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The PixelCount Post - Issue #82

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Hello again and welcome to yet another issue of our dev log in which a few of us check in to tell you how things are progressing along. The past couple of weeks have been spent tending to some business-ey odds and ends as well as making some needed improvements to the beginning bits of the game.

Work has also been coming along in regards to better connecting the player with NPC's as well as our ever-continuing task of adding more aging characters to the world. We also revealed a new character that we'll be adding to the game in some future update, which you can take a gander at below. Though to keep within the spirit of these short reports being short, we'll let the individual dev logs below get into all the details. Thanks for reading and playing and we'll see you again soon!









Been a strange few weeks with business distractions and an emphasis on planning. I also got whacked by a painful toothache and some sort of bug (nothing viral thankfully) that put me out of action for a few days.

Work-wise, we had some discussions to make the start of the game better. Currently it doesn't really set up the story or world, has little excitement, and the first tasks are boring. We went away and brainstormed and now have a new start that doesn't deviate wildly - you still wake up and meet your sibling, etc. We designed a little section before you wake that is very interesting and the whole first day or two are much better for it (though this is all yet to be put ingame).

Additionally, I changed the start area to be a little wider and a bit prettier so you get to run through more lavender. Mr Weekes (our environment artist) and I are also sorting out the recipes and we'll be putting some of them in the shops, some with Hubbard, some in family chests, and some in houses (though they will need permissions to gain). There are quite a few new recipes and hopefully most will be useful as we continue to get effects in.

Neal and I also discussed visual variety in the levels so I will be looking at easy wins there...plus I'm tempted to tweak the layout of Burial Grounds and Cuckoo Wood, which are a bit messy in places. Evergreen to finish first though!

Exciting times are ahead and we will of course share any news as soon as we get it. Stay safe!





The last few weeks have passed by in a bit of a blur. Intentions of dialogue work were put aside as some pressing needs occurred for a business focus that meant writing some documents, investigating various options, and putting together some exciting plans. It was funny how much writing the documents reminded me of writing reports for school with some nostalgia given how long has passed since having to work on that kind of info. At the moment can't really say anymore details about what it was for as it is an ongoing bunch of work at the moment that has yet to be finalised, but it is exciting for the future of the game.

Though I can say some of the plans were about gauging all the remaining work for the full launch version of the game and putting together some estimates of how that might pan out. In doing so I was struck again by how hard it is to estimate these things between not really knowing how long anything will take and the way that the estimates often come out based on the expectation of 100% efficiency from start to finish. I tried a few different approaches to the plan but am still not entirely satisfied with it - feels like a case where the available tools could be better. The plans will be something we can share more on with the finalising of business.

Now that the business focus has reduced somewhat, things are ramping back up on game progress. The break probably did me a bit of good as I've found it a bit easy to get lost in the details and now coming back to it fresh I can see ways to conclude some outstanding work and allow me to move along for everyone's benefit onto the remaining new areas.

Recently I've added NPC letter gifts as an initial step towards more NPC connection with the player. These should be getting some more improvements in the coming days to be more flexible for use. I've also spent some time setting up all the aging characters for the Vale and Summerdown as a small further step toward aging work. Next up I've got remaining item setup work to do plus dialogue and NPC stories to start looking into, so plenty to go on in addition to picking away at business ends! 'Til next time, wishing everyone all the best!





Due to a small mountain of tasks I'm chipping away at I'll be keeping my update this week short but sweet, like a haiku to your crush. It's sometimes easy to forget that our little venture here is, by all accounts, a small business. So every now and then we find ourselves having to catch up on business-related odds and ends. This helps us keep the gears of this development machine well oiled but also helps us adequately plan for the future.

Between all that we have still kept ourselves busy with game-related progress as well of course. (Which my cohorts talk a bit about above.) On my end, my hands have still been busy with some community related tasks such as wrapping up that player survey I recently discussed - namely on sorting and organizing the final results. Our next dev log I'll probably give a brief look at some of the survey's stats, for those interested.

In other news, I've been getting various parts of our website and community channels updated on the back end servers, which can sometimes make for rather unexciting work from the outside but is still a necessary and important part of having an online presence such as ours. Additionally, Discord has recently made deeper server analytics available and I've been having a fair bit of fun going through it all and seeing what insights they may hold for how our team and our players use that particular corner of our community.

Perhaps I'll also piggyback a few of our Discord stats onto the survey stats the next time we talk. Until then, take care of yourselves and each other. Cheers!



