I'm lokey kind of jealous of your workspace dude. It's so peaceful looking with all the greenery, both inside as well as outside. My dad always says "green is good for a human, grey makes you irritable." Too bad my place is surrounded by concrete and bricks 😂
In case you are struggling to get enough handle models: -> The handle could start with no handle at all i.e., only the end of the stick, -> next could be a knob and -> then finally the t-shaped handle which you currently use right from the start.
@@aleteia reply from someone who is actually working in a creative field ahah. But i like the idea of having a whole-powerful system of upgrades. He can add special rare upgrades randomly or at the end, to make the tool unique. And he can add constructions/machines that may use his tools, which again would motivate players to create and upgrade them as a separate mechanic. But these are just ideas.
A very easy way to indicate scale changes would be to have some sort of fixed size object with the item for contrast. For example you could have the watering can sitting on a a very simple patch of grass with a blade or two just around the base, or some stones, or a tool laying next to it. I'm sure you get the picture! I'd probably only use that object in the upgrade/shop screens and not for every icon on the tool belt otherwise it'd start looking very cluttered.
I'd keep speed being a colour change consistent across the tools so players can easily see "oh light blue (tool) is 2x speed". Feel like it's just a cleaner user experience. I understand it doesn't work for every tool part but speed being colour would keep it somewhat consistent
Some ideas: Start with a water bucket. Just a bucket XD. And first upgrade will add a spout. With the size, you might want to sacrifice "perfect framing" only for "upgrade menu". An icon in the inventory can still be a perfect frame, but in Upgrade menu you start with a tiny tool! Great work, as always! Thank you for inspiration c:
I've done a similar thing on positioning objects in the camera frame, and I think this way is simpler: (1) get the true rectangular bounding box as you already have (2) expand the bounding box so it's a square, basically depending if it's a tall bounding box, add abs(H-W)/2 to horizontal bounds or to vertical bounds (3) this square bounding box can be directly mapped into NDC coordinates (from -1 to 1), you can even go with simple orthographic projection unless you really need the perspective for your icons
The procedural generation had me really excited and then when i saw how you did it and the positioning of the icons, i was just giddy. Love the progress and the look of the game!
it would be really cool if you made a video about the process of designing a system. for example, how you brainstorm ideas, relate it to the current state of the game, etc... great video as always!
very nice! A good idea for your selling effect. When the coins float to the top left corner to add to your balance, make the balance add up portions of what you sold while the animation is playing. So it looks like the individual coins matter. Example: You have 2000 in ur balance. You sell products worth 1000. The animation for the coins take 3 seconds. 1000 / (3 sec * 2) = 152 coins This means you update ur balance every 0,5 seconds with 152 coins while the animation is playing.
Throughout the video I was thinking "but have you considered X?" a couple of times and every time I was relieved to find out a couple moments later: yes, you did. I like how well thought through this system turned out to be!
Your videos are always delightful but this was next level- really fun looking project and great to get that little glimpse into the technical challenges behind it. And congrats on your night to day transition in the vid- you nailed that one!
This is great! You don't need to change the icon after every upgrade click. Doing so might lead to a constant need for new designs, potentially diminishing the impact of upgrades. However, having occasional model changes occurring with every few "upgrade bars" could also keep the player intrigued, wondering if any visual changes will appear with the next click or later, while still providing the sense of progression you mentioned. Good job!
This looks so cute! I can't wait to play it. By the way, as a feature suggestion, maybe people just walking in the market area would bring life to the game and it wouldn't look so static. In the farm I get that it's just you and it's the chill place, but in the town where the shops are, you would expect to see other people.
Very ingenious. I am maybe afraid that the higher level icons may give a different vibe to the game with their more rpg/gamery look. Maye only one every 3 upgrades changes the model and the two following upgrades change the color : crooked handle : brown, grey, white > straight handle : brown, grey, white. Just an idea.
