EverWorld cover
EverWorld screenshot
Genre: Simulator, Adventure, Indie

EverWorld

Update 020722

Content
- NPC jobs and occupations are now broadly functional:
- Farmers will sow seeds, water and tend to their plants, and harvest their crops to sell
- Miners will find nearby rocks and minerals to mine and sell
- Woodcutters will go to forests they know about to chop down trees, collect the wood and sell it
- Foragers will try and find plants to harvest and sell
- Storekeepers will stand at their stores - and that's pretty much it for now
- Initial paths will now generate between buildings in villages
- Very early crafting foundations are now present, letting players craft from ingredients they have using recipes they know
- Hills and mountain ranges generate more naturally with proper placement of trees and houses etc
- NPCs with jobs now have knowledge of a nearby location relevant to their job e.g. woodcutters will know about a forest

Quality of life
- Navigation performance is now slightly better
- Things will spawn in slightly better and more appropriate locations (e.g buildings, trees, plants)

Bug fixes
- Things won’t spawn underwater when they’re not supposed to
- Things won't spawn on beaches when they're not supposed to
- When things are supposed to disappear / be destroyed / be consumed this will actually happen (mostly)
- Held items won't get pushed by terrain if the player collides oddly with it
- Crystals and gems will generate as treasure in treasure chests again
- Renewable resources (e.g. plants) won't disappear when they've been fully harvested anymore

Update 260322

Content
More randomised plants
Added a player clock
Stores spawn with containers and some pregenerated items
Players can farm - players can till the ground and plant seeds that will grow
Players can chop down trees with hatchets
Npc farmers will plant, tend and harvest crops
Improved terrain worldgen and terrain visuals
Changes to terrain (e.g. farming) will persist

Quality of life
Added item stacking
Npcs are better at aiming
Added lighting on inventory item icons
Added item values on inventory

Bug fixes
Fixed giant carrots
Fixed spell projectiles not appearing when spell is cast
Fixed spells sometimes generating with no projectile
Fixed spells sometimes generating with no effect
Fixed objects sometimes not getting destroyed properly
Fixed entities that could move between loaded world tiles sometimes not getting loaded / unloaded properly
Fix bug where spells sometimes wouldn't hit targets if targets were too close to the caster
Fixed bug where some container items would still show in inventory after player had stopping looking in container
Fixed equipped item duplication bug

Backend
Added integration tests for common scenarios

Update 180222

Building names now shown to player after entering
Item names now shown to player when looking at an item
Items can now be dropped directly from the inventory UI
Items can be sold when in a store by dropping them from the inventory UI
Items can be bought when in a store by picking them up (and having enough gold)
Item prices now shown to player when looking at a saleable item in a store
More buff / debuff spell effect types available in random spell generation
Item descriptions are now dynamic and provide more information about items
Inventory item icons are now 3D and show the item itself
Plants now grow and can be harvested
Added procedural plant generation on top of base plant types
Fixed buff / debuff spells not showing what they target
Fixed bug where closing container with inventory button still interacted with container when inventory next opened
Fixed game time misalignment with slowed time bug
Refactored spell databases and expanded potential random generation of spells
Did a whole bunch of back-end refactoring around saving and loading that should (hopefully) not be at all visible to players

Updates notes for 8th Feb 2022

Fixed bug where NPC opinions wouldn't display
Fixed bug where NPCs wouldn't consider a conversation started
Fixed item equipping bug from UI
Improved interpretation of misspelled dialogue
Improved NPC interpretation of player starting a conversation
Added volume sliders for music and sound FX
Added ability for player to close doors
Fixed bug where NPCs wouldn't respond to dialogue they couldn't interpret
Added player name entry
Added initial UI guidance for controls
NPCs now exit the conversation if the player doesn't say anything for a while