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(+1)

I didn't expect someone to care enough to make such a big post, lets get into it!

-We wanted to make the grass become smaller as it switches from grass terrain to non-grassy terrain, but we haven't figured out a way to do it yet. The current terrain system has no way to know in which direction the grass height variance should happen.

-We will have time to rework UI after the NPC update, but some small changes like a new hover state for pressed (toggled) buttons is something we can do soon, added to the TODO list.

-Pirate language was a test yes, we forgot to remove it.

-Character customization is planned, but very low priority.

-Colored NPCs during the cutscene are the ones speaking.

-Most of the textures being used in buildings are placeholders, building parts have custom hand drawn textures and are what we plan to do for the whole town later, but retexturing the town will take weeks, so its low priority.

-Clunky indoors camera is a known issue, we need time to develop a system to hide the top floors of buildings you are inside, so you can have a top view indoors without problems.

-Chests are not interactable yet, you have infinite inventory space for now.

-we are limiting the amount of furniture in the town for now until we can figure out how to reduce their load on the game, we are using occlusion and LOD models, but looks like it is not enough.

-We have plans for at least 40 NPCs, but we want to add more and more if possible, also many rooms in the clinic will be alchemical laboratories, not living space.

-Getting the swimming animation right has been a pain in the ass, we decided to put it lower in the priority list.

-Library will eventually have actually copywright-free books to be read, but again, this is low priority.

-Quest system is a placeholder that will completely redone during the NPC AI update next year.

-Mint is a Dryad

-I am glad your PC could handle the graphics, we ae currently developing in potato laptops, so we can't handle our own max settings, also high graphical requirements become a barrier to entry for many players.

-The Green bar is the stamina, the one below is satiation (hunger)

-We choose that little patch of land for the farm because it is very close to the starting room, and also close to everything else inside the town, You don't atually need to make your farm there, its just recommended (skip the first tutorial step and make the farm anywhere else, the tutorial won't check for the location)

-We seem to have a weird bug where the mouse clicks or enter/space inputs get captured by some phantom UI elements, we can't figure out how to reproduce or debug this cursed thing.

-The missing seeds thing is very worrysome, you said it happened after a save/load? never seen this bug before.

-The building menu blocking switching out to other tools is an option in the settings menu, you probably pressed it and forgot it.

-The watering can right now need to lock into the tiles or it the system can't find them, we could try making it with actual collision, but will probably take a while...

-The instagrowth was supposed to be using on turnips, you start with 8 stacks of turnip seeds, looks like you lost your stacks during the save/load glitch from before.

-NPCs have no collision right now

-The fade to black on some interactables is because there is a timeskip when using them

-"Who built this City and why that way?" Mages, because they could

-The shop window is a giant placeholder, will be redone in the NPC AI update, we have something like Rimworld's trade screen in mind.

-Everything is sold in grams right now, and yes Catarina sells every item, but her shop is more expensive than the others.

-You get a huge exp boost the first time you make any recipe, and any time you get a better score than you last on that recipe.

-The amount of stamina you regain depends on how much you ate and your nutritional intake, if the satiation bar is empty you will only regain a tiny amount.

-The hunting/gathering is a placeholder until we can implement actual hunting and foraging

-Food is not spoiling yet because we haven't added refrigerators, same with temperature is disabled until greenhouses and seasons are added.

-Hunger is the reason you take 3 days to recover stamina, eat the soup dude.

-The skill for your Blueberry Beef Stir-Fry is whatever recipe you used to make it, probably "Fried [food]", just like Super Easy Soup is "Soup"

-The hunger bar is supposed to be 3 days worth of food, since a human usually goes 3 days without food before actually starving, you are supposed to eat 1kg a day.

Thanks for the feedback, we have a hard time getting playtesters since no friends and no one else in family knows what a fucking video game is.

(+1)

Looks like a few Systems weren't clear then, that I used wrong, like the Hunger/Stamina. But on that Note, isn't 1kg to eat per Day enormous? I'm sure if you work out properly due to farming, hunting etc, you eat a lot more, and Adam seems like a big guy, so theres a giant difference in needed intake between us two probably, but 1KG? 

Either way, I'll give this a go again in a few DDs, there should be some nice updates then hopefully. Good Luck on making your Game.