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More characters!

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 HAPPY NEW YEAR! (Still January, not late yet.) With that out of the way... As you may remember, back in THIS POST  we talked about all the character that were designed at that point for the game. We presented you the humble amount of 7 characters. In today's post, we'll talk about the rest of the cast, which sums up the whacking amount of 19 CHARACTERS! Before we beggin, check this awesome piece made by Pipi of the Little Ballet Girl: Take this a reminder to follow her on Twitter So buckle up, 'cause this is gonna be a LONG ride... The Protagonist! Let's begin with the most important character of the game: You! This is the old concept created back in 2022: And now, Pipi's redesign: He has such a cute smile~ His name is Marko, his last name is... yet to be revealed. He is 14 years old. He is the current owner of the telekinetic powers, he is unlinked.  Now, he has to learn to use his powers properly to help his grandmother with the farm. Obviously, he keeps these p

What are we up to?

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During October and November, the team started working in 4 different projects, which divided us in Team A and team B. Does that mean we are crunching? Not at all! In fact, we haven't been working much these past months cause of university and such. Does this mean we take terrible decisions? Yes. Definitively. There are no huge updates about the Farmoxel Project to showcase since the team is working in one of its biggest features: a proper save/load system. Therefore, we cannot show anything about that game. I know this may sound disappointing, but working on the save/load system is the top priority for the game's development right now. Anything that needs to be done in the future requires that system to be fully functional. With that said, allow me to introduce you to the other three projects: Room Makers Room Makers is a simple arcade tetris-like gameboy style game in which the player will have to place different items in a room, creating combos to earn points to buy new rooms

Character Design on the Farmoxel Project!

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 Quick update first, from September 15th to September 25th, the main development team was participating on the GBJam 11. When you see this posted, the Jam should be over and the results public. If you want to see our game, you can check it out HERE . Now back to the Devlog...

BIG August 15th update!

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The past three monts were very important for our team, since we used them to reorgnize the development and to rework mechanics that were flawed and caused performance issues. By reworking these mechanics, many new bugs showed up, and we didn't want to make a blog about a totally glitched update.  While working on those reworks and bug fixing, new assets and animations were created for the game, so adding and testing them was added to our tasks. Also, since the team was divided between fixing bugs and adding new things, these three months gave us time to add meaningful features for the game. After all, we ended up with the biggest bullet-point list of chages yet! So why don't you read it?: -Replaced some flawed models. -Replaced all of the strawberry plant and fruit's models. -Updated several textures to fit more the final game's art style. -Now you can harvest in area. -Added a water bucket. -You can now water crops. -When watered, dirt will change its color. -A

May 15th: The big mean bug update!

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It feels like we've been gone for 3 and a half months... and we've been. I'm gonna explain what we've done these past months but before let me tell you, this blog is all about bug fixing and technical issues, so it could get kinda boring next to the other ones. First, the good ol' bullet-point-list: -FINALLY fixed the big mean bug that allowed the player to plant in the air. -From now on you run by default and you walk by pressing 'Shift'. -From now on you sell in bulk by pressing 'Control' instead of 'Shift'. -Refactored pause and unpause, making it useful for inventory and UI stuff. -Completely revamped dirt's connection system to make it more efficient. -Remade the dialogue system  from the ground up  (Not the final one, but a proof of concept) -Added an Scriptable Object Editor. -Added the ability to close the inventory with Escape. -Added more debug commands. -Added sound volume options. -Added MULTIPLE optimizations to the code. -A

Juanuary 31st Update!

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We know it's been a while since the last time we updated you about the game, but with the holidays we weren't able to have a proper development schedule. Good thing is that, right now, we are finally back on track to work on the game. Today's update is one of the largest with a total of 34 changes since the last update.  Additionally, we are happy to announce that the development team grew a lot in the last few months. I'm going to introduce you to the new members at the end of the blog. Without further ado, let's go to the bullet-point-list: BUT WAIT A MINUTE! Hi, my name is Sasha, and, as you'll learn later in the blog, I'm the Design Director of the Farmoxel Project. Why am I telling you this? Well, even tho I have basic knowledge of coding, there are some points of this list I literally have no idea what they mean. I could call one of the programmers and ask them about it... OR, I could divide the list in two parts: What I understand and What I hope you

November 1st: The Hoe Update!

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Welcome The Hoe Update: We know what you are thinking. No, this is not a joke about your mom. These last two months we were organizing the whole team to guaranty some aspects of the game's future. What does this mean for you? Nothing! But still, we have some good news! First, the game is finally on BETA! Meaning that all of the core gameplay mechanics are (barely) functional. This does not mean that the game will be released anytime soon, at all. There are still a LOT of things to be done. Second... I'll tell you about it after the bullet-point-list: -We added a Bowling minigame! -Now you cast a (Placeholder) shadow! -Now you can only plow land while holding a hoe, instead of doing it with your bare hands at any time. -Added a "Ghost" preview where you are going to plant/plow. -Replaced the old energy bar GUI. -Remade Shader. -Buying is now functional! -Selling is now functional! -Strawberries are now fully functional! Which allows us to reuse the script for every si