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Magical Harvest News

Merry Christmas & Year-recap

Isa:
Merry Christmas!
And soon a year comes to an end...
We've been working on Magical Harvest for a year now, and we're further along than expected and not as far along as originally planned (which is good though - more on that later).

Besides working on the game, a bit has happened in our lives as well.

Personal
A little review about this year, what happened in our personal life:
- Since spring, Marie has been working on Magical Harvest only in her spare time because of her main job (we have to live from something). And for that she helps me immensely!
- we attended the next Swedish course (12h per week) from February to June and I attended again from September to November, but unfortunately it took too much time for too little progress (the pace of the lessons was too slow)
- in summer we got engaged and will get married next July
- we had planned trips to Germany to visit our families, but had to postpone because of Corona
- Vet! Thanks to our cat, we have been there often because he has a food allergy. That cost time and nerves....

Magical Harvest
In general we have worked a lot on Magical Harvest (I partly 70-80 hours per week), but of course many things came in between. Nevertheless we are satisfied with our progress.
The demo, which we focused on between June and November, has brought us a good deal further, but also cost us a lot of time. Based on the knowledge gained, we have been able to develop, among other things, a style for the game world that can run without problems on SteamDeck, for example, and we are even more confident than before that the direction of Magical Harvest is the right one.

Programming-wise, I have implemented all the core features of the farm, the animals are currently still being worked on, but will be finished this year (programming-wise), except for the mini-game to crossbreed animals.
Also, the logic for translations is already implemented and some other points that were implemented thanks to the demo and otherwise would have found their way into the game later (which would have been a lot more work).

New character-artist: Lura

With such a big project you are not always confident, especially with such a small team. I, in particular, often vacillate between "there's still way too much to be done" and "oh, soon all the features will be programmed - then the progress will be more visible!".
And then there are moments like in November, when we were contacted by our new character illustrator Lura, asking her to draw our Bachelors/ettes. Because of her motivational skills and abilities we accepted her into our team (and especially because of her skills of course!) and fitting for Christmas she finished with the Bachelorette "Thalana", a Nereid (sea woman) who is afraid of water .
Lura adapted her style according to our wishes and showed real talent! We are very happy to welcome her to our little team!
Lura's Tumblr: Poke-chann-draws

Marie is currently working on the design of the city, which is divided into 3 different districts with their own architectural style. This is also motivating as the world is slowly being given more and more life. Each district belongs to one of the game's factions. The player can also apply the building style to his own house later on.

Financial
Unfortunately, we still have basically no financial support, but we will try to launch a Kickstarter campaign in 2023. Possibly not until 2024. Something like this takes a lot of time of preparation and also nerves and until then we definitely need to be able to show something more. Indie-game-marketing is of course also a difficult point. As long as too few people know about our project, such a campaign doesn't make sense either and to be honest, we are not the most talented social media users. But we will try to make this a bit more active and interesting in 2023 (including the things we show).
If you want to support us right now, check out Patreon: Patreon.
This will allow us to invest more in the development of the game (art, soundtrack, [...]).
We would also like to thank all the Patrons who already support or have supported us, even though the world market prices are currently rising (which of course also affects us...).

Outlook
We definitely want to be "feature-complete" by mid 2023! At least with the base logic of the game. That means that "only" the base logic of the NPCs has to be programmed, the character-creator and the minigames. Of course, that's not all, but those are the bigger parts.
Besides programming, I'm also creating assets for the game at the same time, so I'm not spending 100% of my time on programming. In the end, we try to get as far as possible!

Thank you for your confidence, support and interest! We hope you have a good time and enjoy the holidays!
Let's hope that the world will be a little better in 2023 and that everyone will be healthy and happy through the year!

Best regards,
Your Magical Harvest Team
Isa & Marie

Lastly, here's a little video showing the development of Magical Harvest over the year.
[previewyoutube][/previewyoutube]

Animals!

Hello Farmer!

Animals


There are more farm animals in Magical Harvest than in traditional farming games. This is due to our "crossbreeding" system. This means that you can partially crossbreed animals to get magical animals.
Currently, the focus is on creating the 27(!) farm animals. First the 3D models are created, then textured and then the animations follow. This takes a lot of time, but it's worth it. It will probably take most of the month just to make the models and textures. The animations will follow later.

The current progress and therefore finished animals and information about them can be found on our Patreon page (viewable for free).

Demo
We had last released the demo and a big update to it. However, the demo is now offline on Steam - why? While trying to make last-minute-performance improvements, some bugs occurred. Fixing them would have taken more time and been irrelevant to further progress.


Thanks to the demo, however, we have already implemented many things into the game that will simplify future development and save us a lot of rework. Now, however, we are back to adding new features and adapting the world based on our insights.

One point, for example, is the reworking of the entire appearance of the game world. It will look much more coherent and better for the performance of the game (less/hopefully no lags on older computers or on the Steam deck).
The current pictures of the environment are not final, but it will go in that direction.


We wish you a wonderful Christmas season! Enjoy the advent days!
See you on 15 December for the next update!

Are there things you want to know from us? Write to us!

