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Magical Harvest News

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.

NPC-Mood and Herbs

Hey everybody!

One thing first: do you know that we have a Discord server? Join and share your expectations and wishes and be part of a community!
Discord

Some news! The good: we have a really good story writer with a focus on romance! The bad: not until we have funding, because of course I want to be able to pay this person.
I'm also starting to get serious about this now. Unfortunately, a lot of time is spent on things like taxes and setting up a company - before the publisher/investor search begins. But well...

In spite of everything, the work in Magical Harvest does not stop. In the second half of August some smaller things have been added or changed:

Dialog system
The dialog system is still being expanded. The NPCs now have a "mood bar". Depending on the course of your conversations, they will be happier or in a bad mood. Some conversation options or their outcome will depend on your mood (for example: you won't be able to propose to an NPC who is in a bad mood).



Herbs
15 different herbs (3 x 5 pet levels) are now in the game, as well as animal food.


Storage boxes
Like the inventory, storage crates now have multiple sections. This means the smallest box has 50 item slots, and the largest currently has 150.


More small deco assets More fence options Signs showing the icons of the crops (the icons can be selected at any time) Don't feel like watering every day? Then get the magic sprinkler! It waters the fields automatically! Unfortunately, however, no design and visual effect yet.


Also, the rough concepts for the 40 different flowers have been sketched ... why do we have 5 different Tier stages of each type again? ... (2 flower types per season * 5 Tier levels = 40 different flowers)


Outlook Further development of the dialog system: the NPCs should start with a basic mood, depending on their characteristics. Morning grouches will not be so enthusiastic in the morning or before holidays most will have a good mood. The flower assets (I really shudder at those! They are truly not exciting to make!) Looking for further preparations in terms of publisher/investor. Finally an actual trailer! Or at least working towards it.

And try to do more towards social media somehow. If anyone has ideas... go for it =D
Thanks for stopping by and see you next time!

Best regards,
Isa

Crops, Dialogues, Inventory

News-Time!
Hey everybody!

Based on a Reddit post in r/cozygames, I made some design changes that I think are very positive: the dialog system with the NPCs and the inventory space.

Dialog system
Before: typical dialog system like in most farming games: you talk to the NPC 1x a day for the friend points bonus and can give gifts.
Now: Dialog system like in "The Sims": several dialog options with different results. But: not all of them increase friendship points (but you can't lose any, but the NPC can get mad at you for the day if you are not nice). Gifts can still be brought daily.
[previewyoutube][/previewyoutube]


Inventory space
Originally, a maximum inventory of 60 slots was planned. However, inventory management is generally quite annoying and especially in Magical Harvest with the 5 different tier levels, the items in the inventory can pile up quite a lot.
Now a maximum of 300 items can be carried around - in bags with 50 item slots each.
The items can be moved back and forth between the bags and thus be separated.
[previewyoutube][/previewyoutube]



Storage boxes
Not yet implemented, but also planned, will be the size of the storage boxes. Like the inventory,
different tabs will be implemented there to manage items even better.
Originally, a space of 60 items was planned here as well... But it is clearly too little, if not the entire farm is going to be crowded with boxes.


Farm plants
My focus in the first half of August was on the cultivable farm plants. Apart from the herbs, flowers and trees, ALL crops are now implemented. Both the assets and the icons. This was quite a bit of work and some still need some sprucing up, but they are there for now!
15 base crops, each with 5 tiers, makes 75 different base field crops that can be discovered over the duration of the game (for the MVP status of the game).
[previewyoutube][/previewyoutube]

Leaf Sheep Slug
One of the creatures that can be caught. And no, this is NOT a magical creature. The Leaf Sheep Slug really exists and lives in the ocean (the green variant)! Crazy, right?! And it is super cute! The 3D model is now finished!


More Deco
In between I create decoration-assets every now and then. This time a few new paths. And of course you can color them and create interesting combinations!


Outlook
* Dialog system
Still the dialog system of the NPCs. It works, but it needs to be better represented in the game engine for future use as a developer to get a better overview of the options.
What you don't see: behind the speech options is a system of conditions when the NPC should say what or which options should be available when.

* Herbs
For the 2nd part of the month the remaining herb assets are planned. Herbs will not be available in the variety as crops and they will also be cultivable in multiple seasons.

* Animal fooder
This also wants to be able to be planted, harvested and used.

* Storage boxes
Storage boxes should also get multiple slots for inventory storage.


So, for half a month this has become quite long. Thanks for reading and looking in! See you in September! Time really flies...!

Best regards,
Isa

Visuals and more!

Hey everybody!

Currently, a lot is going on regarding the visual aspects of the game.
Summarized:

- Concept art for Azriel (elf bachelor) and Kyle (human bachelor, name will change)

- Added a captivating, magical creature - a furr-ball with ears, awaiting a name worthy of its cuteness!



- Added the in-game transition from badlands to the magical forest and the assets for it


- Added season transitions (spring, summer, autumn and winter) and their assets (further color-adjustments will follow)


- Added secondary characteristics to the farm animals, e.g. intelligence, size. They can be increased through breeding and will be useful for animal-minigames or contests.


- I'm so crazy and started creating all the 3D models of the missing crops - that's the spring crops T4 and T5 and all the summer, fall and winter crops. I'm halfway done with them. Herbs, trees/bushes and flowers will follow....

- Revision of the Steampage & webpage (I still need to create a new trailer and screenshots as soon as the visuals are better)

Outlook for the next two weeks
- All other crops on the farm, perhaps also the herbs. On a day I create about 2 plant types. A plant type consists of 5 levels (2 non-magical and 3 magical) and these consist of about 4-6 growth levels each. That means each crop has 20-30 assets. 4 plants per season (more can follow later) are 80-120 assets per season and 320-480 for the whole year. OOF!
- The icons for these and add everything to the game
- Smaller assets or improvements


Best regards,
Isa

Bachelorette Ky'rah and Paint feature

Hey everybody!

finally, some news again!
First: do you prefer more detailed news or just a summary like this one?
Write it here in the comment section! :-)

Now... as previously announced, June was a bit more relaxed regarding the development of Magical Harvest due to appointments, vacations and our wedding.
Nevertheless, the work didn't stop completely:

Paint feature for the decoration system
It is now possible to color some objects. For some of them up to two different colors are possible at the same time (the limitation had to be there to guarantee a good performance).
Actually, I only wanted that you can color crates to be able to distinguish them better... it ended up with a complete standalone feature...
[previewyoutube][/previewyoutube]

Storage boxes and symbols
There are crates of 3 different sizes in the game. The last storage box size will include several design variants. Symbols can be assigned to the boxes.


Bachelorette Ky'rah
Ky'rah is our Ki'shen bachelorette. The illustration has now been completed by Lura
Bachelorettes


More assets
e.g. for the decoration system (incl. icons)


Outlook
- Assets: the Environment will be in focus again. The "Badlands" and more forest assets.
- Website: this needs to be updated again, as well as the presskit.

The next news will be on August 1st and from then on again 2 times a month.

Best regards,
Isa