Now you can take your hard earned money and spend it on decorations for your farm! I've completely revamped the decoration system so that you can turn and place furniture in whatever orientation you desire! Gone are the days of having just a plain farm! Just head on down the new furniture store and buy some decorations! Make your farm your own!
There is over 25 new items you can use to decorate your farm! Now that the system is in place, adding new ones should be cake! Speaking of cake.. I should add that. People love cake!
With all the new decorations, I thought the shop could use a little love. It should have a much nicer look and feel to it and allow you to see what you're buying much more clearly!
Bone Bonanza
I've added a mini-game that can be found in the world that allows you to wager bones and get decorations if you play well enough! Explore the furniture shop and you may find it!
Small patch
I'm diligently working on the decorations branch! But in the meantime, I noticed a few issues that this should fix.
Squirrels now spawn!
Daisy buys flowers for much less since they're so abundant in the world!
Destroy a crop would give you the steam achievement. Now you have to harvest it.
Destroying farm rocks was annoying. Now they will be removed much quicker.
More minor fixes!
Hi everyone!
Back with some more quick patch notes fixing some things that have popped up!
Stamina now reduces more slowly. You should able to stay up until 11pm or so!
Quests will no longer display as 6 / 5. They'll always cap at 5 / 5.
Marvin had an error when interacting with him at some later questions. This should now be fixed.
Grocery store basement will now have a small light. Just like the caves.
Health bars were showing up as 50 / 100 when a player first started the game. It'll now show up as 100 / 100.
Sword would destroy multiple grass tiles at once. It will now only destroy one.
Shears are no longer a default recipe
There was a bug when reloading the game when you had certain active quests and the quest would be lost. This is now fixed.
Until next time! :)
-Solo dolo Dev Jesse
Early Access!
Well we're here! We've entered Early Access. The game is out there for the world to see and I hope people find some joy playing it!
The future
I have a lot of ideas for the future of the game. I really enjoy working on it and want to keep working on it for years to come. But I need you. I need you to tell me what you want my time to be dedicated towards! Join the Discord and talk with me!
Automation
I love the idea of the start of your adventure being manual. You work the fields! You harvest the crops. You set the price and you make the money. But what if as the game progressed, that stuff became automated. The fields replanted themselves. Your prices were optimally set without you having to do anything. That's the future I see!
Cave depth
Right now the cave is procedurally generated. There are a bunch of different monsters that spawn and some are much stronger than others. But this needs to be fleshed out. Once you get +3 diamond armor, it becomes much easier. But what if there was a deeper more challenging cave that had more rewards? But also more risk. Would that be fun? Would it be a good experience for players? I think so!
You can also build in the cave. Monsters do not spawn near torches or light sources so you can slowly and progressively take over the cave!
Decorations
Right now, we're seriously lacking in the decoration department. You can buy 'tiles' as I call them and decorate your farm with them but as far as cosmetics, they're missing. I have started work on this in a separate branch(kind of like a second copy of the game that will be merged into this game when its ready). Allowing people buy things like tables, chairs, lights, pictures for your walls. All sorts of stuff! I want all decorations to be rotatable so you can face a chair in any direction and really take control of how your farm and house looks.
Artifacts
Yes Artifacts! I've mentioned this before in a previous post and had to remove them so I could move the game forward without spending too much time. But they're close! They just need some balancing!
Quick update from me and I hope to hear from you soon!
Solo dev signing off! -Jesse!
Small patch for quality of life fixes
Added a light to the bottom of the cave entrance. This is helpful for players entering the cave for the first time
Fixed bug causing skeletons not to attack players
Added a sound for when you break a cave wall.
Fixed Emma's broken dialog
Allow you to brew anything
Fixed some sprite ordering issues where sprites would appear over the player.
When entering a house or cave, your player will stop moving while the scene loads
Quite the hiatus from me...
I have been spending an incredible amount of time into the game over the past few months. My inspiration is through the roof!
One key thing I've done recently is I've had a friend play through the game. There are no game breaking bugs and I've addressed A LOT of quality of life issues that he had when he played through. The goal here is to have a few more friends play through the game and see if they run into any hiccups so when the game comes out, its clear to me that there will be very very few errors with the game.
