, just without the visual / spatial restrictions. Getting rid of the grid also fixes one of my biggest gripes with the GB Harvest Moon games. That is, that you can't water the middle plant of a 3x3 field once the outer plants reach stage 2. Despite that you are only able to plant in a 3x3 pattern, which means either wasting seeds and/or growing time.
@cawareyoudoin7379
@cawareyoudoin7379 21 күн бұрын
Well, Stardew for example solves this problem by letting you walk through most crops.
@AScribblingTurtle
@AScribblingTurtle 21 күн бұрын
​@@cawareyoudoin7379 Agreed, on a tile based system, that would be the easiest fix for that. However, leaving it to the player how to dig the fields would be a bit more innovative. It encourages players to experiment with planting patterns. People could still plant in a grid if they so choose. I may not like how Harvest Moon GB handled it, but on the flip side it made me think about how to arrange the fields. Thinking about the arrangement for how to water and harvest more plants per day was kind of fun, admittedly.
@cawareyoudoin7379
@cawareyoudoin7379 21 күн бұрын
@@AScribblingTurtle Oh, I agree it's a fun solution! And if everything is too easy, there won't be a game to play.
@guyinahat8930
@guyinahat8930 21 күн бұрын
Really cool video! I might send this series to some people if they ever get curious what game dev is really like, since this series is (looking) really beginner friendly for game dev concepts like MVPs
@lilyisfeet
@lilyisfeet 21 күн бұрын
i really like the art and color choices for the game, but they get muddy when you actually put it in game :(
@Jhonxay
@Jhonxay 21 күн бұрын
I think using some sort of unlit shader to just use the coloring choices of your art would give the game a lot more life!!
@NicodemusRat
@NicodemusRat 21 күн бұрын
The freeform placement is an interesting twist. The idea that you don't always have your inventory fits with the character (nice animation!) but will that be good for gameplay? Perhaps if you are having to make decisions about carrying inventory vs carrying other elements it will create choices. Great to see the progress here and exploration! Kudos!
@Stump-and-Stem
@Stump-and-Stem 21 күн бұрын
I don't remember if I ever mentioned it before, but the choice to have no inventory is something that came from our early-Harvest Moon inspirations. It's kind of a pain to have to lug things back and forth, but when I played those games, I enjoyed the way it forced me to play slower and a little more methodically. Technically, having a big storage box you can carry around gives you more allowances right from the start than those earlier games did just because you can at least move the thing closer to you when you need it. And that loops back around to the decision making you mentioned, so yeah you get the idea! :D
@NicodemusRat
@NicodemusRat 21 күн бұрын
@@Stump-and-Stem Ah, interesting! Yeah, I was thinking that hauling and placing tools (if we count the inventory box as a "tool") will become an important element in your play flow. You've shown only two carryable things but you may have more in mind as well which could provide further choices. I look forward to seeing how this develops. Thanks!
@cawareyoudoin7379
@cawareyoudoin7379 21 күн бұрын
I like the idea of a more freehand approach to tilling! Looking forward to what you do next.
@Pabloparsil
@Pabloparsil 24 күн бұрын
My unsolicited advice is: don't spend too much time learning python because a lot of what you are going to do is calling godot functions and doing things in its way. It's good that you learn the basics to not be intimidated but after a couple of weeks I'd just practice with godot itself. Btw your armadillo is very cute, keep it up!
@eobet
@eobet 25 күн бұрын
This is why I dread moving from Unreal to Godot… I never want to code! Blueprints are way superior for an artist!
@LetsSmiley
@LetsSmiley 25 күн бұрын
This is just soooo CUUUUTEEEEEE
@yummy_brot
@yummy_brot 26 күн бұрын
As a programmer my ego has been boosted
@Dashmaster305
@Dashmaster305 26 күн бұрын
I like the storytelling and getting to see your decision making behind the scenes! Subscribed.
@LewdicideMouse
@LewdicideMouse 26 күн бұрын
I feel good watching this. The exact same things have happened to me. Nothing is more demoralizing than a video called "how to start a game for non-programmers" say "programming is the fun and easy part anyways." 🥲 I wish you luck!
@jikkermanccini
@jikkermanccini 26 күн бұрын
Love to see a fellow artist-turned-programmer! This project looks adorable, iIcan't wait to see what comes of it. Taking the python course was the right move; I spent far too many sleepless nights trying to muscle Godot into obedience, to no avail. Through that I developed a hatred for programming that I just have to get over if I want to continue haha. Cool to see that I'm not the only guy who drew a cute character and decided 'Oh! I want to turn this into a game!'
