You could make the stall a renting situation, then you have the target to "break even" and it's even possible to lose money as well as make money. Also, that's more like a real market. Love the new hazy background trees and windmills!
Nice idea! Maybe you can also put in the other stands. They fill randomly with vegetables and you have to look out for them. If one of them has a lot of cheap carrots, than your own carrots would sell worse. But if no one has potatoes than they sell great :)
I was thinking the same thing. Rent a stall with greater rent for larger stalls. Maybe the option to hire someone to look after it, if you really want to go all out, and have additional factors. Could even have different people with different skills at different pay levels, but they would effect your sales etc... maybe too much for this but...
14:26 I think it might be cool if you could discover which vegetables will be in demand for market day if you overhear conversations in the town during the week between the towns people. Their could be a variety of conversations, some could be really obvious: “Did you hear the news!? Mrs. Hubbard’s Rabbit got out again and has eaten all the carrots in the town!” Others could be a little more subtle: “Mr. Smith is making his famous vegetable soup for the town meeting next week, I just hope the market has enough of the ingredients he needs to feed everyone” I think this would help breathe a little more life into the town, and then it serves another purpose besides shopping. The conversations could be little speech bubbles which pop over some towns people’s heads or something.
I feel like a day-night cycle together with weather could add a lot to the the game. The summer day gets blunt overtime and doesn't really create atmosphere imo. Weather could also add a new element to the game with crop damages, planting more resistent crops, etc.
Weather and seasons are definitely on my list. Day/night cycle not so much, just because the days go by pretty fast (currently 5 mins per day) so the light would be switching quite often. Also, without a sleeping or speeding-up time mechanic it would be dark for half the time you're playing the game, which could potentially be an annoyance. And I think any gameplay reasons for having a day/night cycle could be better applied to a season cycle.
@@ThinMatrix Perhaps mimic the day-night cycle but make it go straight from twilight to morning? You could have it feel like a day-night cycle by having the shadows of the farm follow the "sun" throughout the day. Then when twilight hits, you fade them out and have them start from the other side again. It may need some color grading to feel realistic enough
I like the idea of showing night time (if only briefly) because night time means pretty lighting! I always love night time in video games and seeing little windows and lanterns and stuff all lit up and pretty, maybe some cute little fireflies. That would be a great touch for me, personally!
I really like that the UI for the market stall looks like a market stall, I think it's cute and immersive. I'm excited to see the finished look with the items for sale visible on the table. I also like that there is an indicator for the items that are for sale and the bunting on market day to draw your attention. I have two suggestions that are similar: on market day, perhaps have the bunting move and/or play a jingle to draw more attention. I know that when I'm playing games like this I can get pretty focused and would easily miss market day. Similarly, when an item sells out at the market, perhaps there could be some sort of noise and motion in addition to the blue progress bar. Love the update! I've been following this game from the first video and I always look forward to seeing the progress. Can't wait to play!
You should have fruits and vegs expire after a set number of days, this would add a lot of strategy on when to sell and consequences of not selling everything. It could also be used to create compost or other bio products.
It's something I've thought about a lot - currently I'm leaning towards not implementing it though. It introduces a lot of questions as to how to handle item stacks when the vegetables potentially all have different expiry dates. If you have a stack of carrots on 10% "freshness" and you harvest a load of new fresh carrots, do they get added to the stack? If not, you could end up with loads of different stacks of the same vegetable, but if the stacks do combine then what happens? It could take the average freshness, but that has its own problems (you could stop a stack from expiring indefinitely by always adding fresh vegetables to it, but also you could lose fresh vegetables very quickly by accidentally adding them to a large stack of almost expired vegetables). Alternatively, each vegetable in the stack could keep its own expiry date and then the stack just decreases in size as the individual vegetables decay, but how to show that in the UI? I've made a few drafts in thew past but I wasn't overly happy with anything I came up with. It made everything look a bit more cluttered and complex than I would like. So for now I'm seeing how it is without a freshness mechanic. There is actually already a downside of storing vegetables for a long time which is that it locks up your money. In the time that you had the vegetables sitting around in your inventory you could have sold them, invested the money in more plants and upgrades, and made more profit than by waiting for the next market day. Anyway, long story short I'm still thinking about it ;)
@@ThinMatrix Don't Starve has an averaging system like that. You have to very carefully think about value vs. time and whether you should stack (of course, it happens accidentally as well); it works alright in the series' chaotic, stressful permadeath gameplay loop, but I think it would indeed feel out of place in a game designed with the opposite philosophies in mind.
@@ThinMatrix I think staging it would be a good solution! having something like 4 stages, expired at 0%, bad at 1-25%, okay at 26-75%, fresh at 76-100% you can stack them based on stage of expiry. to handle your concern with stacking different freshness values, you can average values that are within a stage and then display how many days until they enter the next stage when you hover the mouse over the stack. I also think different images for the stages would be some extra work but a super good visual indicator of freshness. carrot icon (mouse hovering over): -expired, 0 -bad, 10, 1 day -okay, 100, 4 days -fresh, 200, 3 days
@@sicknickeroni Exactly what i was thinking. U would just have a few "variants" per crop and would make a few textures for each variant (to visually show the difference in each stage) and stack crops from there. I like this idea
@@ThinMatrix Keep individual logical stacks separate from rendered stacks... when you update spoilage (like once an in-game day, so not often), redraw the "neatly organized" stacks with lower numbers?
Maybe a good idea to hint which will be the trending vegetables is a conversation between the people on the town. Usually the people could talk gibberish, represented by talking baloons with random icons. But eventually some of these icons could be a trending vegetable.
