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Magical Harvest News

Year in review

How quickly this year has come to an end! There have been so many changes this year that it just flew by.

First of all, we would like to thank you all for your support over the years! Every comment, every wish list entry, every sign of life, no matter how small, is a great motivation factor for us!
Continue to be patient and stick with us!


Life in the forest as indie developers
We moved to the centre of Sweden and now live in a small village in the middle of the forest, an hour away from the nearest small town, and got married.


You often find game studios in the centre of big cities. However, we are not fans of such cities and like nature and also the possibility of being able to work from home at any time.
For us, the location in the middle of the forest is perfect. We see a lot of wildlife (birds, deer, foxes, rabbits), we have snow in winter and it's quiet. At night you can hardly see the stars more clearly as the light pollution is not very strong. This leads to a good work-life balance. We also have the chance to see the Northern Lights here.

And we also support life outside the cities. Young people in particular are being drawn more and more to the cities, which is a pity.

Magical Harvest
It's hard to believe, but we've been working on the game for 2 years now. Starting in Unity, we have now switched to Unreal Engine 5. Our Unity game version is now officially a prototype.


But from the beginning:
The year started with a focus on adding animals to our Unity prototype. The first daily routines of the NPCs were also implemented and with them the first part of the city.

The character creation feature and the creation of new character models took up a lot of time. This took almost the entire months of March and April. This was followed by a lot of visual revisions:
The farm trees, the grass, more items in decoration mode and the ability to colour decoration items.

This was followed in August by the seasons in the game and the models & icons of all farm plants (except flowers and trees).
The dialogue system was expanded and adapted to the mood of the NPCs and made more dynamic.

But then came the radical change. In September, the game engine Unity introduced a new payment model and destroyed the trust of many users. We took this opportunity to try out Unreal Engine 5 and immediately fell in love with it. From October onwards, the game has been developed in UE5. This has the advantage that previous elements in the game can also be improved - in addition to the graphical jump forwards.

At the same time, we started to be part of the "Sweden Game Arena Coaching Programme"! Since then, we have been receiving support there, which is centred around setting up a company and putting together a team, in addition to information on how to get financial support.


Through the programme, we were able to take part at the "Sweden Games Conference" in October, where we were also a nominee for the best "Indicator".
After the successful conference, things were a little more quiet from our side. The reason for this was that we focussed fully on the implementation of game features in UE5. In addition, the company "Moon Flame Games" was officially founded, which is now our game studio. Additionally, we had interviews with interns and are happy to announce that our team will grow by two artists in January and two in March.
We are really looking forward to it!
The whole process will take Magical Harvest to the next level! Especially visually.

Over the year, some of the Bachelors have been illustrated and we still love our artist Lura for this wonderful work!

Outlook for 2024
Production has now started and we hope to implement all the basic features in 2024 and, of course, to be able to start with the story content beyond that.
The progress of the game depends heavily on when we receive funding. The more we get, the bigger the team can become.
Of course, you don't get financial support just like that. A lot of preparatory work has to be done and that takes time.
However, we are very confident and are working hard to achieve this goal!

We are also planning a playable demo for April/May and are already very excited! We don't want to reveal anything about the scope at the moment.

The game will definitely be playable at the Nordic Game Conference in May.
We're also planning to be at the Sweden Games Conference again in October and maybe even at Gamescom in Cologne - but that hasn't been decided yet.

End of the year
The year has now come to an end and we are heading into the new year with a positive feeling!
We wish you all the best from the bottom of our hearts and thank you again for your support!
Special thanks also go to our Patreons on https://www.patreon.com/moonflamegames !


With warmest regards,
Isa & Marie Hellström
Moon Flame Games

Another milestone and bachelor Azriel

We are excited to share some significant milestones that have recently occurred at Moon Flame Games AB, marking the beginning of an incredible chapter in our journey!

Moon Flame Games AB is officially founded!
With great joy and pride, we announce the official establishment of Moon Flame Games AB. Now, the real search for investors and publishers can begin!