Yeah, I was thinking about that as well, and that would be possible in the current system. I also also want to spend longer designing the models - now that I've had a few trials I think I could do better. Maybe with smaller increments between model stages I could get to tier 10 without it looking too crazy.
I think only 5 upgrade icons would be better. A 1/10 upgrade to a stat doesn't feel like it should be an insane model changing upgrade. It would also make each model change feel more impactful
@@ThinMatrix Nice ! Also just want to say I am a big fan of your videos. They helped me a lot through the pandemic and I have been following your channel ever since.
They could also start as 'broken' like you have with the spade. with minimal less broken each upgrade. Or adding a gem that changes color.. Very nice update
I really loved this episode, as someone who mostly ended up being a software tools programmer, this is fantastic to watch your process! I really liked how you solved the position/size issue! Looking forward to the next one!
I always look forward to these devlogs! Something about your workflow is just so chill and organised in a way that mine probably never will be. Keep it up :)
Love the progress on the procedural icons! I was wondering how you were going to make all the parts fit together nicely after each upgrade, I’m glad you explained that. Keep up the good work, the game is looking better and better each devlog!
Amazing work as always :) I just want to mention that the icons are generated programmatically, and not procedurally (procedural generation usually involves randomness, and it seems like everything is predetermined). But I love the approach, and you're definitely saving yourself a massive amount of time in the long run !
16:42 I feel like having two spouts side by side might look better. Then maybe adding +1 spout for further upgrades and one massive spout for the final upgrade.
I love the way these generated icons look :) Regarding the issue of conveying the size of the watering can, when they get normalized: Could you try scaling the outline relative to the size reduction you performed in the normalization step? So small items (blueberries) would have a bigger outline, making them "feel" smaller than a spade. (Tbh, probably this specific idea would look stupid, but maybe some other shading effect relative to the normalization could work)
Thanks for the suggestion! For items with a simple icon like the blueberries I can actually just make them smaller. I have a custom scale that I can apply to the model after the normalization, so I can make chosen icons appear smaller. That only works on a per-item basis though, so it doesn't work with individual model stages of the same item (like the watering can) which is the main issue.
Love the whole series, your approach,… I am just a bit not sure about the look and feel of the upgrade as if the whole game goes into that more and more fancier look it would meant that in the more advance game you will only have strange and fantasy tools, colors,… and there is a huge risk the game will feel less cosy/warm/natural than the actual look of the game that have that super peaceful vibe. I would prefer to stay with more natural colors and nature friendly look for those upgrade and I am already super happy to have more subtle visual changes but that stay in this cosy farm look you manage to keep :) Again, I love your work and I can’t wait to play this game to take a deep breath after some stressful days at work !
I totally agree! I don't really want them to get too fantasy looking and that was mainly because I was just trying to quickly come up with some examples for the video. I've been working on more models for the other tools today and I'm getting better at making each upgrade a small subtle change, so that the higher tiers don't look too crazy while still looking more impressive than the lower tiers.
@@ThinMatrix Awesome ! :D As an art director myself I really really love the art you develop on this project so I can't be happier to read that :) Thanks for the answer and have a nice day !
I have a tip on the general design of the icon positioning. It'd look a little better if the icon wasn't almost exactly the size of the containing box. When lines almost touch it can look weird - I'd either make the icons a little smaller, or make them larger and have them overflowing outside of the containers. (You'd probably have to make the boxes smaller and box gap bigger in that case, but i reckon it'd look better).
Lol I kinda love how ridiculous the upgrades look visually - it's fun. Liek the watering can just going off the rails just I think would make it satisfying to upgrade.
Your tools change too much visually for each upgrade. Unless there's a reason to parse the exact level at a glance, you can do smaller incremental changes to the model and it's fine. Keep dramatic mesh changes for significant milestone upgrades. I think that will be a much more comfortable system for everyone
Now that you say it, lots of games do that. It's slightly different so you can notice it but not some much that you don't even recognize the object. Unless it's the intention to really make it seem like a completely different object instead of an upgrade. Just like cars in real life, you add carbon then next upgrade better tires then maybe spoilers etc.
