This time we'll be dividing our update into two sections: art and everything else.
On the art side, I finished the initial polish pass on the entire map that I talked about last time, complete with working mirrors! I fleshed out decorations in houses and businesses, added lights indoors and outdoors, added wiggle to wiggle bushes, and redesigned the player house map so that people know exactly where they can decorate since it was a bit unclear before. There are lots of other little random things, but that's the gist. It feels good to finally see some polish bring the game to life.
I am now working on inventory icons. I am getting dangerously close to being able to just make hairstyles, clothes, and furniture.
Now a word from the guy working on everything else.
Howdy. On my side, I've been working on getting most of the final UI pieces into the game to tie all the backend stuff together and make it actually playable. I realize the few people reading this won't really know how far we are along, but the short version of what I'm getting together is all the little pieces that make the game start-to-finish playable. In this case, it's been UI and related systems for getting plants into the Natural History wing of the museum.
Once I finished that up, it's been going through all the start-up pieces of the game from Main Menu to Playing and making sure they are in good shape. There was a lot of backend bits to tidy up, including a sad time (today) where I realized I maybe misunderstood some of Unity's uGUI concepts and have to redo a bit of UI transition work (I was disabling GameObjects instead of disabling canvases, this is very slow), but stuff is coming together. There are a lot of little tiny bits of jank that have been ironed out and it's always satisfying to see those things working smoothly and consistently.
We'll maybe be doing some actual builds for private testing pretty soon and hopefully I'll be able to move on to just outright content (story and music) creation in the not too distant future as well.
Dev Log #1
Hello future curators!
We're here with a little update on what we've been working on since getting the Steam page up.
As mentioned in our first post, we are a two-person team with one of us focused on art and the other one on programming, music, and writing.
We've been putting together the character creation UI, one of the last pieces of UI that we hadn't touched yet. You'll be able to customize your hair style and color, eye color, skin color, and starting outfit. Boys will also get to choose their beard style, if they'd like.
We've also started working on a first polish pass on the entire map. This includes checking collision to make sure the player can't walk through walls and other objects, as well as fleshing out decorations in NPC houses.
Thanks for checking out our game and definitely wishlisting it! :) See you in the next update!
Welcome to Fairmoon!
Hi there, curious museum fan!
Fairmoon Museum is something our little two-person team has been working on for about 5 years and I'd like to talk a bit about our game!
Both of us love collecting stuff and making choices. Those are core to the entire idea of Fairmoon. They're by no means the only things, but we'll start there!
We wanted a large museum with different things you could do to fill it up. Fishing, cutting down trees for mystery seeds, mining and digging up fossils, buying shady art from a crazy person. All the classics. Our goal is to make these things fun without any real rush to get things done. But hey, if you want to run a route fishing as hard as you can, no problem. There's no stamina limit, no bed time. You just go, do your thing.
And choices! Don't even get me started on choices! I'm a big choice guy. Make choices all the time. I'm making choices right now, even! So I want a game where you can make lots of them and, luckily, I'm pretty good at writing words efficiently so I can put that single strength to use for YOU! The customer!
More seriously, I do love games where the world feels reactive so that's a strong desire for us. Relationships in a small town are a very interconnected thing and not everybody is always nice or likes what you're about. I love the concept of deciding how to navigate that. If a character leads out dismissing me, do I just give that energy right back or try to see what they're all about? So the goal in Fairmoon is to have as much player choice as possible. Not every conversation you have with someone drastically changes their opinion of you, but some things you do and say will and conversations are the heart and soul of all the social stuff in our game.
I realize now that I didn't really come into this post with a big plan. I just wanted to talk a bit for people who showed up and to say thanks for checking the game out! Please consider wish listing if you haven't already. And if you have, what a hero! You're saving the world, probably!
But that's all for now. We will really try to post some interesting bits and detail features and stuff as we go along in development! I hope you come with us!
If there's anything you'd like to know about, drop a comment or whatever and I'll either just answer there or do a news update explaining some things.