Intro & Tutorial
[h3]Hello Farmers![/h3]
Still 3.5 weeks until the demo can be played publicly for the first time (Steam will follow in early October). So, time is running, still a lot to do, but it will.
The timing for the last 15 days has fit exactly. Everything planned could be implemented and will also be useful for the later development of the game.
What was completed:
The tutorial and the intro can be skipped. However, this is not recommended the first time you play.
The quest and dialog system are used for the tutorial in the demo version to introduce players to the game principles. Creating a tutorial is a lot of work (much more than expected), so this amounts to a minimum for the demo, but it is sufficient.
There are many things that need to be considered in a tutorial so that players don't mess up the game data or can already do things that are not intended. That's where a lot of limitations come from during tutorials in some games.
Also, the intro is just meant to be a small introduction. The later game will get a different intro.
[h3]Planning until September 1:[/h3]
All the game components that will be in the demo are now in the game. Now we are faced with the task of further assembling and revising everything. For example, the stable animals and (demo) traders still need to be integrated effectively.
Accordingly, in the next few weeks, we will be adding improvements and connections in many areas of the game. We are also still working on a new trailer. Since the last trailer, the game has simply changed too much.
In detail:
As you can see, the topics here are spread throughout the game. On September 10th it will be officially tested for the first time (if you live in southern Sweden, you can drop by: Spelkollektivet - Open house).
After that, we have 2-3 weeks until the demo is released on Steam. These weeks will be used to further improve the demo based on the test game results.
We are very excited about it and hope that everything works smoothly!
What are your expectations for the demo version?
(Reminder: the demo is a pre-alpha version that does not include all game elements yet).
Best regards,
Your Magical Harvest Team
Isa & Marie

Still 3.5 weeks until the demo can be played publicly for the first time (Steam will follow in early October). So, time is running, still a lot to do, but it will.
The timing for the last 15 days has fit exactly. Everything planned could be implemented and will also be useful for the later development of the game.

What was completed:
<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_10.png</img> A combination of quest and dialog system<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_11.png</img> Tutorial (for the demo))<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_12.png</img> Intro (for the demo)<br>)
The tutorial and the intro can be skipped. However, this is not recommended the first time you play.
The quest and dialog system are used for the tutorial in the demo version to introduce players to the game principles. Creating a tutorial is a lot of work (much more than expected), so this amounts to a minimum for the demo, but it is sufficient.
There are many things that need to be considered in a tutorial so that players don't mess up the game data or can already do things that are not intended. That's where a lot of limitations come from during tutorials in some games.
Also, the intro is just meant to be a small introduction. The later game will get a different intro.

[h3]Planning until September 1:[/h3]
All the game components that will be in the demo are now in the game. Now we are faced with the task of further assembling and revising everything. For example, the stable animals and (demo) traders still need to be integrated effectively.
Accordingly, in the next few weeks, we will be adding improvements and connections in many areas of the game. We are also still working on a new trailer. Since the last trailer, the game has simply changed too much.
In detail:
<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_7.png</img> Revise fertilizer<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_8.png</img> Provide merchants with goods matching the demo<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_9.png</img> Create more items to collect for the forest area (flowers)<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_10.png</img> Riddles in the mine<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_11.png</img> Add magic shards<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_12.png</img> Update descriptions and names of all items<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_1.png</img> Finish fish models<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_2.png</img> Revise effects of consumable items (e.g. cooking products)<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_6.png</img> "Help"-book<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_3.png</img> Trailer<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_4.png</img> Possibly rework the interaction system<br><img>https://MagicalHarvest.github.io\Steam\FlowerIcon_5.png</img> (If time) more sound effects (no priority in the next 2 weeks)<br>)
As you can see, the topics here are spread throughout the game. On September 10th it will be officially tested for the first time (if you live in southern Sweden, you can drop by: Spelkollektivet - Open house).
After that, we have 2-3 weeks until the demo is released on Steam. These weeks will be used to further improve the demo based on the test game results.
We are very excited about it and hope that everything works smoothly!
What are your expectations for the demo version?
(Reminder: the demo is a pre-alpha version that does not include all game elements yet).
Best regards,
Your Magical Harvest Team
Isa & Marie