Game Update - v0.1.19.2626

Time again for another update! Today's changelog contains a fairly standard batch of things including some improved UI, more aging characters, and fixes for some bugs that players recently reported. Cheers!


[h2]CΚœα΄€Ι΄Ι’α΄‡ΚŸα΄Ι’[/h2]πŸ”· Any time the player sleeps at the farm it should autosave progress
πŸ”· Can now receive gift mails from NPC's in certain circumstances
πŸ”· New ambience for one of the Fae realms
πŸ”· Several more characters in the Vale now age further
πŸ”Ά The mailbox has had some presentation improvements (and you can now delete shop mails from the archive section)
πŸ”Ά Tool level-up presentation improved
πŸ”Ά Friendship rating presentation improved when gifting NPC's
πŸ”Ά Rating now shown for all picked up items
πŸ”Ά Inventory category highlights improved for mouse
πŸ”Ά Improvements for the task list to now have filtering and slightly improved presentation
πŸ”Ά Monument stone UI comes up on first interact
πŸ”Ά The proverb for discovering the Gassy trait is no longer required to find gassy apples
πŸ”Ά Expanded pool of gossip to have more variety (including per haven)
❌ Prevent certain NPC's walking away while being talked to
❌ Fix for combat where the level-up box would get stuck onscreen
❌ Stopped the clock's Sun/Moon position from moving while in the Options menu since time should pause in that menu
❌ Time no longer changes when visiting certain Fae regions which allowed the player to loop in time
❌ Prevent riding in combat areas
❌ Can put slingshot in combat hotbar while in combat area
❌ Prevent exploit in combat for quick gaining of XP from projectiles
❌ Prevent duplicate recipes from showing up in shops
❌ Fix for shop worker status not being cleared when selling a shop
❌ Fixed the selling box's left/right mouseover star ratings from being offset
❌ Fix for the mouse cursor disappearing on interact while over the hotbar (the mouse has to be outside the hotbar to trigger an interact now)


πŸ”·Additionα… α… πŸ”ΆImprovementα… α… βŒFixα… α… βž•Internal
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The PixelCount Post - Issue #81

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Hello and welcome to another issue of The PixelCount Post! For those of you joining us for the first time from the Steam sale, this is our regularly released Dev Log where we ask a few team members to write quick bite-sized updates on what they've been recently working on. We like to keep these fairly casual and conversational, so in addition to sharing Kynseed development progress we'll also occasionally chat about things like how we're navigating the world of indie development, ways we try to stay productive, recent challenges or successes we've experienced, stories from back in our old Fable development days, and so on.

As you've probably noticed this section is called "The Short Report", which is our no-fuss summarized version of recent development progress for those of you who aren't keen on reading all our team's ramblings. So with that said, let's dive right into things!

Most recently we released a new update which contained a decently sized chunk of improvements as well as new content. Highlights include more player customisation, a ton of new UI improvements, a revamped Goddess offering system, more NPC aging, as well as the oh-so-important work of adding new visual effects for poop. Hop on over to the recent announcement to see the full list of everything the update included.

In the weeks since, the team has been keeping busy with our usual gambit of work. Neal (our programmer) has been working on how items are setup, UI improvements, as well as doing some preliminary brainstorming on potential localization logistics. Translations are still a ways off of course, but there's a surprising amount of code-based technicalities needed to get multi-language support working and it's important that we make such considerations now to save ourselves potential headache in the future. Meanwhile Charlie (our lead designer) has been knee-deep in game text adding new dialogue in addition to doing level designs on a new enchanting region called Evergreen. Also, Matt (our production manager and community developer) has been going through and organizing all the results from a recent player survey we ran. (We'll be leaving it open for a couple more weeks, so check out the survey here if you'd like to participate before it closes.)

Lastly, to give a quick update about art: Gary (our character artist) has been making more progress on all the aging art required for the literal hundreds of different NPC generations that will inhabit the world. It continues to be quite the undertaking, but if anyone can do it it's Gary. That fellow's a pixel whisperer.

Though occasionally we'll give him a break from that huge NPC undertaking to work on other things the game also needs, such as some new frightening monsters that we're keeping secretive about until we sneakily add them into the game one day when you're not looking. Another thing he recently made was a new impressively animated wagon to help make our trader character more prominently visible when on-screen. I think it's safe to say the trader will be rather hard to miss now. It's quickly become one of the team's new favourite pieces of animation, so take a gander down below and see how it turned out. And yes, that is in fact an enormously gigantic pig pulling the wagon...