Implementing seasons would open a whole new dimension to market and farming. Demand for vegetables in winter goes up, you can also set higher prices. Additionally there should be no guarantee that your produce will be sold. If they do not get sold, then you have more material for compost. This opens possibilities for expandable hotbeds, etc. Great video, as always!
Your market got me thinking how you could keep this game loop interesting. What about: - Shop always is willing to buy your goods, but will never pay more than X for a given vegetable. - If the shop is overstocked on that type, it does offer you less than otherwise. This incentivizes the user to plant different crops at a time. - Market price is akin to the shop price (ie, if the shop is over stocked on carrots, you won't sell many carrots on the market), but is uncapped so selling on the market is a great idea for hard to grow or rare vegetables. This incentivizes the user to look at both the market and shop and to actively balance where to sell things, instead of setting it to value X and leaving it there. - One thing you already have groundwork for is to have nutrients in the ground that different species grow better or worse on. Plants consume some nutrients and deposit others, which makes plants perform worse if you keep a monoculture in a given plot (like real life), again incentivizing crop rotation & active thought of the user. Clever users will find cycles of crops that cohabitate well. The nutrients need no more detail than a colour and a shape (for colourblind people). - You could add export as an always-available sink for things at a fixed price. Your farm is never going to saturate the consumption of the whole country, but you'll always earn pretty little because of the export costs.
Incredibly good! The upgrading of the stall gives a goal for the player to strive towards. Adding a very important layer of gameplay that makes the experience so much more interesting. Fantastic job! :)
I recently just posted my process of making Flappy Bird for the Gameboy Color on my channel and now I understand why these videos take their time. The amount of effort that goes into these videos is unreal, hats off to you man.
I Really your use of the word "iteration" , it shows that's even if you are a talented 10 year expert in game dev you also struggle to make things the first time . I 'm currently just drawing random stuff and throwing them in my game , and just hoping it will become good looking some day🤣
I just wanna say thank you. I haven't been active in the comment section until recently this year, but you are the main reason why I have started Game Development. It all started when you came out with your LWJGL tutorials and you devlogs around that time. RUclips somehow pushed you out of my recommended feed and I lost you for a while, but I am glad it has brought you back. Thanks for everything.
The market stall UI is an absolutely brilliant idea! I love the idea of using 3D models in a diegetic way! It gives so much life to that part of the game
Been following your Devlogs for quite some time and it just blew my mind that you are also living hamburg. Hope your having a wonderful day. Thank you for the beautiful and entertaining Devlogs.
You're doing a wonderful job and I'm extremely excited to be able to play this game! I also love how almost every video of yours is giving me ideas of meals to try out! I do have a suggestion for the Market Display on the right hand side, even though it's easy enough to see, maybe when all of a single crop is sold, the display has a small checkmark or glow, to also indicate that it's sold out. Just something to get someone's attention a little easier to indicate that an item has sold out. ALSO KEEP the market UI it's wonderful. Keep up the great work!
Since this is a town, I suggest running weekly “festivals” in the town like we have in real life and tie that into the items of the week. You can have a halloween festival which then sees a boost for pumpkins etc. you can also change the decoration of the banners in town according to festivals. If you can create a calendar that shows all the festivals for the year, this would give players enough time to prepare for festivals ahead
Its really quite a large feature youve added! I feel you can be really proud of how efficient and effective youve become, your planning and determination are really inspiring
I think plants that grow into the next growth stage could do with a bouncy pop animation, instead of just instantaneously being replaced with the new mesh
I think it would be cool to see all the decor for the market put somewhere off to the side in storage or something. It would make the town feel more lived in instead of them just coming into existence.
I LOVE that UI for the market stall, I think it’s something that you should expand to the rest of the UI. It’s soooo much more interesting than a beige background and adds immersion and differentiation
THIS IS VERY VERY VERY INSPIRING! Dude! Your work is flawless. The game features, the editing, the storytelling, ALL OF IT is VERY inspiring. It really seems that you have a chill life. You seem to enjoy coding your project and also chilling, exercising, etc etc. Keep posting those videos. I'm currently working on software development here in Brazil, but I invest most of my salary to achieve financial independence to start living like you, coding projects, enjoying life, riding motorcycles and so on. So, keep posting these videos man. You are inspiring MANY people all around the globe! Cheers and good luck with your game development journey (:
Everything in these vlogs is so nice and cozy. The game, the path you run, your balcony garden, the meals you make, your desktop room... I looked around my room and wonder, is this how teenagers feel when watching Instagram influencers? :D Just kidding, it is inspiring! These vlogs always make me really happy and I can't wait for the next one already!
You could implement an animation that when you get to town after a market day passes all the market stalls go down and all gets tied up and then the box appears
This looks absolutely lovely! Have a great holiday! I think Pommie commented what I was thinking, but I definitely think you can find out what might be in demand by talking to people in the village and working out what they want/what will be the requested items of the market. Very minor thing for readability but for estimated sales maybe use "≈" I at first thought it was sayinh "- 89 sales"😅
Very cool 😊. A little uncertainty about how the produce will sell could make the market day especially engaging. I like the special UIs of the town section. It's such a nice place.
Hi, great idea for the market ! Something that would be cool is not knowing how many you will sell depending on the price. But rather having feedback from visitors like: "price is too high". Doing so will add some logic to find the right price Great video !
@ThinMatrix Since you added the concept of time, I think it would make sense that the quality of harvested plants goes down with every passed day. This would give the player a reason to sell them before market day. Maybe some plants that are more expensive could also decay faster. Keep up the good work.