Apart from that testing, I've started implementation on a skill tree. Everything you do in the game will get you skill points and you can take these skill points and progress your character in whatever way you see fit!
You will eventually be able to fully max out your skill tree as you just play the game! And as you play the game, you'll find things you like to do more than others and you can go down the skill tree and optimize that path!
I hope everyone is doing well and I hope to be more diligent about posting updates. The Twitter is here: https://twitter.com/Jesse_GameDev And the Discord is here: https://discord.com/invite/V6Ujz2hKTu
Cheers!
Farm Automation!
I've been spending the last few months trying to get a system in place that would allow players to recruit the townsfolk to come work on your farm. Its been a challenge and has caused me to delay the game longer than I've wanted. But today, I've worked through quite a few bugs and managed to get the system scaffolding online!
Basically what you'll do is setup your farm. I want a row of beets here, and a row of carrots here using your FarmManager tool. Then the townsfolk you've hired will do the rest!
In this short clip, I setup a Chest with Beet Seeds in it, set down an Iron Sprinkler then using the FarmManager tool, set the tiles around that Iron Sprinkler to be Beet crops!
The next steps are allowing you to recruit townsfolk. Your dad is already on your farm when you start but I'm going to implement ways for you to recruit multiple townsfolk and have them take over most the duties of running your farm as you progress in the game!
Until next time!
Delayed one more month
Unfortunately, I'm going to have to delay the release of Sherberia by one more month. I've come up with an amazingly fun idea that I want to get the basic systems working before I go into Early Access.
The system is about automating your farm with more than sprinklers! I can just imagine you design your farm and letting the automation systems go through and take care of the whole thing as you get deeper into the game!
In the mean time, I've gotten some new art work made for the Steam page and I think it looks awesome!
If you want to talk to me directly, the Discord is always open! https://discord.com/invite/V6Ujz2hKTu
Artifacts!
Its been awhile so I thought I might as well give an update. I've been hard at work implementing more and more systems into Sherberia. The one I'm going to take about today is an Artifact system.
Artifacts are going to be a way to automate whatever you're doing. Whether that be killing monsters in the caves, harvesting your crops or cleaning your farm, artifacts can help you do that.
Artifacts start out as slow, weak items but as you play the game you'll gather artifact fragments of five different colors: Blue, Green, Red, Pink and Yellow. You then use these fragments to increase the stats of your Artifacts. Increasing their damage, increasing their attack speed or increasing their attack range. This becomes useful when you have an artifact that takes 5 hits to harvest a tree. Well power it up and it'll destroy the tree in one hit increasing your efficiency!
Artifacts will come in all sorts of flavors!
Until next time! Jesse
Crop Genetics and squirrels!
After putting this game on Steam, I realized that I haven't been super transparent on the progress of the game. Well that ends today!
Crop Genetics
What I've been working on is a system where you can continually enhance the power of your crops to infinity.
The way the game works right now is you buy a seed, plant it, wait for it to fully grow then harvest it. You would get a random amount of crops and the potential to get another seed so you could continue that cycle. This still exists but now you can go a different route. You can harvest the genetics from your crop and then attempt to modify those genetics by playing a game!
The first crop you extract the genetics from will come with two traits. One for seed yield and one for crop yield. You can bring these crop traits to your crop genetics table and attempt to enhance them. If you win the minigame, your desired trait will be put into the crops so the next time you plant it, it will produce more crops and seeds!
The game difficulty goes up with however many traits your crop has but gets easier with your farming level. So as you progress in the game, it becomes easier to get that high crop yield!
Squirrels
I've also took some time and added a squirrel to the game! Along with the squirrel is squirrel traps. I want the game to be non-linear. I don't want you to choose one way to make money. I want you to experiment with all of them and see which way is best!
Glen is a character in the game and he'll buy Squirrel tails from you or live squirrels that you've caught yourself!
Now instead of having a farm full of crops, you may have to put down some squirrel traps to see if maybe, just maybe, those provide better profit than just farming.