A lot of exciting things have happened in recent weeks. We had to prep for the Steam Summer Sale and were piling in lots of QOL (Quality of Life) improvements for the game. I have been on playthroughs, design, Evergreen (a new region), and designed a minigame for that Fae realm which is a creepy variant of a popular game. I hope you like it when we eventually get it in (though quite a while yet, sadly).

There was a flurry of interest in the game and we seemed to rise up quite nicely. There is still a long way to go to gain visibility before we can join those big names like My Time At Portia, Moonlighter, Graveyard Keeper, etc, and be a household name. We do feel like if we can keep improving the game and nurturing the fantastic rapidly growing community then we will eventually be big enough to bring Kynseed to other platforms and even more languages so others can enjoy the experience.

It is great to see the gameplay loops starting to come together with the proverbs, traits, and star ratings. But there is still much to do, especially when it comes to goals and clarity of what the player should be doing. We constantly analyse player feedback and do our own playthroughs to tweak the UI and experience. There are some big things coming to help the overall experience, from NPC stories to combat improvements to UI upgrades and better teaching of mechanics.

It is an exciting time and we love having you all in our little valley. Hope you are all staying safe!





Been a few weeks since the last one of these! I've been keeping busy with a number of areas mainly still focused on items. The last few updates have concentrated quite a bit on the item setup to have more ratings and proverbs determining the conditions of when they show up. The type of fish in different ponds also underwent quite a big change related to this. Fortunately it now makes it compatible with both the way ratings/proverbs work where there is simple condition data that can be layered together to create quite a variety of setups very easily. It's something we'll be watching the balance of and probably tweaking throughout the remainder of development.

Most recently I've been working a bit more on UI to improve their presentation and usability. It's still a work-in-progress and somewhat laborious to work through. The main challenge is the sequence of events all being done via code. This makes it all a bit slower trying to map out where elements go and any elaborate animations.

With the relationship update in mind, the friendship rating is one of those aspects where we've tried to improve the visuals of it to be clearer. This ended up with a 10 stage animation all done via code in about 500 lines. It took a solid 10 hours over a few days to set up and get results I'm somewhat happy with. Weighing it up, it's possible within a week I might be able to put together a sequence editor to handle it well (there's a bit of dynamic values at play because the rating can be between 1 and 7 hearts which changes the visible number of elements and their colour) but the cost of that time felt a bit too large at this stage. I'm thinking that perhaps that editor (and other ones relating to UI) do need to be slowly assembled as there is going to be a longer-term benefit to them where they aren't quite as disruptive to the immediate flow of work.

My more immediate next focus is going to be on dialogue as we're starting to put together more for the NPC's to say things in various situations (and a system to edit/add to that with our ingame editor tool). So 'til next time, wishing everyone all the best!





Hello again! It feels like it's been a while since we chatted, though for some reason the past few weeks have felt like they went in the blink of an eye for me. As the team's resident wearer-of-many-hats, I've had my hands busy with all manner of various things. For this last week specifically, it was finally time for me to start sorting and organizing all the results from the recent player feedback survey we ran.

We figured we'd give it about a month to accrue results and give everyone a chance to respond before we had a proper dive into the data. That said, we'll be leaving the survey open for a couple weeks more for any folks who still want to get in on it. Just head to the survey announcement if interested.

This was the first player survey that we've done, so I kept the questions pretty general overall when making it. It was fairly standard stuff as far as surveys go - nothing fancy really. Though some questions asked players to rate how they felt about certain game elements and, as some of you pointed out to me, these didn't always have a 'middle' or 'neutral' option available as an answer. This was an intentional design on my part, as it was recommended to me by a fellow community manager who said that they never include middle answers in their player surveys in order to "avoid fence-sitting and force people to choose a stance".

I figured it was worth trying for a few questions at least, but I'm not entirely convinced that I'd do it again in future surveys. Namely because I do feel like there's legitimate reasons as to why someone might not have a strong opinion about something one way or the other. Plus, I figure data is data. If the data indicates that some players don't have a stance about something in particular, that's still potentially useful information to have. So all in all this survey proved to be a useful learning experience, not just from the actual survey results but also from finding out which sorts of questions to ask and in which ways.

Though speaking of the results, I was rather surprised at the amount of participants we had. We weren't really sure how many replies to realistically expect, but in total we ended up with just over 1,600 individual responses! That may not seem like a high number at first glance, but for a small self-publishing indie team it's not a bad turnout at all.