It would be cool to be able to see a market wide trending list, maybe accessing a bulletin board which would show you all goods being sold by all merchants and which produce is more in demand. This way you can choose to start growing something, or switch something out throughout the day when something goes into higher demand.
Bro what ur doing is AWESOME! I do have a suggestion.. You could add weathers too like when there will be rain, the crops will grow faster.. and if thunder strikes, all the crops will get destroyed.. This way game will become more engaging.
I love how the market appears! Definitely a big improvement to the town. Great progress, especially on that market UI. I wonder if more UI can be thematically decorated like that. 🤔
Hi! Long time follower here, a thought: Instead of humans, do cute kawaii veggies! so you would play as a veggie with cute eyes like a bouncy tomato, or a lettuce, and you could use those as corner bopping heads with speech bubbles when you onboard players in the features of the game, very meta and cute, would insta buy!
i don' t know if you have already considered this or somebody else. but implementing months too would be really interesting. Allows for seasonal stuff. Planning when to plant your crops. weather effects. can add a lot of depth to the game which is also realistic depth
Market looks great, I think it could be nice touch if on saturday (pre market day) some villagers would be in act of hanging decorations for tommorows, they might just stand there and watch maybe a decoration that is hung on just one side indicating that they are working on it.
Instead of the box in the market area you could have a small info center / office from open all week where you can collect the money and remaining items, buy upgrade stall/stalls and get more info about forther events, maybe some thematic market days. Just a place to check on the market situation throught the whole week. Also you could add a background to the market items in the right when is not hidden
the new UI direction is really a good idea I think, it makes it feel less like a programming project. something to take inspiration from perhaps is how Hearthstone handles "non-productive" interactivity
I love the way the game is coming along, and the videos!! I think puttingh something like empty item slots where the items you cal sell on the farmers market are going to be. (On the right of the screen whilke on your farm) would be another wuick way of realizing that its market day.
A cool idea for the market stall is that you get increased sales on crops you sell consecutively over multiple markets. Kind of a "returning customer" sales boost for things people know you sell
or maybe an increase for items that dont put to sell so often, plus a decrease of price in items that are sell consecutively, a sort of "market saturation"
It would be cool if once a year there would be a competition on the market to see who grew the largest vegetable. Sort of a “world championship”. This could be a secondary goal for very successful players who already have a lot of in-game money
The Marketplace has huge potential for very smart and calculated gameplay for those who like while others can just sell for fun. For example instead of a guaranteed amount of sales per day something like a probability or attractiveness which changes daily and based on how available the item you sell is in different places and their price or how much you have sold already / how saturated the market is.
I think you might want to make the 12oclock more visible, so players have an indication when the day changes. I mean sure its a clock but it also is 2024 and people dont read analog clocks as freaquent as we think.
For the notification system, I would suggest to make a small animation whenever an item sells, like a "phone ring" type of animation, or nudge, or something. Or just add numbers that go up and reflect the amount of the items were sold. And maybe an appropriate sound effect.
Love the market day stuff. I personally wouldn't show players how many sales they would lose/gain based on the price. Let players keep track of that themselves to figure out pricing on their own throughout different market days. But it is looking siiiiick so far!
Another feature on market day that might be fun is each market day have 2 or 3 big orders that can be fulfilled (20 carotts, 10 onions, that kind of thing). If you can complete them they give big cash bonuses compared with regular selling. You could give the player a weeks notice on what the orders will be so they could plan and plant accordingly. Game's looking fantastic, super excitied to see it coming along so well
That's basically what I've got planned for the restaurant - weekly orders of specific veg that you can fulfil for extra rewards. That will be coming next!
Seasons: you could add some seasons that certain plants only grow in that time period (asparagus, strawberries etc). They make a good profit, but need good timing to start to plant.
Cool feature with that market day and stall. I would add to ideas to consider: Limited amount of vegetable to to sell and it would be upgraded with stall. It could be for each max amount or for all veggies one max placed items cap (not amount of different veggies but amount to sell) so player will have to manage how much of each veggie should be in the stall and will give him reason to upgrade stall :)
Great job! It's interesting to follow the development of your project. I have a few suggestions: 1. Move the list of items on sale from the right side of the screen to a separate window that pops up when you hover the mouse over the "Market Day" area next to the clock. You can also add a counter of free slots for items on sale and a counter of sold items as a badge notifications. It seems to me that this is a more flexible solution, considering that you want to increase the number of slots for sale in the future. It also allows you to organize thematically similar (Market Day) UI elements together. 2. Make a shortcut for quickly going to the market either directly from the home location (maybe it should be next to other market day UI elements from suggestion above?), or when going to the town (a button/pointer on the edge of the screen pointing in the direction of the market?). Thank you!
Off hand, it could be interesting to have a rumor mill mechanic where you hear little hints like "this recipe is coming into fashion" or "this book with a food metaphor has gotten popular" and what that means is ingredients related to the rumor are going to be in demand. A step further, you could do it where a recipe is in fashion, so the main ingredients are in high demand, but good pairings and twists are also in demand. The development trap would be, it'd be cool if you could tease those secondary demands out of the game without having to already know about cooking, maybe even learn something.
It would be interesting to see a seasonal aspect added to the game. I can’t recall if you’ve talked about this or whether you've added some basic functionality around this already. It would tie in well with the trending functionality, and would make certain crops in high demand as well as in high supply (sell for less). Another aspect to this would be that you can limit what crops can be planted (or how well they grow/how hard they are to grow) during certain seasons. This would allow the player to plan what to grow in order to increase profit rather than hoping the crops they’ve just harvested are in demand. Perhaps this would result in the unwanted complexity you mentioned in the video but just wanted to share my thoughts. Been watching your videos for years and always love seeing a new video pop up in the feed. Thanks!