@@dieselboy.7637 the problem with the changes being too dramatic too often is that you no longer can recongnize the tools at a glance and need to search for it every time you need to use it. But I think it is worth the sacrifice
Really nice update and great work! Coming up with 10 different upgrade graphics is really hard and as you mentioned - at some point it starts looking a bit off. Maybe consider the following: during the first X upgrades you get to see a physical upgrade, just like you showed in the video. However, after X number of upgrades the item doesn't change anymore physically but you add a "basic" --> "magic" --> "rare" --> "unique" --> "epic" type of upgrades? Obviously you don't have to use these names, it can be a star system where just like with army ranks every upgrade promotes the item. This way you don't have to come up with unrealistic physical designs and the player still gets to experience an upgrade rush.
To use your system even more, you'd need a preview of what the tool will look like on the various upgrade buttons. This would require another rework of the upgrade layout, but it would make you want to improve a tool in some way.
Great work as always! For the watering can upgrades, why not make the watering can shorter to begin with, so half height and then get taller and wider as you upgrade(ie more capacity). Would give you more "room" haha to play with. Also what about borrowing the curved handle idea from your spades in the watering cans, so you get curved spouts as well.
I just downloaded & started playing Homegrown. One of the problems I had initially is not knowing when my plants were harvestable or not. When having the harvest tool selected, it would be nice if the cursor had a little "x" or something when I am hovering over a plant to show that it's not quite ready yet. Or maybe an overview map view when the tool is selected like in some games such as Cities Skylines or the likes. I also am having a few performance issues. I posted this on Patreon already, but I found out there's some issue on my 4K display where it gets super super laggy in full screen. When I downscale the window down to be about half the size of my sreen (in windowed mode), then it runs smooth. Not sure if this is a limitation on my computer, but it might be an optimization that needs to be made at some point. Great work. Looking forward to seeing the progress going forward :)
Not this time - I just finished editing it a few minutes ago :P It's only when I finish the video before the planned upload date that I share it early with the patreon supporters.
Hey! I don't know if you'll read this as it's already 2 weeks since it was published but I'm really interested in this game and this series, hoping you will keep it up (of course no pressure)! I have an idea that may work as it may not: for the shop instead of using the icon keep the 3d model of the tools and let the player rotate horizontally to make it feel more real, the icon are still in the hotbar so the (amazing!) work you already done will not be lost
This is an awesome feature, I'd be interested in seeing where else you may find an opportunity to use procedural generation in the game! Keep it up can't wait to play 😊
Respect! I'm creating a game using the Godot engine and still have to support myself with troubleshooting on the Internet, while you create everything from total scratch. I'm keeping my fingers crossed!
Amazing work on the procedural icon generation! Quick idea: maybe use it to alter the appearance of produce as well? For example: if I harvest 1 tomato the icon shows 1; with 3 you have a few in the icon etc.
When you're upgrading your tools, it would be good if the "stats" icons e.g. capacity, area, speed etc ALSO upgraded, since there's only a few of those stats you could make little images with the capacity growing or the area icon getting more filled in etc. Little things like that are nice
Hey! I'm making a farming game myself and Im developing a season and terrain feature for it. The changing weather conditions of the seasons create difficulty and dynamics in the game, where the player will have to create strategies and adapt. The terrain on the farm impacts the growth of plants, and there are terrains compatible with some plants that make them grow faster, and so on. Maybe a system similar to this will bring interesting things to your game
I don't know if this might be out of the scope of what your looking for with the game but seeing some of the exaggerated tool designs I had the thought that it would be cool if there was a bit of a light fantasy theme to the game. Like there could be some variety to the townsfolk models with elf and orc type characters mixed in. Maybe late game there could be some magic abilities you unlock to boost your farm or turning your up to then normal crops into magical variants as kind of an end game kind of progression. Basically just kind of a fun added coat of theming to give some added flavor to the game.
