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done things

✅ remember how to edit the files to start the game (lol)
✅ try to figure out if NPCs can move from point A to point B (years ago you couldn't)
✅ finish changing original tilesheets to open versions
✅ add a set of tool (axe, hoe, pick, etc) to the character to make him cut down trees, hoe, etc
✅ set the sprites of the characters
✅ add hours (24), days (7), dates (31), seasons (4) and years (9999)
✅ add day/night cycle and weather conditions

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why i didn't choose as
from my point of view godot is better and more performing (even if i speak as an ignorant), but i preferred mainly for two reasons:

1 i think few people use it for creating mod/games
2 i think it's less known than godot

so... sorry godot XD

hello to all new followers, this project is currently at a standstill because I have personal problems...
I hope to be able to resume it as soon as possible.
unfortunately only one person is currently working on it :(

at the moment the project is stalled because I'm not well u.u
this happens when no one wants to collaborate, when the only idiot who does something is not well, everything stops XD

unfortunately I created a bug... but it depends on the fact that all the events of the days, hours, seasons and years have a delay of 7sec... so if, while sleeping, the character passes from one day to another, the correct date will appear in the menu only after 7 seconds... (i will invent something to prevent the character from leaving the house before the 7sec) u.u

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@OpenValley@gup.pe

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fixed some bugs introduced with the last version of flare (some event codes did not work anymore) and now the save point works:
every time the character decides to go to sleep the game is saved and the time runs forward 8 hours

should be the only way to save ... I hope XD

- @OpenValley@gup.pe

I had to migrate to gitea.it/rixty/OpenValley because it was not good even the wording free ... now the next one who raises an objection I kill him u.u

I added 112 tiles of grass, now it's easier to add 56 at a time, so I should be able to fill up (almost everything) pretty quickly XD

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I am creating the first 56 tiled grasses (which appear at random)... these will cover only the first "line" at the top, of the arable land, but then I will need to "copy/paste" all the others.
then, for each tile I will have to create an event that makes the grass appear, with a certain percentage of probability, above the tile, removing any holes created by digging the land O.o

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I decided to delete all the grass I had added XD
because, instead of having it appear in specific places, I prefer to have tiles of grass appear at random, in the field (I think this way it looks more real) ... so all the work done to put the grass I threw it in the trash u.u

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to do

🔳 create all the maps and houses in the game
🔳 create all the NPCs (outdoor)
🔳 give the possibility of saving the game only by sleeping
🔳 finish setting the tilesetsdefs for all maps
🔳 change Joja Mart to Joy Mart
🔳 set the spawn of trees and all things that can be cut/broken, in the farm (trees, branches, trunks, grass, stones, boulders and other such things)
🔳 try to make the setting medieval
🔳 stop and fix what you have done up to this point

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done things

✅ remember how to edit the files to start the game (lol)
✅ try to figure out if NPCs can move from point A to point B (years ago you couldn't)
✅ finish changing original tilesheets to open versions
✅ add a set of tool (axe, hoe, pick, etc) to the character to make him cut down trees, hoe, etc
✅ set the sprites of the characters
✅ add hours (24), days (7), dates (31), seasons (4) and years (9999)
✅ add day/night cycle and weather conditions

unfortunately I had a couple of problems/incidents in my family that stopped me (for a couple of days) from continuing the game... but the project is NOT dead... unfortunately real life is a busy thing XD

I managed to make everything work properly, streamlining the events, from the expected 48 to about 20 per season
the beauty of doing everything by hand without automating is that you think about what you're doing, and you can streamline as you go along XD

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I realized that, to activate the day/night cycle correctly, now that I have also implemented the weather conditions and the sounds of daytime birds and night cicadas... I have to put 48 events per day, for 4 seasons, for 4 weather conditions XD
(the work increases, instead of decreasing) O.o

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the idea has been trashed for incompatibility... frak! XD

now the game starts from year zero and ends at year 9999... doing a little calculations it takes (without tricks) 39.6 real years to get to year 9999 playing 24 hours non stop... I think it is enough XD

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the hours work, the chronometer (the green thing) flashes every second, the days and dates work, the seasons icon works... the years are just aboard, the bar underneath is the foraging bar, and that's complete too...
the sidebar (the drawings on the side) just serves as a reminder for positioning, then it will be removed

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with the same process I'm redoing also the cycles of the days of the week, of the dates, and of the seasons... maybe I can make a "false" cycle for the years too (by false I mean that it will reset at a certain point, like after a thousand years? I don't know, for now I'm just hypothesis)

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to have something better it would be necessary to create a day and night cycle, that changes every 10 in-game minutes (7 real seconds) but for now it's more than fine as it is set (that changes every in-game hour)

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