You really improved your UI and UX skills! Looks pretty good! Just a suggestion for improvement: currently, when the vegetables grow, the model gets replaced by the larger one. A smooth transition when models would change could make a huge impact I guess. Keep it up!
I think if you implement a system to acknowledge the player beforehand about which products will be trending on the upcoming market day(s) it could help them focus more on producing those vegetables and help them earn more money when the market day comes. Also, great video as always!
A thought on adding some simple depth. I support something like an appeal scale, it could be a weight that influence how fast it sales. So high quality produce sell better so you can even put a higher price on them.
That is actually already the case - there are three tiers of vegetable quality (you'll see a gold star next to some vegetables, and sometimes a premium blue star) and they all have different selling rates/prices.
I also thought about a cool little feature.Just a suggestion but what about if you could get a chance of finding rare items in your collection box left after market day. Like maybe stuff the people of the town have sold to you or left behind after the day was over. Could be a cool way to get some unique items. Better stalls give better item drops etc. Just an idea that came to mind.
Would be interesting to allow your vegetables to be crafted into some new product that could then be sold at the market day. Each of these combination products could have a pseudo-randomized sum of the individual attributes and that would go into a calculation for how much money you might make. This would add a little bit of experimentation and randomness to the market.
Hey, I was thinking about the navigation in the city view, how about having a sort of hotbar except not for items but the different parts of the town ? This could make it more obvious how much there is in the town, while making it faster and easier to navigate using the mouse compared to the arrows on either side of the screen. And similar to how the time widget has bunting, the slot for the market screen could have a special thing to make it obvious that's where the interesting time limited part is. One more thing, usually markets are held in town squares, and I think even from a UX POV it'd make sense that the market is in a central place if it's going to be the cornerstone of the main game loop.
Needs more Bunting, MORE!!! 😉 Nice work anyhow. You read my mind about the clock, I didn't like how it looked with the time in it, your solution was perfect. I wonder if the idea of personalizing your vendor area would be feasible, you know, selectable colour variations,maybe a sign with some short store name. People like it when they can personalize certain aspects of a game.
8:00 a good idea might be to add some kind of "spoilage" mechanic. In theory the players can just stack up on vegetables and keep the price all time high to make profit without worrying their items will dissapear. By adding some kind of spoil mechanic you can somewhat "force" the player to sell vegetables cheaper so they don't lose their harvest. Kind of how real life works. And as in the opposite when some kind of vegetable is in season you can sell them faster. That would require some kind of months or season mechanics though! But the idea overall is very nice!
Something that might be cool is if the farmers market had a simple little haggling mini game. Kind of like Recettear if you’ve ever seen that game. It wouldn’t need to be too in depth but just could be a nice change of pace to have some back and forth when selling to give a different flavor to the gameplay for market day.
Small suggestion - change the modifier on the stall to a range of daily sales, adds more of a risk-reward to setting it to a lower or higher price rather than a specific amount you'd sell as one of those ways will always be more efficient if I'm understanding it right
I also feel that at some point there should be some late game expensive things to purchase with your money that we can goal or strive for by playing for awhile. Like your own shop or upgrading the house or something. Just my extra two cents.
"So i've just quickly implemented the concept of time" Best quote I've ever heard 1:21
Damn you, ThinMatrix!!!! ✊️
(Angry man shouts at cloud)
Wait if he can implement time...can he unimplement it? Maybe even reverse it? Is thin matrix a diety of unspeakable power?
@@kylemason01 Bro made a game about evolution then made a game about cultivation and "implemented time" ... I think he is THE deity :D
With no reference of time before implementing the concept, how did he know how quickly he did it? :P
In the same video as "So, I've decorated the town on market day a little bit... It's mostly bunting."
You could make the stall a renting situation, then you have the target to "break even" and it's even possible to lose money as well as make money. Also, that's more like a real market. Love the new hazy background trees and windmills!
Nice idea! Maybe you can also put in the other stands. They fill randomly with vegetables and you have to look out for them. If one of them has a lot of cheap carrots, than your own carrots would sell worse. But if no one has potatoes than they sell great :)
I was thinking the same thing. Rent a stall with greater rent for larger stalls. Maybe the option to hire someone to look after it, if you really want to go all out, and have additional factors. Could even have different people with different skills at different pay levels, but they would effect your sales etc... maybe too much for this but...
I also had the idea of competitors to make it More interesting, instead of just the "trending item". Rent stall also sounds good
14:26 I think it might be cool if you could discover which vegetables will be in demand for market day if you overhear conversations in the town during the week between the towns people.
Their could be a variety of conversations, some could be really obvious:
“Did you hear the news!? Mrs. Hubbard’s Rabbit got out again and has eaten all the carrots in the town!”
Others could be a little more subtle:
“Mr. Smith is making his famous vegetable soup for the town meeting next week, I just hope the market has enough of the ingredients he needs to feed everyone”
I think this would help breathe a little more life into the town, and then it serves another purpose besides shopping.
The conversations could be little speech bubbles which pop over some towns people’s heads or something.
Great idea!
Haha that is a nice idea, think it would fit well into this game
It is perfect, down to the last minute detail
Great idea
It's been very exciting seeing your artistic skills genuinely improve over the years. This farmer's market looks truly great.
Thank you!
Always a good day when a new thinmatrix video drops!
Fr
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How is your comment 11 days ago?
@@iulianbogdanghitun3594 magic.