I saw your 10 year journey again today, was following you from the start and played Equilinox a while ago, here is my two cents, in the last 10 years a lot has been changed in the gaming space, as I feel your dream was to create Socuwan and MMORPG game hasn't been successful but there is hunger for a good MMORPG for the older generation, I do think that the farming game might be successful and you need to finish it, but while you doing that I would really recommend learning a more modern engine like unreal and maybe create a new MMORPG with it, but this time with the help of the community and constant feedback loop, even reaching for streamers and influencers in these genres. anyway, good luck :)
good enough for game. in the real world there are real upgrades to be had, from generic mostly shitty hardware store tools, to gardening tools that do make a difference. same deal with regards to other hardware and supplies. in fact the biggest lesson for me in gardening has been that effectiveness/efficiency is a key thing. of course in games to just have stat driven upgrades that predictably become less enjoyable wouldnt be good. you have talent.
I'm lokey kind of jealous of your workspace dude. It's so peaceful looking with all the greenery, both inside as well as outside. My dad always says "green is good for a human, grey makes you irritable." Too bad my place is surrounded by concrete and bricks 😂
Yeeees it's so beautiful!!
Static grass diorama tutorial ❤
100% - Also the concept is called Biophilia! Super interesting stuff!
get some plastic plants to brighten up your space :)
So true, would be my dream! Even the outside, I live in germany and for me I have one ugly tree infront of my window
In case you are struggling to get enough handle models:
-> The handle could start with no handle at all i.e., only the end of the stick,
-> next could be a knob and
-> then finally the t-shaped handle which you currently use right from the start.
also maybe one of the later models has finger shaped bumps and cutouts to make it look like it fits in your hand better
Another idea would be to change the appearance just every second upgrade, so saving half of models needed :)
@@aleteia reply from someone who is actually working in a creative field ahah. But i like the idea of having a whole-powerful system of upgrades. He can add special rare upgrades randomly or at the end, to make the tool unique. And he can add constructions/machines that may use his tools, which again would motivate players to create and upgrade them as a separate mechanic. But these are just ideas.
Love these new icons. They fit the style of the game perfectly and the designs are very fun. Really adds a lot of life to the whole system.
Thanks!
A very easy way to indicate scale changes would be to have some sort of fixed size object with the item for contrast. For example you could have the watering can sitting on a a very simple patch of grass with a blade or two just around the base, or some stones, or a tool laying next to it. I'm sure you get the picture! I'd probably only use that object in the upgrade/shop screens and not for every icon on the tool belt otherwise it'd start looking very cluttered.
i like this idea, i support it
could also make some fake in world tool brands, which have some sticker of their logo on it, which doesn’t get bigger with the bigger objects
Nice idea!
I'd keep speed being a colour change consistent across the tools so players can easily see "oh light blue (tool) is 2x speed". Feel like it's just a cleaner user experience. I understand it doesn't work for every tool part but speed being colour would keep it somewhat consistent
It's always great when "overengineering" a system pays off. These icons look perfect, good job!
Some ideas:
Start with a water bucket. Just a bucket XD. And first upgrade will add a spout.
With the size, you might want to sacrifice "perfect framing" only for "upgrade menu". An icon in the inventory can still be a perfect frame, but in Upgrade menu you start with a tiny tool!
Great work, as always! Thank you for inspiration c:
I've done a similar thing on positioning objects in the camera frame, and I think this way is simpler: (1) get the true rectangular bounding box as you already have (2) expand the bounding box so it's a square, basically depending if it's a tall bounding box, add abs(H-W)/2 to horizontal bounds or to vertical bounds (3) this square bounding box can be directly mapped into NDC coordinates (from -1 to 1), you can even go with simple orthographic projection unless you really need the perspective for your icons
Ah that sounds like a good solution, thanks!