Great Internship Interviews
We've had promising internship discussions with talented artists eager to strengthen our team. The creativity and passion we've witnessed promise a positive future for Moon Flame Games.

Bachelor Azriel
Azriel is finished! One of our most popular Bachelors has now his illustrations! And we love the result! What do you think about him?
You can find more information here: Magical Harvest - Bachelors !


Unreal Engine 5 Updates
Visually, not much has changed in the last month, but many game elements have been added. Progress in Unreal Engine 5 is faster than expected, and the learning curve is steep. So, we're looking forward very positively to the future!

Item Creator
A utility tool to input all item data into the game, all with just one button click. Currently, there are 634 items (excluding decorations). Quite a lot has accumulated there.


Farm Plants Creator
Another utility tool to prepare all farm plants based on 3D models for gameplay. This includes creating an object in Unreal Engine and a system for growth phases. Within a few minutes, we had all the spring plants back in the game.

Using Items
The logic for using items has been implemented, requiring some background work.
Sensor
Tools or magic are used through the "Sensor." The sensor displays the corresponding positions on the ground that are influenced by a tool or magic. In fact, the sensor now works even better than in Unity.


Farm Plants
The logic for farm plants is implemented. They grow, can be watered, and eventually harvested.
Trees, Grass, and Stones
These can now be completely removed with tools.
Items & Inventory
Items can now be obtained in the game world. The inventory has also been implemented, currently only mouse-operable. Controller support is pending. A chest for storing items has also been reintegrated.

Other
Various minor things have been added, such as notifications when an item is obtained or a system for secondary information.

Outlook
In December, we will decide on personnel changes (adding interns).
Implementations in the game:
Storage system Animations and visual effects Crafting
We wish everyone a joyful Christmas/winter season and hope to welcome you healthy and cheerful again in the next year!

Liebe Grüße,
Isa & Marie
Moon Flame Games

A lot of positive feedback!

Sweden Game Arena

We were at our first live event in Sweden – the Sweden Game Conference (25 & 26th October). It was an event for developers to share experiences, network and get feedback. There we had the incredible opportunity to show Magical Harvest, pitch the game in front of publishers and receive feedback!
And the feedback was overwhelming!
On top of that - we were also a nominee for the indicator of the year!




Some facts and reviews from the event The most created species was the Drakys-Species (no one played a human or an elf) Valariel is more popular than Azriel (which surprised us) Magical Harvest was mostly compared to Stardew Valley, but MH feels more rewarding - especially in terms of farming (*happy *) Using magic is very, very satisfying The Unreal Engine 5 looks awesome and the switch from Unity to UE5 was worth it The cross breeding is a very hooking feature The Nomlings melt hearts! * Nom nom nom * We’ve been asked for plushies of them and more merchandise

Many people were interested, we made new contacts and are ready to continue to the next phase of development.

Unreal Engine 5
And based on this follows a deeper insight into the UE5-porting.
Since we’ve been asked a lot about a demo, I’ll be focusing on that, while I re-implement the features.
In the last 4 weeks I couldn’t do much programming, because the focus was on the Sweden Game Conference which meant creating a pitch, preparing flyers, roll-ups etc for the event and getting as many visuals in UE5 done as possible to have a small showcase version.
First, I had to learn the basics of UE, because Unity and UE are of course not the same and I had to learn the “Unreal way” first.



Already implemented: The seasonal system with changing terrain and textures Day-night cycle The farm grid The basis for creating a farm ground, planting & harvesting crops The basis for removing grass, stones, and trees on the farm A system for switching between maps Basic UI-parts First part of inventory system Basic walk animation

So not much yet (because it’s mostly the basis and not fully implemented), but over the next weeks I’ll be focusing fully on UE5. The next steps include the most important basic parts: Implementing the Item-creator to get the hundreds of items back into the game Creating the “sensor” that is responsible for the multi-selection Inventory drag and drop system



The list of features that need to be implemented is very long, but I have to start at one point. I can’t wait to see more progress again!
The switch to UE5 is also a chance, to improve everything and make the game even more user friendly.

