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Game Update - v0.1.18.2540

Here's the latest batch of changes that we recently pushed out to all players. Of particular note is the new Goddess offering system which we've recently reworked. As always, don't hesitate to let us know how you get on with these changes in the community. Cheers!


[h2]Cʜᴀɴɢᴇʟᴏɢ[/h2]🔷 Goddess offering system reworked
ᅠᅠ• Now happens on the Solsday, the last day of each week, and has had a complete change of points setup to use star ratings and UI to be clearer of the consequences
ᅠᅠ• Missing weeks will start to stack up random negative effects.
🔷 Local map has several more bits of information labelled on the map with icons
🔷 Status info has a bit of extra info to help with discovered growables and when they'll replenish
🔶 Level tweaks to Tir Na Nog and Mellowbrook
🔶 Improvements for targeting priorities so growables are above NPC interact, object interacts are above follower interacts, and the interact sign should clearly show when it is the priority
🔶 More goddess boons/jinxes setup where possible
🔶 Shop's transaction view now includes the date
🔶 Shops have a weekly mail summarising what has happened
🔶 Gifts subcategory populated in the inventory with some stuff from the Other subcategory
🔶 Secret info limited per NPC per season
🔶 Blacksmith shops on buying show what you'll get on buying them (the exact items are still due a balance pass)
🔶 More reputation effects are tracked in the transaction log to make it easier to pinpoint reputation losses
🔶 Presentation tweaks for filtering based on star rating
🔶 Up/down can be used on buying screen when there are sufficient items
🔶 Keyboard input boxes converted where newer gamepad boxes are used
🔶 Glutton trough handles star rating items and doesn't auto add item on interacting
❌ Fix for inventory where select dragging an item to use/discard would actually lead to selecting and using/discarding a different item the mouse went past
❌ Fix for workers not always using their current sprite if they had aged
❌ Fix for crash on gossip with NPC with no other NPC's of that region to gossip about
❌ Fix for transaction when you run out of money paying staff not being included correctly
❌ Fix for Silver Skipper icon
❌ Fast travel to Naida's Glory was going to the level start rather than statue
❌ Calendar should only show birthday rather than age if you don't know that info for NPC's
❌ Wheat now usable for baking as per the recipe
❌ Pet up for sale won't appear outside the shop level if it was following
❌ Fix for some tasks not being creatable
❌ Fix for crash when trying to view inaccessible NPC's during the first season
❌ Removing last task in the list doesn't select previous one
❌ NPC's for lemonade stand and racing weren't set up correctly with their stats
❌ Adjustment for pig riding collision that should make interactables targetable as intended
❌ NPC's don't teleport to appear at their beds just after waking in their routine
❌ NPC's don't start moving at 6 in the morning while targeted


🔷Additionᅠᅠ🔶Improvementᅠᅠ❌Fixᅠᅠ➕Internal

Game Update - v0.1.18.2520

Our carrier pigs accidentally forgot to post this changelog a few weeks ago! They have been turned into bacon accordingly. (Actually, Matt was the one who forgot to post it. He's been punished by a week without bacon accordingly.)


[h2]Cʜᴀɴɢᴇʟᴏɢ[/h2]🔷 Ash and Boots Winter now age, making Ash eligible for dating after he reaches adulthood
🔶 Heat/cool range for blacksmith is more challenging while matching better with the onscreen gauges
🔶 Some materials for blacksmith can have moving heat/cool targets to hit
🔶 Noticeboard's 'big requests' limited so they will only show up based on how many active big requests you have (typically less than 6 depending on the type)
🔶 Books now split into 3 subcategories
🔶 Various level fixes
🔶 Updated map screens for most of Summerdown
🔶 Partner gathering UI has slight tweaks to have a bar for stamina once active and footsteps to show it is working (progress only occurs in game hours while the menu is not active)
🔶 Selling a blacksmith shop will give you a percentage rate for any shelf items and return ore to the player
🔶 Selling the goods store will give the items from the store back to the player
🔶 Tweaked presentation of the inventory subcategories
❌ Crash when swapping to selling the pig you are riding
❌ Properly preventing buying more than 3 of each animal type in the auction
❌ Fix for some white pixels in certain grass sprites
❌ Fix for gamepad not handling shop closing with staff correctly
❌ Fix for handling shop closing where it wouldn't close again after already sending the workers home
❌ Fix for trader intro repeating incorrectly based on the player's location


🔷Additionᅠᅠ🔶Improvementᅠᅠ❌Fixᅠᅠ➕Internal

The PixelCount Post - Issue #79

ᅠᅠ










It's been a while since our last issue of The PixelCount Post, but we're back and ready to give you more short updates on how things are going here on the team. You may've caught our most recent monthly progress report which included some new lovely bits and improvements, such as adding the oh-so-important feature: poop.