@kbhasi
@kbhasi 27 күн бұрын
I just came here from a recommendation on my KZbin homepage and I'm already impressed! (0:00) I like that 2D art style as it reminds me of some book illustrators who'd illustrate picture books ("children's books") and/or illustrated novels. I imagine that art style would be used for game artwork (e.g. Steam and Nintendo eShop pages, game icon, etc). I did also imagine the art style being used for UI elements, but only because I imagined doing the same thing with an art style I pictured for a game idea I'm working on as a side project. (0:08) The game world would be 3D. That's understandable. (0:22) That reminds me of the game idea I mentioned further up in my comment. I came up with the that after experiencing a daydream in which I saw myself playing the game and some of the in-game elements including a vague representation of what one of the main protagonists looked like. That daydream lingered in my mind and, after tracing what influenced the daydream, I decided to just develop the game as a side project so I had somewhere to pour in the inspiration and ideas I'd get as the idea displaced a fanfiction idea that previously lingered in the same space in my mind. As such, I'm the only one working on it. (0:41) That reminded me of a challenge I ended up with for my game idea, which is that in order to stay true to the daydream, I needed to have the game world be 3D and the UI be 2D. (The artwork would use a mix of 3D and 2D art) As much as I wanted to imitate the art style of the game that indirectly influenced the daydream and other games with similar art styles, I recently came up with the idea of sneaking my own planned art style, which would be a 2D art style I'm developing with book illustrations and comics in mind, into the game. I think I came up with the idea after drawing inspiration from an Aardman behind-the-scenes video which showed a character design on paper before being creating various sculpts of the character and making a cast to create multiple puppets. (0:56) That's understandable, especially for a first game. I did think of another game that did its menu differently, but that game was made by a large internal studio at a major publisher so it'd be unfair to compare your game with that. (1:15) I agree. Some of the games I drew inspiration from were in 2D, but as far as I could tell, that was just due to limitations of early '90s 16-bit (4th console gen) graphics hardware, leading the designers to build clay puppets, pose them, and capture video stills using camcorders with clean video outputs through Targa cards in their development PCs. (3:26) One of the reasons why my game idea is a side project is that my interests are more in books (including comics) and animation aimed at children, not so much video games. Following that and wanting to be an artist, that answers the question of why most of my planning work for the game have been with visuals. (7:00) I can somehow relate!
@Grantis
@Grantis 27 күн бұрын
I’m so playing this game when it comes out
@naelpontes8444
@naelpontes8444 27 күн бұрын
You could try using Unity instead of Godot, there are many more tutorials available
@HitoriSanzo
@HitoriSanzo 27 күн бұрын
Your voice is gorgeous ♥ And that Armadillo is the cutest f*cl I've seen in months ♥
@Manical
@Manical 27 күн бұрын
I respect it! ❤
@aadenlopez5670
@aadenlopez5670 27 күн бұрын
Wait this looks so cute 😭😭😭
@nicks4727
@nicks4727 27 күн бұрын
Godot Lets GO
@shadowthemusicplayer
@shadowthemusicplayer 27 күн бұрын
i want to learn programming but I'm an artist completely
@rhoharane
@rhoharane 27 күн бұрын
I'm a technical artist and programmer. Having experienced several engines and programming languages, honestly, I think Godot's scripting isn't a great place to start/learn programming. An experienced programmer may have the necessary architecture vocabulary to know how to work around its limitations or just be ok with not having basic things an artist wants to do. Don't blame yourself if you're struggling with it. I'm not hating on Godot. I say this as someone who wants Godot to be a decent alternative to things like Unity and Unreal.
@kitsunemusicisfire
@kitsunemusicisfire 27 күн бұрын
I love cute and cozy games I can't wait to see how it goes :3
@Beryesa.
@Beryesa. 27 күн бұрын
And developers struggle a lot with art... That respect is surely mutual 🔥😅 Nice video!