Best regards,
Isa

Switch to Unreal Engine 5


This time there is not so much new to report.
As mentioned last time, I tried out the Unreal Engine 5 (UE5) (due to the Unity disaster 2 weeks ago). And what can I say? I'm going to stick with UE5. There are a few reasons for that, and they don't just have to do with Unity.

In short: for my personal future and especially for Magical Harvest I see much more advantages in UE5 than in Unity.
The biggest advantages lie in the graphical aspect. The game looks a lot better with much less effort than in Unity. It's also a very good opportunity to make the code base more stable.

Porting will take a few months. In the time I'll provide you with updates and pictures as best I can!




At the end of October we will be at the "Sweden Game Conference". There you can play Magical Harvest ( the last Unity version) and get the first glimpses of the Unreal Engine 5 version.



At the same time we will pitch there for the first time in front of publishers. Let's see what the results will be. Of course the event has to be prepared from our side and that takes time :(.

Oh and I have the new trailer ready (except for voiceover), which at the same time is already outdated again because of the switch to UE... Hurray or something.

[previewyoutube][/previewyoutube]

Since there is nothing else to report, here are a few pictures in UE5. Next time I'll write a bit more about the UE5 implementation.

Best regards,
Isa

Unity!!!

What a week! Unity (the game engine I use for Magical Harvest) has introduced a new payment model, which has caused quite a bit of unrest among users of the engine. A large number of indie developers use this engine.

What's the issue?
Unity's initial post with the new features stated a payment model where developers have to pay a fee to Unity for every install of their games over a certain amount and install count. So if you install and uninstall the game 100x, 100x that fee ($0.20 per install) is charged from the developer (they have since backed down from that and say each install on a new device costs). Now consider how many pirated games there are that don't even make money for an install.


I'm not too worried about the fees themselves with Magical Harvest. The threshold is set really high (with a monthly subscription account, that's $1m in revenue AND 1m installs). But the trust in Unity is gone and people don't want to continue supporting this company. Many negative things (technical things, promises) have been overlooked so far, but this has now taken the cake. Whether this would be allowed in Europe is another matter altogether...?

How does this effect Magical Harvest?
I have to elaborate a bit more on this. Currently I am in a coaching program to establish a game company, to prepare myself for pitching to publishers and to find a publisher to pay team members I would like to have for support.
This of course leaves me with a decision to stay with Unity, since I'm already very far along with it and can present presentable gameplay - or to take longer and switch to Unreal Engine 5. Switching would mean it would set me back a few months. You don't just switch engines and be 100% efficient with it like before. It's a new learning process. Of course, it's easier to switch than to start from 0.

So Unity or Unreal Engine 5 (UE5)?
Many game companies (even smaller ones like me) are just switching to a different engine with their Unity projects, some of which are already 2 years old. I'm still undecided (because of the publisher thing), but have started looking into UE5. I want to give it some time to see if it's really worth it for me personally or not. My personal future also depends on it, because UE5 offers quite some advantages - also on the job market.

So it remains exciting in this area and I will keep you informed about my decisions.

But what has happened in the last 2 weeks?
I could not do everything planned, because somehow a lot of smaller things came in between or demanded more time:

- Flowers: 23/40 flowers are finished in their first phase. Their color variants and icons are still missing.
Because of the color variants and the number of flowers I changed the whole system of how color variants are handled in the game. This took the longest time. But now color variants can be inserted for several Items without any problems. Also for e.g. crops (if there is a need - keyword: golden apple or something like that).

- New rocks: there are new rocks! They are now used consistently everywhere in the game!
- New mine: because of the new rocks the mine has got a new shape, too.


- Sequence from developing field plants to the next magic level

- A trailer sequence for the change of the wasteland to the magic forest for the trailer
[previewyoutube][/previewyoutube]


Planned for the next two weeks:
- Working on a trailer
- Working on a "showcase" demo for the "Sweden Game Conference
- Working on a pitch for the "Sweden Game Conference
- Flowers: adding color variations for spring and summer.

And I'll keep looking at the Unreal Engine on the side. Let's see if it convinces me.