Of course, the more participants there are the more data there is for me to sort through and to subsequently organize into a digestible format for the rest of the team to read (complete with written analysis and fancy charts). I'm still going through all the results presently, but perhaps in the next PixelCount Post I'll share some of the actual stats and numbers. Though for me, the absolute best part about sorting through these results hasn't been the numbers. The best part has been reading everyone's personally written replies to two of the survey's open-ended (and optional) questions.

The first question basically asked what one aspect of the game they'd like to change if they could and the second question just broadly asked if there was anything else they wanted to tell the team. I was honestly blown away at how the sweeping majority of people took time to write out very detailed and personalized replies to both those questions. The answers to the first question in particular were incredibly helpful and had a nice healthy mix of positive feedback as well as very useful critical feedback, the latter of which has given the team a great list of tangible suggestions and improvements to begin working on. As for the answers to that broad second question, we received an overwhelming amount of incredibly kind and supportive personal messages. So many of the replies were from players rooting us on and saying how much they've been enjoying the game and our approach to open development.

That's one of the things we set out to do when we first chose to make an Early Access game: to be as open and accessible a team as possible. To be real approachable people, not some pseudo-mythic devs who put up a sort of wall between themselves and the players. All of that to say, I can't adequately convey how utterly surprising and humbling an experience it was to read so many lovely comments from folks expressing their support for what this quirky little team of ours is doing. It's not that we don't see encouraging comments from around the community of course, but to suddenly have over a thousand (literally!) encouraging comments to sort through all at once feels pretty crazy.

So allow me to give a big heartfelt thank you to everyone who took time to leave personal replies. Whether it was positive feedback or critical (or both!), it all helps us make a better game and it means a lot to us. Not counting any additional responses we may get in the survey's final two weeks ahead, we've currently got 1,584 individual replies (some of which are many paragraphs long!) to read through. I've transferred them all to a consolidated document to make it easier to read for myself and altogether it's 78 pages in total. So I've certainly got my weekend reading cut out for me!

I'll let you know how it goes the next time we chat here in The Post, but until then I wish you all a lovely weekend and hope you enjoy any new games you may've scored during the recent sale. (I've personally been getting addicted to the newly remastered Command & Conquer. Such a deliciously cheesy game.)

See you 'round the community everyone. Cheers!



Dev Update: New UI for You and I

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Hello again from all (seven) of us here at PixelCount! It's been a few weeks longer than usual since we last chatted and there's been a hefty batch of six individual new updates to catch you all up on in that time. So pull up a chair and warm yourself by our virtual fireplace as you enjoy a brief respite from this crazy ol' world of ours.

Over the last month-plus of work, we've had a flurry of seemingly small but impactful polish improvements that we've rolled out across various areas of the game. It's a bit of a balancing act really, because we have to ensure we work on adding 'new stuff' while simultaneously applying gradual polish to 'existing stuff'. For a complex game like this, it'd be a huge cobbled mess if we were to only ever add new bits and never polish.

It's a challenging balance to strike though - one we're constantly adjusting and learning from. There's a slightly exponential component at work too, which is to say that the more we add to the game the more we'll have to eventually polish. That's why it can be hard to fully predict the timing and scope of major content milestones (like our upcoming relationship milestone, for example). To put it another way, there's an oft-used proverb you'll sometimes hear in game development that asks, "How long is a piece of string?"

But of course, we've still got to do our best in predicting those metaphorical string lengths and ensure we don't get tangled in development knots. These are the sort of things we've been recently mindful of as we worked on this latest batch of updates. To nobody's real surprise, it turns out there's a ton of deeply interconnected game systems that underpin all relationship-based mechanics.

So our focus was to not only continue paving the way for that next milestone but to also apply some important polish as we go. Read on below for some examples and highlights or feel free to just jump straight into our game update thread for a full look at the six recent changelogs.





CHANGELOG HIGHLIGHTS

One of the things we've been keen to continue adding is additional player customisation, so for the last few months our programmer has been working hard to rig all player graphics (every single tile and/or frame of animation) to a system that allows for per-pixel color grading. This has been an ongoing project for a while now and so we're happy to report that we've just recently added our first pass at these new customisation options. Of course, there's still quite a bit of work left to do for this new system (and player customisation in general) and so we'll continue refining it in future updates as well as taking in whatever feedback you good folks throw our way.