This is my mood
It would be lovely to see the shadows move appropriately as the day progresses. ☀
I feel like a day-night cycle together with weather could add a lot to the the game. The summer day gets blunt overtime and doesn't really create atmosphere imo. Weather could also add a new element to the game with crop damages, planting more resistent crops, etc.
Weather and seasons are definitely on my list. Day/night cycle not so much, just because the days go by pretty fast (currently 5 mins per day) so the light would be switching quite often. Also, without a sleeping or speeding-up time mechanic it would be dark for half the time you're playing the game, which could potentially be an annoyance. And I think any gameplay reasons for having a day/night cycle could be better applied to a season cycle.
@@ThinMatrix Perhaps mimic the day-night cycle but make it go straight from twilight to morning? You could have it feel like a day-night cycle by having the shadows of the farm follow the "sun" throughout the day. Then when twilight hits, you fade them out and have them start from the other side again. It may need some color grading to feel realistic enough
@@ThinMatrix Maybe have the night last only one in-game hour, just so there is the feeling of days passing by, but it wouldnt be that annoying, imo.
I like the idea of showing night time (if only briefly) because night time means pretty lighting! I always love night time in video games and seeing little windows and lanterns and stuff all lit up and pretty, maybe some cute little fireflies. That would be a great touch for me, personally!
@@caidenmacgregor3271 it's also a reason to add lamplights around the garden
I really like that the UI for the market stall looks like a market stall, I think it's cute and immersive. I'm excited to see the finished look with the items for sale visible on the table. I also like that there is an indicator for the items that are for sale and the bunting on market day to draw your attention. I have two suggestions that are similar: on market day, perhaps have the bunting move and/or play a jingle to draw more attention. I know that when I'm playing games like this I can get pretty focused and would easily miss market day. Similarly, when an item sells out at the market, perhaps there could be some sort of noise and motion in addition to the blue progress bar.
Love the update! I've been following this game from the first video and I always look forward to seeing the progress. Can't wait to play!
Thanks for the suggestions!
You should have fruits and vegs expire after a set number of days, this would add a lot of strategy on when to sell and consequences of not selling everything. It could also be used to create compost or other bio products.
It's something I've thought about a lot - currently I'm leaning towards not implementing it though. It introduces a lot of questions as to how to handle item stacks when the vegetables potentially all have different expiry dates. If you have a stack of carrots on 10% "freshness" and you harvest a load of new fresh carrots, do they get added to the stack? If not, you could end up with loads of different stacks of the same vegetable, but if the stacks do combine then what happens? It could take the average freshness, but that has its own problems (you could stop a stack from expiring indefinitely by always adding fresh vegetables to it, but also you could lose fresh vegetables very quickly by accidentally adding them to a large stack of almost expired vegetables).
Alternatively, each vegetable in the stack could keep its own expiry date and then the stack just decreases in size as the individual vegetables decay, but how to show that in the UI? I've made a few drafts in thew past but I wasn't overly happy with anything I came up with. It made everything look a bit more cluttered and complex than I would like.
So for now I'm seeing how it is without a freshness mechanic. There is actually already a downside of storing vegetables for a long time which is that it locks up your money. In the time that you had the vegetables sitting around in your inventory you could have sold them, invested the money in more plants and upgrades, and made more profit than by waiting for the next market day.
Anyway, long story short I'm still thinking about it ;)
@@ThinMatrix Don't Starve has an averaging system like that. You have to very carefully think about value vs. time and whether you should stack (of course, it happens accidentally as well); it works alright in the series' chaotic, stressful permadeath gameplay loop, but I think it would indeed feel out of place in a game designed with the opposite philosophies in mind.
@@ThinMatrix I think staging it would be a good solution! having something like 4 stages, expired at 0%, bad at 1-25%, okay at 26-75%, fresh at 76-100%
you can stack them based on stage of expiry. to handle your concern with stacking different freshness values, you can average values that are within a stage and then display how many days until they enter the next stage when you hover the mouse over the stack. I also think different images for the stages would be some extra work but a super good visual indicator of freshness.
carrot icon (mouse hovering over):
-expired, 0
-bad, 10, 1 day
-okay, 100, 4 days
-fresh, 200, 3 days
@@sicknickeroni Exactly what i was thinking. U would just have a few "variants" per crop and would make a few textures for each variant (to visually show the difference in each stage) and stack crops from there. I like this idea
@@ThinMatrix Keep individual logical stacks separate from rendered stacks... when you update spoilage (like once an in-game day, so not often), redraw the "neatly organized" stacks with lower numbers?
growing up, my favorite thing about going to the farmers market with my parents were the blue spheres
Maybe a good idea to hint which will be the trending vegetables is a conversation between the people on the town.
Usually the people could talk gibberish, represented by talking baloons with random icons. But eventually some of these icons could be a trending vegetable.
Implementing seasons would open a whole new dimension to market and farming. Demand for vegetables in winter goes up, you can also set higher prices. Additionally there should be no guarantee that your produce will be sold. If they do not get sold, then you have more material for compost. This opens possibilities for expandable hotbeds, etc. Great video, as always!
I really like the way you've gone about implementing this! Good work!
Thanks!
Your videos are so nice and chill! You seem so happy with the little things in life. I wish u the best!
Your market got me thinking how you could keep this game loop interesting. What about:
- Shop always is willing to buy your goods, but will never pay more than X for a given vegetable.
- If the shop is overstocked on that type, it does offer you less than otherwise. This incentivizes the user to plant different crops at a time.
