Dec-Jan 25 Update
Happy New Year, Miss Sophie!
The year is already a month old (btw: are all years Capricorns because they were born at the 1st of January???) and I wanted to take the time I didn’t take directly after New Year’s to tell you all about:
[h2]WHAT WE DID THIS MONTH(S)![/h2]
[h3]1. We added a lot of descriptive/helpful texts! [/h3]
Well, descriptive/helpful texts sounds a bit cryptic now that I wrote it... What I mean with that is: we added tooltips for ALL items and objects, additional daily (random) hints (as an asynchronous tutorial expansion hmmkay), advanced tooltips (which give additional info about specific items like the fill amount of a watering can), an overview of all absolved quests (mostly just the quest description in past tense – very important to have!!!), and a lot of helpful dialogue for the compost, potion crafting and Herbit settlement panel (which you can also mute if they annoy you after a while lol). The ‘only’ texts that are now still missing are the FAQ-like Ask-dialogues of the main NPCs Helio, Susu, and Milly as well as the Wiki entries. We plan to add these in the next couple of months. Then all the words are said and done!!!
[h3]2. We introduced minor system adjustments! [/h3]
Wow, again a very vague wording! To explain that further: we made pot/raised bed plants only consider their pot/bed neighbours in their neighbourhood value calculation (they considered all plants in a radius around them before), refined the pathfinding system of the Herbit by increasing the number of waypoints from 200 to 700 and ‘deactivating’ pathfinding nodes when they collide with a placeable object (for example a pot) and reactivating them once they exit the collider again (for example on pick up). We don’t really talk a lot about these minor adjustments because they are hard to reconcile (as the agenda item title shows), but also because we mostly do more important stuff we want to point out in these updates. This time we didn’t!
By the way I am currently setting up a personal dev account on Bluesky to share all these smaller work pieces in a more informal way then we do on our official account. So if you are interested in something like that consider following me! If not: consider follwing our official account then maybe ;-)
[h3]3. We made a new devlog! [/h3]
Weirdly something we always declare in our third agenda item!!! This time it’s a walkthrough of our Unity setup. So if you’re interested how our in-engine setup looks like and how I work in it – check it out!
[h2]So what are your New Year’s Resolutions? Ours were [/h2]
[h3]1. Set up a Discord server! [/h3]
We plan to start Beta playtesting at the end of this year and want to have a Discord community hub for that. That’s why we are setting one up! If you want to playtest Golembert way before its release, be part of our development journey and even our credits, AND get a Steam giftcard for your service follow us on social media to get notified as soon as our Discord program starts!!!
[h3]2. Write the FAQ-like Ask-dialogues & implement and fill the Wiki [/h3]
As I said we only need the FAQs and the Wiki for our textual content to be complete. That’s why we want to finish these parts up in the next two months. After that we can focus on finishing up the visual content and playtesting. And then we are hopefully done???????
[h3]3. Finishing up the UI! [/h3]
We always had a self-made prototypical UI in our game but never really polished or finished it up properly. So that’s something we want to do within the next couple of months! After that there are still a lot of visuals that need to be finalized (partially the island, some NPCs, most customization) BUT here is also a lot of graphics we already finished completely (all item icons, plants, some NPCs). So we're out of the woods (I would say)!
Btw woods: woods you like to see or read more of our development? Then consider following us on Bluesky or YouTube!
[h2]Happy New Year again![/h2]
You still owe me $3.
xoxo Gonelli
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