The procedural generation had me really excited and then when i saw how you did it and the positioning of the icons, i was just giddy. Love the progress and the look of the game!
I get envious seeing you being able to change rendering style, press one button, and get updated icons. Such a cool and impressive system!
it would be really cool if you made a video about the process of designing a system. for example, how you brainstorm ideas, relate it to the current state of the game, etc... great video as always!
The icons look awesome! I love how every upgrade feels like a big change to the item
Hi ThinMatrix how is your health now.. hope you are doing well.... Love your videos... It's so peaceful and calm
All good thanks!
@@ThinMatrix Glad to hear that 😊
very nice! A good idea for your selling effect. When the coins float to the top left corner to add to your balance, make the balance add up portions of what you sold while the animation is playing. So it looks like the individual coins matter. Example:
You have 2000 in ur balance.
You sell products worth 1000.
The animation for the coins take 3 seconds.
1000 / (3 sec * 2) = 152 coins
This means you update ur balance every 0,5 seconds with 152 coins while the animation is playing.
That was so cool! I'm impressed by your capacity to design such complex systems and to explain it so well to us :)
Thank you :)
Throughout the video I was thinking "but have you considered X?" a couple of times and every time I was relieved to find out a couple moments later: yes, you did. I like how well thought through this system turned out to be!
the sprinkler is absolutely awesome. Kinda hilarious but genius aswell.
I think this has been one of my favourite updates! Procedural generation is such interesting technology and I think the way you use it is great!
Great idea, i was intending to make some upgradable in my game but got scared of make hand craft combinations, your video gave a good inspiration.
Gotta say I was impressed with the bounding box camera view bit. Nice approach.
Love the icons! So clever how you have them generated. Cannot wait to see what kind of cool tool modefications you will come up with. 😊
As I am making my own farming game, ur series has inspired me so much. I learned a lot from you. Thanks🙏
the transition at 3:30 was so satisfying
This video made me really nostalgic of the time I used to watch your old OpenGL + Java tutorials, ha… good times
I’ve come a long way since then
Fantastic to see the icons. It's so cool how you're able to generate them like that.
Dude I love this... you can check, I don't even comment that often, but those upgrade procedural generations were top-grade!
Thank you!
Your videos are always delightful but this was next level- really fun looking project and great to get that little glimpse into the technical challenges behind it. And congrats on your night to day transition in the vid- you nailed that one!
This is great! You don't need to change the icon after every upgrade click. Doing so might lead to a constant need for new designs, potentially diminishing the impact of upgrades. However, having occasional model changes occurring with every few "upgrade bars" could also keep the player intrigued, wondering if any visual changes will appear with the next click or later, while still providing the sense of progression you mentioned.
Good job!
you are a straight up inspiration to those of us who are lowley part time hobbyist devs, always wait for your vids with anticipation - great job!
This looks so cute! I can't wait to play it.
By the way, as a feature suggestion, maybe people just walking in the market area would bring life to the game and it wouldn't look so static. In the farm I get that it's just you and it's the chill place, but in the town where the shops are, you would expect to see other people.
Thanks you! And yes, I definitely want to add people to the town soon :)
Very ingenious. I am maybe afraid that the higher level icons may give a different vibe to the game with their more rpg/gamery look. Maye only one every 3 upgrades changes the model and the two following upgrades change the color : crooked handle : brown, grey, white > straight handle : brown, grey, white.
Just an idea.
Yeah, I was thinking about that as well, and that would be possible in the current system. I also also want to spend longer designing the models - now that I've had a few trials I think I could do better. Maybe with smaller increments between model stages I could get to tier 10 without it looking too crazy.
I think only 5 upgrade icons would be better. A 1/10 upgrade to a stat doesn't feel like it should be an insane model changing upgrade. It would also make each model change feel more impactful
On that note, I think it would be cool if the icons could slightly increase in size, making fully upgraded ones look beefier :)
@@ThinMatrix Nice ! Also just want to say I am a big fan of your videos. They helped me a lot through the pandemic and I have been following your channel ever since.