- Market price is akin to the shop price (ie, if the shop is over stocked on carrots, you won't sell many carrots on the market), but is uncapped so selling on the market is a great idea for hard to grow or rare vegetables. This incentivizes the user to look at both the market and shop and to actively balance where to sell things, instead of setting it to value X and leaving it there.
- One thing you already have groundwork for is to have nutrients in the ground that different species grow better or worse on. Plants consume some nutrients and deposit others, which makes plants perform worse if you keep a monoculture in a given plot (like real life), again incentivizing crop rotation & active thought of the user. Clever users will find cycles of crops that cohabitate well. The nutrients need no more detail than a colour and a shape (for colourblind people).
- You could add export as an always-available sink for things at a fixed price. Your farm is never going to saturate the consumption of the whole country, but you'll always earn pretty little because of the export costs.
Incredibly good! The upgrading of the stall gives a goal for the player to strive towards. Adding a very important layer of gameplay that makes the experience so much more interesting.
Fantastic job! :)
Thank you, glad you like it!
I recently just posted my process of making Flappy Bird for the Gameboy Color on my channel and now I understand why these videos take their time. The amount of effort that goes into these videos is unreal, hats off to you man.
Lovely update! I really like the way you added the farmers market.
I Really your use of the word "iteration" , it shows that's even if you are a talented 10 year expert in game dev you also struggle to make things the first time .
I 'm currently just drawing random stuff and throwing them in my game , and just hoping it will become good looking some day🤣
I just wanna say thank you. I haven't been active in the comment section until recently this year, but you are the main reason why I have started Game Development. It all started when you came out with your LWJGL tutorials and you devlogs around that time. RUclips somehow pushed you out of my recommended feed and I lost you for a while, but I am glad it has brought you back. Thanks for everything.
What a delightful video. Always inspiring to see ur devlogs. ❤
The market stall UI is an absolutely brilliant idea! I love the idea of using 3D models in a diegetic way! It gives so much life to that part of the game
This is shaping up to be a truly awesome game. I honestly can't wait to play it!
Been following your Devlogs for quite some time and it just blew my mind that you are also living hamburg.
Hope your having a wonderful day. Thank you for the beautiful and entertaining Devlogs.
I love the market stall UI! The game is really coming along nicely
You're doing a wonderful job and I'm extremely excited to be able to play this game! I also love how almost every video of yours is giving me ideas of meals to try out! I do have a suggestion for the Market Display on the right hand side, even though it's easy enough to see, maybe when all of a single crop is sold, the display has a small checkmark or glow, to also indicate that it's sold out. Just something to get someone's attention a little easier to indicate that an item has sold out. ALSO KEEP the market UI it's wonderful. Keep up the great work!
The progress on this is amazing! I love following your projects. Thanks for the video!
Since this is a town, I suggest running weekly “festivals” in the town like we have in real life and tie that into the items of the week. You can have a halloween festival which then sees a boost for pumpkins etc. you can also change the decoration of the banners in town according to festivals. If you can create a calendar that shows all the festivals for the year, this would give players enough time to prepare for festivals ahead
Its really quite a large feature youve added!
I feel you can be really proud of how efficient and effective youve become, your planning and determination are really inspiring
So loving everything you presented in this video and I love the new marketplace UI. Fits the theme and aesthetic of the game perfectly.
I think plants that grow into the next growth stage could do with a bouncy pop animation, instead of just instantaneously being replaced with the new mesh
I agree, it's on my to-do list :)
Your healthy daily routine is so admirable! Can't wait to see how the market day feature will turn out
watching you work is very inspring
This is very inspiring, assuming also all the work done editing the video
I think it would be cool to see all the decor for the market put somewhere off to the side in storage or something. It would make the town feel more lived in instead of them just coming into existence.
Love all your videos, but I was cracking up because I expected you to say at 3:50ish that "Eventually this whole area will be filled with bunting"
I LOVE that UI for the market stall, I think it’s something that you should expand to the rest of the UI. It’s soooo much more interesting than a beige background and adds immersion and differentiation
THIS IS VERY VERY VERY INSPIRING!
Dude! Your work is flawless. The game features, the editing, the storytelling, ALL OF IT is VERY inspiring.
It really seems that you have a chill life. You seem to enjoy coding your project and also chilling, exercising, etc etc.
Keep posting those videos. I'm currently working on software development here in Brazil, but I invest most of my salary to achieve financial independence to start living like you, coding projects, enjoying life, riding motorcycles and so on.
So, keep posting these videos man. You are inspiring MANY people all around the globe! Cheers and good luck with your game development journey (:
Everything in these vlogs is so nice and cozy. The game, the path you run, your balcony garden, the meals you make, your desktop room... I looked around my room and wonder, is this how teenagers feel when watching Instagram influencers? :D Just kidding, it is inspiring! These vlogs always make me really happy and I can't wait for the next one already!
You could implement an animation that when you get to town after a market day passes all the market stalls go down and all gets tied up and then the box appears
This looks absolutely lovely! Have a great holiday!
I think Pommie commented what I was thinking, but I definitely think you can find out what might be in demand by talking to people in the village and working out what they want/what will be the requested items of the market.
Very minor thing for readability but for estimated sales maybe use "≈" I at first thought it was sayinh "- 89 sales"😅
Very cool 😊. A little uncertainty about how the produce will sell could make the market day especially engaging. I like the special UIs of the town section. It's such a nice place.
"The town gets nicely decorated." Looks kinda cute and fitting the artstyle 🙂
As always man you once again smashed it out and such a great video I loved it!
Hi, great idea for the market !