Once completing this last monthly update, we turned our attention to tweaking the Goddess offerings setup (which Neal talks more about below) as well as putting together our final "must haves" list for the relationship features. There's so many moving parts to how relationships are handled in the game (be it romantic or otherwise) that we're now at the point where we need to start focusing on just the absolute most critical parts of that feature set. Which isn't to say more relationship features or polish won't come further down the road (they most assuredly will), rather this will help us prioritize the most important bits so we can get them in game rather than falling into that tempting but endless loop of perpetually working on and polishing a thing over and over.

In other news, Gary continues toiling away at making more and more aging art for the world's characters. No doubt it'll make for an impressive art collection by the end of it all. Weekes, our environment artist, has also been making some new tree types to adorn future regions of the game. As for design, Charlie's been working through design docs closely with Neal. Meanwhile, Matt is diving back into production-focused work and helping put some new things in place to help the team stay more updated with each other and to minimize workflow bottlenecks. Naturally, Tice is still putting out lovely bits of audio, be it SFX or music, though he's away from the computer this week and so you'll not see his usual entry for this week's Post.

Meanwhile, the world has continued to have its hands full with everything going on which, thankfully, has had minimal impact on our already remote team. Though, as with anything, the situation has still presented its unique challenges for us but we're grateful that we've been able to keep our nose to the proverbial grindstone regardless as we continue working on this game. We hope you're all managing well circumstances considered and welcome you to enjoy this brief distraction of developer ramblings below. Cheers!





Strange times and stranger sleep patterns. Vivid dreams and overeating. But enough about life in Quill...

Trying to sum up what I have been doing since the last post is like trying to catch flies with a straw. The usual fixing, tweaks, prettying, and rearranging. Then the design docs and finalising this, that, and the other. Writing tons of dialogue for various situations and playtesting the game. Oh...I just caught a fly with this straw.

Whilst playing the game one night I realised something: I wasn't testing the new features and was compulsively doing anything but that. And lo it came to pass that the gameplay was really starting to solidify and emerge. Playing also highlights just what is needed next - NPC stories, the next part of the main story, more NPC reactions, recipes, star ratings working, and so on. So many things but so little Neal!

It has been great to see the positivity and continued support and we often pinch ourselves that we have such a thing. So stay safe and keep the Kynseed flame burning, because there is great stuff to come!





It's been a while since last writing a post so will have to see how long this one becomes, though I will try to rein it in! The last month has seen a continued adjustment in routine due to the lockdown. For the most part it hasn't had a great effect on the development work because of working remotely already but there's still some unavoidable ones and a difference between doing something knowing you could do differently and being forced to do something the one way. Development has switched paces a bit from the last update where there were several new features like animal poop, partner gathering setup, and family secret boxes to working more on improving the existing setup as we aim to complete the relationship update work.

At slight odds to that I have spent quite a bit of the last two weeks working on revamping the goddess offering setup. This was a system that had been due an update because it didn't feel exactly right ingame. We've been trying a new process for this kind of work where there is more of a flow between the design and art completing their work before the code is worked on with the aim of reducing the churn when it gets into code that can leave some aspects feeling unfinished (as by the time design/art catch up I'll have moved on to something else). I think this went quite well and hopefully the results (visible soon in the current build) will show a more sturdy setup. That's not to say there isn't still room for improvement though, as there was still some back and forth due to not having a code prototype to look over until after design and art were completed.

The other curious aspect in this case is considering the "connectedness" that the feature had to the game. Initially when we decided to work on this I was expecting it would only take a week at most and that it seemed relatively self contained but as it started to come together it seemed to link with more and more bits! In particular, star ratings and the inventory setup but also thinking about the ingame economy and the effects of offerings which had only been half implemented before. It felt a bit like untangling a bunch of wires to ensure a neater setup.

There's a lot of that untangling work ahead for me to do on this relationship update as I'm determined to start pushing the quality bar higher again with the code. The size and relentless pull of this project has stretched the code work quite thin I've found lately but little by little I've been able to begin to fix and improve on that. Noting down almost triple digits worth of potential improvements to process that will all continue to smooth out the work, I feel like I've started to identify ideas that would previously mostly just be on my mind but never go anywhere and in a way be quite frustrating. Now having written them down there's more of a sense of fun and enjoyment that during an hour where maybe I need a break from the typical grind on updates I can pick one, make things just that little bit better and be satisfied with that. Wishing everyone all the best!