They could also start as 'broken' like you have with the spade. with minimal less broken each upgrade. Or adding a gem that changes color.. Very nice update
Honestly, I could see that little icon generation program being something useful to release on its own. Really nice stuff!
I really loved this episode, as someone who mostly ended up being a software tools programmer, this is fantastic to watch your process! I really liked how you solved the position/size issue! Looking forward to the next one!
I love this series so much. You were the first dev I watched and now I make games :D thanks dude!
That was amazing!
Loved the way you used procedural generation, seeing this makes me want to jump into game dev as well.
A great video. I enjoyed learning about your workflow idea to generate these new icons. The game is looking really lovely now, great job sir!
Those icons looks amazing, it's really surprising how much it does for how polished/ready the game looks
Great devlog! This and the UI updates have made the game feel a lot more polished. Excited to see what comes next!
Thanks!
That icon system is genuinely awesome!! Love it! 🤩
Your work is very inspiring! Please keep sharing the progress, I'm sure it'll will help alot of people.
I like how he's actually showing development footage. Other devlogs I watch only show the result for what they built without much of the process.
I always look forward to these devlogs! Something about your workflow is just so chill and organised in a way that mine probably never will be. Keep it up :)
Love the progress on the procedural icons! I was wondering how you were going to make all the parts fit together nicely after each upgrade, I’m glad you explained that. Keep up the good work, the game is looking better and better each devlog!
wow you've come a long way, awesome work. these icons look great. and the post processing too! :)
Thank you!
"Diggy bit" is my new favorite for spade :D love the content, both digital and irl planting!
That night to day transition was flawless
This is coming along insanely well! Congrats!
Thank you!
I'm addicted to your Devlogs please don't stop 😁🙌
Amazing work as always :)
I just want to mention that the icons are generated programmatically, and not procedurally (procedural generation usually involves randomness, and it seems like everything is predetermined). But I love the approach, and you're definitely saving yourself a massive amount of time in the long run !
I love how crazy the watering can gets after a few upgrades 😂
Also I'm very impressed by your icon generator it looks great!
16:42 I feel like having two spouts side by side might look better. Then maybe adding +1 spout for further upgrades and one massive spout for the final upgrade.
The icons look great!!
I love the way these generated icons look :)
Regarding the issue of conveying the size of the watering can, when they get normalized: Could you try scaling the outline relative to the size reduction you performed in the normalization step? So small items (blueberries) would have a bigger outline, making them "feel" smaller than a spade. (Tbh, probably this specific idea would look stupid, but maybe some other shading effect relative to the normalization could work)
Thanks for the suggestion! For items with a simple icon like the blueberries I can actually just make them smaller. I have a custom scale that I can apply to the model after the normalization, so I can make chosen icons appear smaller. That only works on a per-item basis though, so it doesn't work with individual model stages of the same item (like the watering can) which is the main issue.
The procedural icon system is absolutely brilliant!!
man that rendering of icons from 3d objects is sick
the upgrade system is so neat
Love the whole series, your approach,…
I am just a bit not sure about the look and feel of the upgrade as if the whole game goes into that more and more fancier look it would meant that in the more advance game you will only have strange and fantasy tools, colors,… and there is a huge risk the game will feel less cosy/warm/natural than the actual look of the game that have that super peaceful vibe.
I would prefer to stay with more natural colors and nature friendly look for those upgrade and I am already super happy to have more subtle visual changes but that stay in this cosy farm look you manage to keep :)
Again, I love your work and I can’t wait to play this game to take a deep breath after some stressful days at work !
I totally agree! I don't really want them to get too fantasy looking and that was mainly because I was just trying to quickly come up with some examples for the video. I've been working on more models for the other tools today and I'm getting better at making each upgrade a small subtle change, so that the higher tiers don't look too crazy while still looking more impressive than the lower tiers.