Something that would be cool is not knowing how many you will sell depending on the price. But rather having feedback from visitors like: "price is too high".
Doing so will add some logic to find the right price
Great video !
@ThinMatrix Since you added the concept of time, I think it would make sense that the quality of harvested plants goes down with every passed day.
This would give the player a reason to sell them before market day.
Maybe some plants that are more expensive could also decay faster.
Keep up the good work.
Love it! I can't get over the art style. It's nice and cutsy
a newspaper on mondays or so would be good that show the plants that would sell.good on the next Farmers market
It would be cool to be able to see a market wide trending list, maybe accessing a bulletin board which would show you all goods being sold by all merchants and which produce is more in demand. This way you can choose to start growing something, or switch something out throughout the day when something goes into higher demand.
I really love how this game is going :) Just a small detail on the clock: when the hand rotates, the center moves slightly as well 😅
Bro what ur doing is AWESOME! I do have a suggestion.. You could add weathers too like when there will be rain, the crops will grow faster.. and if thunder strikes, all the crops will get destroyed.. This way game will become more engaging.
Thanks! And yes, weather is a planned feature :)
I love how the market appears! Definitely a big improvement to the town. Great progress, especially on that market UI. I wonder if more UI can be thematically decorated like that. 🤔
Hi! Long time follower here, a thought: Instead of humans, do cute kawaii veggies! so you would play as a veggie with cute eyes like a bouncy tomato, or a lettuce, and you could use those as corner bopping heads with speech bubbles when you onboard players in the features of the game, very meta and cute, would insta buy!
i don' t know if you have already considered this or somebody else. but implementing months too would be really interesting. Allows for seasonal stuff. Planning when to plant your crops. weather effects. can add a lot of depth to the game which is also realistic depth
Market looks great, I think it could be nice touch if on saturday (pre market day) some villagers would be in act of hanging decorations for tommorows, they might just stand there and watch maybe a decoration that is hung on just one side indicating that they are working on it.
Instead of the box in the market area you could have a small info center / office from open all week where you can collect the money and remaining items, buy upgrade stall/stalls and get more info about forther events, maybe some thematic market days. Just a place to check on the market situation throught the whole week.
Also you could add a background to the market items in the right when is not hidden
the new UI direction is really a good idea I think, it makes it feel less like a programming project. something to take inspiration from perhaps is how Hearthstone handles "non-productive" interactivity
The UI looking like a stall looks so nice!
I love the way the game is coming along, and the videos!! I think puttingh something like empty item slots where the items you cal sell on the farmers market are going to be. (On the right of the screen whilke on your farm) would be another wuick way of realizing that its market day.
A cool idea for the market stall is that you get increased sales on crops you sell consecutively over multiple markets. Kind of a "returning customer" sales boost for things people know you sell
or maybe an increase for items that dont put to sell so often, plus a decrease of price in items that are sell consecutively, a sort of "market saturation"
Nice idea, thanks!
Throw in weather, crowd size, player stall variety and what other stalls are selling, if we want to complicate the “efficiency” of the sell price :)
It would be cool if once a year there would be a competition on the market to see who grew the largest vegetable. Sort of a “world championship”. This could be a secondary goal for very successful players who already have a lot of in-game money
That's already a planned feature, coming soon!
The Marketplace has huge potential for very smart and calculated gameplay for those who like while others can just sell for fun. For example instead of a guaranteed amount of sales per day something like a probability or attractiveness which changes daily and based on how available the item you sell is in different places and their price or how much you have sold already / how saturated the market is.
Suggestion: add some wind/movement to the bunting and trees to make it all feel a bit more alive. (Edit realized the grass already had wins)
Cool, I like where it's going!
You could make the sun quickly loop around with each day that passes
I think you might want to make the 12oclock more visible, so players have an indication when the day changes. I mean sure its a clock but it also is 2024 and people dont read analog clocks as freaquent as we think.
+1 on this; you should add a progress bar for the day
your videos are so cozy and relaxing
mach weiter so
For the notification system, I would suggest to make a small animation whenever an item sells, like a "phone ring" type of animation, or nudge, or something. Or just add numbers that go up and reflect the amount of the items were sold. And maybe an appropriate sound effect.
That feed was such a flex
Love the market day stuff. I personally wouldn't show players how many sales they would lose/gain based on the price. Let players keep track of that themselves to figure out pricing on their own throughout different market days. But it is looking siiiiick so far!
Another feature on market day that might be fun is each market day have 2 or 3 big orders that can be fulfilled (20 carotts, 10 onions, that kind of thing). If you can complete them they give big cash bonuses compared with regular selling. You could give the player a weeks notice on what the orders will be so they could plan and plant accordingly.
Game's looking fantastic, super excitied to see it coming along so well
That's basically what I've got planned for the restaurant - weekly orders of specific veg that you can fulfil for extra rewards. That will be coming next!
Sounds cool! Maybe completing these tasks can give you unique awards for the garden like special fertilizers, or cosmetic ornaments
always look forward to your cozy vids
Seasons: you could add some seasons that certain plants only grow in that time period (asparagus, strawberries etc). They make a good profit, but need good timing to start to plant.
I always look forward to your videos. Keep up the good work my friend :)
Cool feature with that market day and stall.
I would add to ideas to consider: Limited amount of vegetable to to sell and it would be upgraded with stall. It could be for each max amount or for all veggies one max placed items cap (not amount of different veggies but amount to sell) so player will have to manage how much of each veggie should be in the stall and will give him reason to upgrade stall :)
Great job! It's interesting to follow the development of your project.