You'll also find a slew of new UI graphics and tweaks have been made. Experience has taught us that UI is something that tends to lag behind in many game's development, and yet it can have such an important impact on how polished a game feels. So in the spirit of that balance we mentioned in the section above, we've taken some time during this last month to make improvements to UI where possible. So give that scroll wheel a tickle and check out some highlights below.




[h3]More Player Customisation[/h3]We've spent the last couple of months adding in a new per-pixel color grading system to allow for additional player customisation options. Much of this is still just an early pass but we'll be gradually refining and adding to this system as we go along.




[h3]New Proverb Setup[/h3]We've done a slight adjustment to how proverbs work. They've now been standardized so that relevant items will have exactly three findable proverbs - two to hint at the item's location and one to hint at the item's effect. As such, we've redistributed proverb's placements around the game world (in addition to adding some new ones here and there).




[h3]Higher Star Ratings[/h3]Making higher star ratings attainable for growables and fish is something we've been keen to do, including updating parts of the star rating UI being used. Across current items, approximately 140 of 260 possible extra stars are now obtainable through certain conditions being met (with more to come of course).




[h3]Growable Indicators UI Improvements[/h3]Some of the information displayed for growables when viewing Status Mode (accessed via CTRL or Left Trigger) have been given a new coat of polish and now have less of a 'programmer-art' look.




[h3]Auctions/Races/Markets Now Drawn on Map[/h3]Work continues on adding to the world map. Most recently, the maps will now show indications for various events and info. (The visual presentation is still fairly work-in-progress at the moment.)




[h3]Additional Goddess Offering Balance & Setup[/h3]Goddess offering saw a number of changes and adjustments in the recent updates. It now has slightly new functionality, updated UI, and better overall balance. (Though feedback on this particular mechanic is still very much appreciated, by the way!)




[h3]Improved Status & Skills Screens[/h3]Viewing your current progress for your various skills should now be easier with these new UI changes.




[h3]Continued Work on NPC Aging[/h3]Progress continues at a gradual and steady pace as we work to add aging to our expansive cast of characters. Most recently you may notice that Ash and Boots now age (which also makes Ash eligible for dating once they reach adulthood).




[h3]Improved Inventory Organization[/h3]Sometimes it feels like RPG's are actually more like Inventory Micro-Management: The Gameβ„’, so we've added some new categories to help make your time in the inventory a bit easier to navigate.




[h3]Poo Effects[/h3]We've enhanced poo's visual effects in our ongoing quest to polish turds.




[h3]Full Changelogs[/h3]As always, there's vastly more additions and fixes made than we can list here. So jump on over to this recent changelog of ours to check out the details or just drop by the game update thread itself to check out all six of the updates we've recently released.





NEXT ON OUR JOURNEY

As we continue to work towards that hefty relationship milestone, our next steps ahead will be to turn our attention to adding various spouse behaviors and other similar spouse-related mechanics. We'll be sure to let you all know how it's coming along in our usual community spots (such as Discord), so feel free to pop in anytime and hang out with us while we work. Take care everyone and we'll see you all again very soon. Cheers!

Love,
PixelCount

Game Update - v0.1.19.2607

Hello again! This is just a quick patch to followup from the larger update earlier this week. Thanks to everyone who helped squash these bugs!


[h2]CΚœα΄€Ι΄Ι’α΄‡ΚŸα΄Ι’[/h2]πŸ”· Gossip and secrets can now give out info on how to obtain higher star rated items (this info gets recorded in a summary in the inventory)
πŸ”Ά Bees now hibernate in winter
πŸ”Ά Updated icons for inventory subcategories
πŸ”Ά NPC's given food can get buffs from them similar to the player
πŸ”Ά Updated a few proverbs to show up in the right category
πŸ”Ά Tweaks to improve delivery box setup and the player status screen
πŸ”Ά Some small tweaks to buildings to improve their setup for layering and tiling
❌ Preventative fix for crash interacting with growables
❌ Handling shoppers consistently of them not stopping for target by the player
❌ Corrected order of text for boons and blessings on offering
❌ Fixed circumstance where extra weekly reports could be made for shops
❌ Hooked up some proverbs to the correct items
❌ Fix for extra sprites drawing above the heart for NPC's when they are at values in excess of the cap
❌ Fix for transaction log showing the wrong season in a certain situation


πŸ”·Additionα… α… πŸ”ΆImprovementα… α… βŒFixα… α… βž•Internal
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