@@ThinMatrix Awesome ! :D
As an art director myself I really really love the art you develop on this project so I can't be happier to read that :)
Thanks for the answer and have a nice day !
This is the evry video that got me into Java game development, thank you for getting me into it :D
UI revamp looking amaziiiiing! great job 👏
Youre saving my day with this video right now.
I have a tip on the general design of the icon positioning. It'd look a little better if the icon wasn't almost exactly the size of the containing box. When lines almost touch it can look weird - I'd either make the icons a little smaller, or make them larger and have them overflowing outside of the containers. (You'd probably have to make the boxes smaller and box gap bigger in that case, but i reckon it'd look better).
Lol I kinda love how ridiculous the upgrades look visually - it's fun. Liek the watering can just going off the rails just I think would make it satisfying to upgrade.
wow, loved the way u solve these problems, keep growing , keep uploading
i admire your workflow. so disciplined.
Your tools change too much visually for each upgrade. Unless there's a reason to parse the exact level at a glance, you can do smaller incremental changes to the model and it's fine. Keep dramatic mesh changes for significant milestone upgrades. I think that will be a much more comfortable system for everyone
Now that you say it, lots of games do that. It's slightly different so you can notice it but not some much that you don't even recognize the object. Unless it's the intention to really make it seem like a completely different object instead of an upgrade. Just like cars in real life, you add carbon then next upgrade better tires then maybe spoilers etc.
I disagree. The way he made is way more creative and fun.
And not basic and generic.
@@dieselboy.7637 the problem with the changes being too dramatic too often is that you no longer can recongnize the tools at a glance and need to search for it every time you need to use it. But I think it is worth the sacrifice
@@dieselboy.7637totally agree
Very nice! Very peaceful vibes as always. 🌱
Really nice update and great work! Coming up with 10 different upgrade graphics is really hard and as you mentioned - at some point it starts looking a bit off. Maybe consider the following: during the first X upgrades you get to see a physical upgrade, just like you showed in the video. However, after X number of upgrades the item doesn't change anymore physically but you add a "basic" --> "magic" --> "rare" --> "unique" --> "epic" type of upgrades? Obviously you don't have to use these names, it can be a star system where just like with army ranks every upgrade promotes the item. This way you don't have to come up with unrealistic physical designs and the player still gets to experience an upgrade rush.
Another great video by ThinMatrix, keep up the great work!
To use your system even more, you'd need a preview of what the tool will look like on the various upgrade buttons. This would require another rework of the upgrade layout, but it would make you want to improve a tool in some way.
Another nice video. Thanks for sharing ThinMatrix!
Great work as always! For the watering can upgrades, why not make the watering can shorter to begin with, so half height and then get taller and wider as you upgrade(ie more capacity). Would give you more "room" haha to play with. Also what about borrowing the curved handle idea from your spades in the watering cans, so you get curved spouts as well.
This reminds me so much of the monkey icons / models in Bloons TD 6, which also change when upgraded!
This game would be an awesome mobile game. The mobile space needs more high quality games like this one. Please consider releasing it on mobile!
I just downloaded & started playing Homegrown. One of the problems I had initially is not knowing when my plants were harvestable or not. When having the harvest tool selected, it would be nice if the cursor had a little "x" or something when I am hovering over a plant to show that it's not quite ready yet. Or maybe an overview map view when the tool is selected like in some games such as Cities Skylines or the likes.
I also am having a few performance issues. I posted this on Patreon already, but I found out there's some issue on my 4K display where it gets super super laggy in full screen. When I downscale the window down to be about half the size of my sreen (in windowed mode), then it runs smooth. Not sure if this is a limitation on my computer, but it might be an optimization that needs to be made at some point.
Great work. Looking forward to seeing the progress going forward :)
Ohhh yes! I was waiting for this!