I have a few suggestions:
1. Move the list of items on sale from the right side of the screen to a separate window that pops up when you hover the mouse over the "Market Day" area next to the clock. You can also add a counter of free slots for items on sale and a counter of sold items as a badge notifications. It seems to me that this is a more flexible solution, considering that you want to increase the number of slots for sale in the future. It also allows you to organize thematically similar (Market Day) UI elements together.
2. Make a shortcut for quickly going to the market either directly from the home location (maybe it should be next to other market day UI elements from suggestion above?), or when going to the town (a button/pointer on the edge of the screen pointing in the direction of the market?).
Thank you!
You look awesome! Keep it up, mate.
Looking good, but please center the clock's hand 4:50
14:24 maybe a local newspaper? Would fit the aesthetic nicely I think
Ooh a newspaper would work really well, thanks!
@@ThinMatrix Not at all! Thanks for the entertainment
Off hand, it could be interesting to have a rumor mill mechanic where you hear little hints like "this recipe is coming into fashion" or "this book with a food metaphor has gotten popular" and what that means is ingredients related to the rumor are going to be in demand. A step further, you could do it where a recipe is in fashion, so the main ingredients are in high demand, but good pairings and twists are also in demand. The development trap would be, it'd be cool if you could tease those secondary demands out of the game without having to already know about cooking, maybe even learn something.
It would be interesting to see a seasonal aspect added to the game. I can’t recall if you’ve talked about this or whether you've added some basic functionality around this already. It would tie in well with the trending functionality, and would make certain crops in high demand as well as in high supply (sell for less). Another aspect to this would be that you can limit what crops can be planted (or how well they grow/how hard they are to grow) during certain seasons. This would allow the player to plan what to grow in order to increase profit rather than hoping the crops they’ve just harvested are in demand. Perhaps this would result in the unwanted complexity you mentioned in the video but just wanted to share my thoughts.
Been watching your videos for years and always love seeing a new video pop up in the feed. Thanks!
You really improved your UI and UX skills! Looks pretty good!
Just a suggestion for improvement: currently, when the vegetables grow, the model gets replaced by the larger one. A smooth transition when models would change could make a huge impact I guess.
Keep it up!
its growing and becoming more interesting
I think if you implement a system to acknowledge the player beforehand about which products will be trending on the upcoming market day(s) it could help them focus more on producing those vegetables and help them earn more money when the market day comes. Also, great video as always!
When it comes to finding out what crops will be trending next market day, you could give little hints via the townsfolk!
That's a great idea for the market stall!
This is some beautiful work.
Thank you!
A thought on adding some simple depth. I support something like an appeal scale, it could be a weight that influence how fast it sales. So high quality produce sell better so you can even put a higher price on them.
That is actually already the case - there are three tiers of vegetable quality (you'll see a gold star next to some vegetables, and sometimes a premium blue star) and they all have different selling rates/prices.
Was just searching for some devlogs, neat!
i would love if someone did videos like thinmatrix but with enough passive aggressive energy to power a whole continent
I also thought about a cool little feature.Just a suggestion but what about if you could get a chance of finding rare items in your collection box left after market day. Like maybe stuff the people of the town have sold to you or left behind after the day was over. Could be a cool way to get some unique items. Better stalls give better item drops etc. Just an idea that came to mind.
Would be interesting to allow your vegetables to be crafted into some new product that could then be sold at the market day. Each of these combination products could have a pseudo-randomized sum of the individual attributes and that would go into a calculation for how much money you might make. This would add a little bit of experimentation and randomness to the market.
great progress, love it!
I would love to see an baking section where you could combine vegetables etc to make different salads which you could sell at the market.
as a nice addon you could create "advertisments" some billboards you can rent in town to improve sales
Hey, I was thinking about the navigation in the city view, how about having a sort of hotbar except not for items but the different parts of the town ? This could make it more obvious how much there is in the town, while making it faster and easier to navigate using the mouse compared to the arrows on either side of the screen.
And similar to how the time widget has bunting, the slot for the market screen could have a special thing to make it obvious that's where the interesting time limited part is.
One more thing, usually markets are held in town squares, and I think even from a UX POV it'd make sense that the market is in a central place if it's going to be the cornerstone of the main game loop.
Needs more Bunting, MORE!!! 😉 Nice work anyhow. You read my mind about the clock, I didn't like how it looked with the time in it, your solution was perfect. I wonder if the idea of personalizing your vendor area would be feasible, you know, selectable colour variations,maybe a sign with some short store name. People like it when they can personalize certain aspects of a game.
8:00 a good idea might be to add some kind of "spoilage" mechanic. In theory the players can just stack up on vegetables and keep the price all time high to make profit without worrying their items will dissapear. By adding some kind of spoil mechanic you can somewhat "force" the player to sell vegetables cheaper so they don't lose their harvest. Kind of how real life works.
And as in the opposite when some kind of vegetable is in season you can sell them faster. That would require some kind of months or season mechanics though! But the idea overall is very nice!
Something that might be cool is if the farmers market had a simple little haggling mini game. Kind of like Recettear if you’ve ever seen that game. It wouldn’t need to be too in depth but just could be a nice change of pace to have some back and forth when selling to give a different flavor to the gameplay for market day.
Small suggestion - change the modifier on the stall to a range of daily sales, adds more of a risk-reward to setting it to a lower or higher price rather than a specific amount you'd sell as one of those ways will always be more efficient if I'm understanding it right
I also feel that at some point there should be some late game expensive things to purchase with your money that we can goal or strive for by playing for awhile. Like your own shop or upgrading the house or something. Just my extra two cents.
Totally agree, and there will be content like that added soon :)