@Kirbo76
@Kirbo76 27 күн бұрын
Suggestion, what if the Armadillo uses a push plow instead of digging and walking, this will give the player a sense of progression due to the fact they're digging faster than normal. Edit: and it might be easier to animate
@auroraspersonal
@auroraspersonal 27 күн бұрын
as a huge Godot fan, this video is the perfect example of why Godot being "the linux of game engines" can be a bad thing. it's very much "by programmers for programmers" which is one area I hope it changes down the line. that said, it's great you're able to make the engine work! very excited for more devlogs! :D
@mert6230
@mert6230 2 күн бұрын
what you mean make the engine work? you can't code? I am no godot fan I am enjoyer of alternatives and competition. and godot is perfect for that alone.
@auroraspersonal
@auroraspersonal 2 күн бұрын
@@mert6230 ah maybe "make the engine work" isn't the right way to phrase it. I just meant finding a good workflow within the engine! personally, I like to do most of my work through code, which is why Godot's node system works really well for me. but for folks who aren't code-first, I had heard that it's challenging to pick up Godot more so than other engines. this video touched on some of that!
@Kiki-zs4zm
@Kiki-zs4zm 27 күн бұрын
This looks great! Can't wait to see where this goes
@swrcPATCH
@swrcPATCH 28 күн бұрын
Just go unreal As in right now, there is NO reason to NOT use unreal, so just go for unreal
@Stump-and-Stem
@Stump-and-Stem 27 күн бұрын
There are actually a lot of reasons! We may have a good work PC that's able to run unreal, but godot runs on our crappy laptops so we're still free to work on the game if we travel somewhere. Unreal takes up like 50 gigabytes of hard drive space and takes ages to load in compared to godot. Plus all the fancy lighting stuff built into unreal and the networking stuff and... everything else? It's all bloat to us. This tiny game wouldn't make use of any of that, we'd just have to rip it out when the time came to optimize.
@swrcPATCH
@swrcPATCH 27 күн бұрын
@@Stump-and-Stem That is not even true. There is absolutely no need to rip off networking or you probably mean lumen by "fancy lighting stuff". If you are not using it in your game it will not affect performance at all. Just proves you have no idea about unreal whatsoever. I do understand the argument regarding performance when it comes to working on the game with a "crappy laptop". The other one is just a bad argument tbh. I think it'll make a lot of stuff easier doing unreal which I can already confirm by watching this video, I mean you described some of your struggles inside godot and unreal offers an easy solution to most if not all of these. Plus I think the engine does help making assets etc. a lot more easy than other engines. I've been around since 2013 but unreal is here since 1998. They've put a lot of stuff into UE5 which makes my life so much easier. At the very beginning I did not want to switch to UE5 cause the performance on my end was a lot better in UE4. But the performance cost is only in editor, not ingame and with all the new features I can do a lot of stuff 20 times faster than before and we decided to go unreal not for lumen or world partition (the cool new tech) but for all the tools that help us create faster. Nanite alone is a big optimization that can be used for mobile as well even tho mobile does not support nanite and it saves sooo much time compared to creating LODs manually. All I can say is give it a try, it'll be worth it in my opinion but obviously you can do whatever you want. I still think unreal is a nobrainer (for 3D, not 2D) as in right now when it comes to game engines and honestly I think the new features do help indies more than AAA studios.
@swrcPATCH
@swrcPATCH 27 күн бұрын
@@Stump-and-Stem Oh and also, just a quick tipp: There is no "time to optimize". You should be thinking about optimization from the start and not like something that can be done at the end.
@ravenanne1734
@ravenanne1734 25 күн бұрын
​@@swrcPATCH your take is so unbelievably bad and privileged why would you even give it? Go hang out in the comment sections of unreal developers if you can't understand godot. Leave everyone else out of it.
@swrcPATCH
@swrcPATCH 25 күн бұрын
@@ravenanne1734 Please stop being emotional. All I said is that we all want to be creative and create games and we should not limit ourselves to the tools we use. If she prefers godot for personal reasons, sure. But objectively there is no reason not to go unreal as in right now. And I have explained why based on my own experience. Idk why it's so hard to understand. The reason why I was starting this comment in the first place is because of the struggles she was showing in the video and she was talking about unreal herself and all I said is that unreal could make your life easier. But again, I am just explaining, not forcing someone to switch. If you prefer unity, godot or your own engine then sure. I just want to create, not stick to an engine. I switched from cinema 4d to blender, even tho I like Cinema 4d a lot more than blender, it did hinder my creativity so blender was the way to go.
@migsy1
@migsy1 28 күн бұрын
This looks adorable!