Best regards,
Your Magical Harvest Team
Isa & Marie

Demo-Update!

Finally! The demo update!
We have decided to end the revision of the demo at this point! The creation and improvement of the demo has brought us a lot further. We were able to identify the main problems (e.g. performance) and were able to implement and improve many things that will save us a lot of rework for further development.

A big point that comes next is to create a more suitable environment. In the demo there are still some placeholder assets in use and we also need to adjust a few things for performance. First of all the trees. This means a complete overhaul of the environment and the first test runs are very promising.

Unfortunately, thanks to Corona, we were still a bit stuck in the progress, so we'll refrain from making any more improvements to the demo. Otherwise we'll probably never really get any further :D.

Currently, we are also trying to write more information on our Patreon page. A lot of it will be more "behind the scenes", the story around the characters and hyldena and also a bit more personal.

[h3] Here are the patch notes for the demo:[/h3]
Settings:
  • added German localization
  • renamed settings to "System Settings" and added a "Game Settings" menu
  • System settings: - added Language-dropdown for selecting language (currently English & German)
  • Game settings: - added header font dropdown to change the header font
    - added font dropdown to change the base font
    - added a text speed selection
    - added a toggle for metric or imperial measuring system
    - added a toggle for time format selection
    - added a toggle to toggle on/off the additionally Magical-level icons
UI-Adjustments:
  • reworked all UI visuals with a much cleaner style
  • Item icons: a small roman number in the bottom left shows the magic level of this item additionally to the coloured background. Can be turned on and off in the game settings
  • Items have two types of icons now: one outlined for the smaller displays and one "illustration"-type of icon for the bigger displays.
Other:
  • added controller support
  • added SteamDeck support
  • added Cloud-save
  • sensor for multiselection reworked
  • the helpers at the top middle part of the screen have been reworked
  • added some more input possibilities - Tool-usage: right-mouse-button or Space - Multiselection cancel: left-mouse-button or E - Interaction: left-mouse button or E
  • game fits in most screen ratios now (horizontal ratios above 4:3 resolution)
  • bugfixes

Best regards,
Your Magical Harvest Team
Isa & Marie

Next Bachelor: Zarek

Hello together!

We've had a lot to do in the last two weeks!
The UI has been redesigned and there is definitely a difference in quality. We are still implementing controller support, which is a bit more nerve-wracking than we first thought. Every UI window has to be adjusted and button helpers have to be inserted and displayed correctly. But it's progressing well.

[previewyoutube][/previewyoutube]

Crossbreeding test:
Last week, we participated in a GameJam to test the Magical Harvest breeding system.
(What is a GameJam? It is an attempt to create a finished game within a certain period of time. These are, for shorter Jams, usually smaller games of a few minutes playing time. The duration of a jam varies from 24 hours to a few days. There are also longer, more challenging jams.)

The GameJam lasted 5 days and in this time we created the small game "Monster Book of Monsters" where you can crossbreed monsters. The mini-game included in it is the precursor to the breeding system between different species in Magical Harvest. The game was well received and therefore passed the "user test".
You can play the game (for free) here: Itch io - Monster Book of Monsters
As we worked under time pressure, we couldn't come up with high quality 3D models and animations.

Next Bachelor: Zarek
In addition, the illustration of the next bachelor is finished: Zarek.
Zarek is a Nereid and fisherman, but he prefers to fish with his spear than with a fishing rod. He is very self-confident and has a dream which he is trying to fulfil. Would you like to help him?
More information about Zarek will follow soon!
Artist: Ulfenheim



What's next?
We will continue to work on the demo. Unfortunately, we also have trips abroad coming up, so that will set us back a bit more in terms of time. But we'll do our best to have an update available at least in November, which will significantly increase the quality of the game.

Best regards,
Your Magical Harvest Team
Isa & Marie

The journey continues! - First Character

What exciting days!
You've been able to play the demo on Steam and Itch.io for a few days now.
Now there is a lot for us to do! The first goal is to improve the pre-alpha demo, especially in the visual aspect, in order to continue the development of Magical Harvest.
Also
  • Implementing the localization options (German for now)
  • Controller support (and thus Steamdeck support)
  • Players can change the font in the options


[previewyoutube][/previewyoutube]

Most of this is already done, but currently, the whole UI is being visually reworked. This will take more time, but it will make the UI much better and more fitting!

We have already received feedback regarding the demo and thank you for it! Every feedback helps us to know if we are going in the right direction (which is the case) and where we need to rework.
Things that have been noted and need to be improved (besides the graphical aspects):
  • The puzzles in the mine are too hard.
  • The old farm was not found/only found with difficulty.
  • The Steampage (will be adjusted after the graphical revision).


An update for the demo will follow as soon as the above things are done, which may take a good 3 weeks.

[h3]First character![/h3]
The illustration of Neria from the race Drakys was created by the talented hand of Ulfenheim . Based on this, the portraits are created with different facial expressions that will be used for the dialogues. We will introduce them in more detail later.
Currently, the merman Zarek is being worked on (Nereid race).


And now... back to work. The UI is waiting.