It's been a curiously challenging past few weeks for me and mostly for reasons I can't quite put my finger on. To provide a bit of context, I live smack dab in the center of downtown Los Angeles which, when talking of current events, is the second most impacted city in the US (namely due to its very high population density). So it's not that surprising that the quarantine has been understandably taken very seriously here.

Thankfully though, as I'm sure I've mentioned before, we're no doubt luckier than most that our team situation here at PixelCount was minimally impacted due to the fact that we all worked remotely from home anyway. Plus, I'm very fortunate that a city the size of LA has a robust offering of (relatively) inexpensive delivery services in place. So ranging from groceries to food to even alcohol, pretty much anything you'd want can be delivered to your doorstep with contactless delivery. (Which is to say the delivery person leaves the items at your door, knocks, and then promptly departs.)

So I really feel I don't have much room to complain, all things considered. Yet I did detect in myself a bit of a dip in my mood and overall gumption for things in the past few weeks. The conclusion I came to in order to explain this was when it suddenly occurred to me that I had not step foot outside my front door, nor seen another human, for over 5 weeks in a row now. (To go outside in my building requires walking down a long hall, riding an elevator down, walking through a shared lobby door, and then walking through yet another shared community gate which then steps right out onto the sidewalks of downtown LA. Which is to say, I've been very fastidious in leaving my building as little as possible.)

It seems a somewhat petty thing to gripe about I suppose, but if there is one thing I know about myself it's that I'm solar powered and social powered. As anyone with even a modicum of insightfulness has probably detected when reading these devlogs, I'm a very chatty people person. *broadly gestures at his typical wall-o-texts*

Getting outside on occasion and spending time with others is one of the chief ways that I restore my creative energies. Don't get me wrong, my situation isn't that bad really. It's always important to keep perspective in mind and, as that old adage goes, this too shall pass. Yet all the same, I couldn't help but notice the subtle impact its had on my overall productivity and creativity in general.

However, lest this update be an uncharacteristically gloomy update, I'd be remiss to mention the fact that this game's community has been such a source of positivity for me during this all. I think many folks (especially some game devs) have this notion that a game's community is simply the means to a public relations end. As though a game's community were just a cog in the marketing machine. I mean sure, there are tangible marketing benefits to game communities and they do help a great deal when it comes to word spreading and playtesting. But in danger of getting on one of my waxing poetic tangents, game communities are so much more.

To me they're like a support network too. They help celebrate the game's wins and they also help keep your perspective in place. They're also a great litmus test to know which direction the project should be heading, by either expressing doubt when choosing the wrong direction or by expressing encouragement when headed the right direction. Ultimately, though, it's just nice to have folks to hang out with and talk to and ask questions of during the long workdays. We're really lucky to have the kind of community we have and it spurs us all the more to hold up our side of that bargain by trying to do the best work we can. So a big thank you to all of you in the community, ranging from the daily chatters in our Discord to the occasional retweeters on our Twitter all the way to you most lurky of lurkers who still, I promise, are just as appreciated as anyone by being there in the shadows and following along on this journey of ours.

Lastly, to end with a more tangible devlog update from me, we've recently begun doing team-wide calls every few weeks which we're feeling has had a positive impact on keeping our entire team on the same page. It's an obvious thing, really, because of course doing team-wide calls would have a net positive benefit overall. Yet the tricky thing has always been that our time zones don't always overlap and that most of the calls we do are department-specific. If I need to talk with Tice about audio stuff, then we conduct a call between just the two of us. Or if Charlie and Neal and I need to discuss boring business-ey stuff, then we just do a call between us three. And so on.

In fact, on any given week it's not unusual for me to have 3 or 4 calls spanning a couple hours each. Even more if you count our weekly community voice chat on Discord, which I try to pop into as often as I can. (They're every Thursday around noon PST and all are welcome to drop by!) So it's not as though we don't have calls very often. Rather, we just don't have them with everyone very often.

This month, however, we've sought to change that a bit and are now doing team-wide calls more frequently. Interestingly, the benefit of these calls is not so much that we can more easily discuss work. As mentioned above, we have the smaller department-specific calls for those, which tend to be more productive overall. Instead, I've been finding the benefits to these new calls are more from the perspective of just hanging out with each other as a team, something we don't do often enough yet has a noticeably positive impact I've found.

Just as it's important that our community has a 'sense' of community, it's equally important that the team has a 'sense' of teamwork. It's not that we didn't beforehand, but for a small group of individuals like us to embark on this difficult high-risk adventure of Making An Indie Game™, it's important that we're able to occasionally just kick our shoes off and hang out as friends, not just as coworkers. Which, to tie this all together, is often how I feel about our community as well. Between it all, I feel like I've got some of the greatest friends an overly talkative indie dev could ask for.