This was probably already available for patrons, right? I don't check it that often 😅
Not this time - I just finished editing it a few minutes ago :P It's only when I finish the video before the planned upload date that I share it early with the patreon supporters.
Hey! I don't know if you'll read this as it's already 2 weeks since it was published but I'm really interested in this game and this series, hoping you will keep it up (of course no pressure)! I have an idea that may work as it may not: for the shop instead of using the icon keep the 3d model of the tools and let the player rotate horizontally to make it feel more real, the icon are still in the hotbar so the (amazing!) work you already done will not be lost
This is an awesome feature, I'd be interested in seeing where else you may find an opportunity to use procedural generation in the game! Keep it up can't wait to play 😊
I love the watering can upgrades
The icons are awesome, great work! Thanks for sharing. :)
Wow this guy is going all in, most people would just download an icon pack and be done with it, but he procedurally generates his own 👍
And he's not using a game engine. So even bigger props to him
Respect! I'm creating a game using the Godot engine and still have to support myself with troubleshooting on the Internet, while you create everything from total scratch. I'm keeping my fingers crossed!
Spelling Colors as Colours is crazy to me LOL. Can't wait for this to come out!
this is awesome!
You should do a Upgrade type "Reach" for the shovel, which increases the length of the shovel for further reach
You could add some extra space around the borders for low-tier items, so it’s more obvious they get larger.
i wish you doing good bro .... im waiting your game AF haha :) keep your great job
Amazing work on the procedural icon generation! Quick idea: maybe use it to alter the appearance of produce as well? For example: if I harvest 1 tomato the icon shows 1; with 3 you have a few in the icon etc.
Loving this game keep up the good work
I love your office! Could you make a video on how you care for all those plants / what kind they are? (And the desk! What a great desk. I want one!)
When you're upgrading your tools, it would be good if the "stats" icons e.g. capacity, area, speed etc ALSO upgraded, since there's only a few of those stats you could make little images with the capacity growing or the area icon getting more filled in etc. Little things like that are nice
Hey! I'm making a farming game myself and Im developing a season and terrain feature for it. The changing weather conditions of the seasons create difficulty and dynamics in the game, where the player will have to create strategies and adapt. The terrain on the farm impacts the growth of plants, and there are terrains compatible with some plants that make them grow faster, and so on.
Maybe a system similar to this will bring interesting things to your game
I don't know if this might be out of the scope of what your looking for with the game but seeing some of the exaggerated tool designs I had the thought that it would be cool if there was a bit of a light fantasy theme to the game. Like there could be some variety to the townsfolk models with elf and orc type characters mixed in. Maybe late game there could be some magic abilities you unlock to boost your farm or turning your up to then normal crops into magical variants as kind of an end game kind of progression. Basically just kind of a fun added coat of theming to give some added flavor to the game.
Looking great!
I saw your 10 year journey again today, was following you from the start and played Equilinox a while ago, here is my two cents, in the last 10 years a lot has been changed in the gaming space, as I feel your dream was to create Socuwan and MMORPG game hasn't been successful but there is hunger for a good MMORPG for the older generation, I do think that the farming game might be successful and you need to finish it, but while you doing that I would really recommend learning a more modern engine like unreal and maybe create a new MMORPG with it, but this time with the help of the community and constant feedback loop, even reaching for streamers and influencers in these genres. anyway, good luck :)
Awesome work!
good enough for game. in the real world there are real upgrades to be had, from generic mostly shitty hardware store tools, to gardening tools that do make a difference.
same deal with regards to other hardware and supplies.
in fact the biggest lesson for me in gardening has been that effectiveness/efficiency is a key thing. of course in games to just have stat driven upgrades that predictably become less enjoyable wouldnt be good. you have talent.
It's looking so lovely! 🥕
Amazing work 💚
16:02 Me: "I'm totally not compensating for anything."
I didn't notice you switching to Intellij. You were always the last warrior to use Eclipse for me😀
Intellij is such an awesome IDE. Way worth switching to nowadays.