Dev Update: Credit Where Credit Is Poo





Hello and welcome again to another progress report of this roadtrip we're all on called game development. April has been a most unusual month for us all, but amidst the unusualness we've been doing our best to keep things moving forward and onward here on the Kynseed team. Our last major game update, which somehow ended up being rather poop focused, was pushed out a little over a week ago followed by an additional week of community feedback rounds as we pushed out another handful of smaller polish updates to follow. For a full look at this update you can read on to the following section which'll give you a few highlights as well as a good ol' fashioned hyperlink to the changelog.

In other news, our artists continue to impress us all the more with their pixel pushing as more and more assets get churned out. Gary, our character artist, has been carrying on with the army-sized cast of NPC's in the world and all their various aging states. Meanwhile, environment artist Weekes has been working on some new species of trees and grass, to be used in some as of yet released game areas. Charlie and Neal (design and programming respectively...as opposed to disrespectively?) have been recently going over game areas applying some polish where needed and have also undertaken the task of redesigning how Goddess offerings work.

As is our custom, we have a few previews to share below, though as always just bear in mind that these our early drafts and it may be some time before you see it included in a game content update.









CHANGELOG HIGHLIGHTS

It's been a somewhat distraction heavy month between everything going on in this ol' world of ours, but we've been lucky in that we were able to carry on with work with minimal disruption all in all. This last update represents another step towards completing our largest milestone to date: relationships. Yet one of the important things that happens when nearing the completion of a major milestone is that you have to take time for polishing and fixing near that final leg of the milestone. So essentially, that's what this update's focus was all about.

For those of you who don't always dive into our changelogs, we categorize each item as one of four icons/categories: 🔷Additions, 🔶Improvement, ❌Fixes, and ➕Internal. (Granted, "Internal" doesn't get used so much, as it's chiefly used for invisible behind-the-scenes engine work.) So for this recent content update, you'll find that the full changelog is more focused on items categorized as Improvements and Fixes. Focusing on such things becomes evermore important as we prepare for finishing a milestone. Granted, we don't expect a milestone to be perfectly polished at release, but as we've gained more and more players on this journey we've been finding it more and more important to set time aside to polish as much up as we can before major milestones.

All that to say, you'll see that focus on polish reflected in the changelog and in the highlights below. So feel free to carry on reading below for more info.





Poop
Apparently not everybody poops. But as of our last update, at least a few animals now do! The byproducts of which can then be collected in the wooden bucket and used as fertiliser!

Partners Can Go Gathering
Partners can now go gathering via the housekeeping book. This allows them to leave the farm to gather items based on equipment given and location chosen. Items gathered will appear in a sack outside your farm building.

Family Secret Boxes
Initial setup for family secret boxes. Uncover the keys by raising your relationships 'til they tell you their secrets. Only some families currently have secret boxes to unlock, with more to be added in the future.

Full Changelog
Jump on over to the full changelog to check out the entire list of additions and fixes.







At the time of writing this, the team is already back to work on preparing the next update. We'll be sharing more details about it in the coming couple of weeks no doubt, but in short we're starting to get pretty close to the relationship milestone and are excited to share some concrete info on its release once we, ourselves, nail it down first.

That also means that feedback is more critical than ever when nearing a big milestone like this. So don't hesitate in the slightest to reach out to us anywhere you find us ([email protected], Discord, forums, Twitter, etc) and let us know if you have any problems or just some ideas.

In the meantime, the team will be pressing onward with working on the game. We hope you all stay safe and stay smart out there in the world and, for now, we'll get back to working on a world of our own called The Vale. See you there!

Love,
PixelCount

Game Update - v0.1.18.2511

Here's an itty bitty changelog for some followup fixes to our recent update, which you can read here.


[h2]Cʜᴀɴɢᴇʟᴏɢ[/h2]❌ Fix for songstrell audio persisting if gathered with the sickle
❌ Fix for old packs of seeds being sold in Summerdown
❌ Fix for duplicate recipes showing up in the goods store if you already have it and cleared any duplicates from the inventory of recipes/proverbs
❌ Fix for pet whistle crash from trying to access it while having no pets and then again with a pet
❌ Prevent partner putting up noticeboard tasks
❌ Speculative fix for shop changing crash and issue with selling shops
❌ Fix for animal selling in shops if they had turned invisible (though the cause behind the invisible animals is still at large!)


🔷Additionᅠᅠ🔶Improvementᅠᅠ❌Fixᅠᅠ➕Internal