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The PixelCount Post - Issue #74

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Hello there! It's a brand new year here at PixelCount and, presumably, for everyone else on the planet. Recently our team did some holiday coming and going as we each took turns taking a week or so off, something we seem to manage only about once a year (typically due to it being hard to pry the team's fingers from their computers). Though by tomorrow as of this writing, our team will be nestled back in their respective chairs ready to clutch their computers once more.

Some of you readers may be joining us for the very first time, perhaps having arrived during the recent Steam Winter Sale in which we dabbled for the first time with putting a wee discount on the game. In which case, thank you! Or perhaps you've just arrived because, rather miraculously, your cat happened to walk on your keyboard in just the right way so as to purchase a random game you've otherwise had no interest in until now. In which case, thank your cat! But whatever your reason for joining us, welcome!

In fact, we figured we'd use this issue of our dev log as an opportunity to give a few of you new folks a rundown of who we are and how we're approaching Early Access. (Or for you old-time readers, this can serve as a handy refresher.) And don't worry, these dev logs of ours aren't usually this long, even with Matt launching into his random soapbox tangents. That said, we're kicking off 2020 with our longest issue yet of The PixelCount Post! So grab yourself a hot cocoa and read on for our welcome message to new players, followed right after by our usual updates from the Kynseed team.


[h3]OUR TEAM[/h3]We're PixelCount Studios, an indie team founded by veteran devs of the Fable series from British developer Lionhead Studios which shut its doors a few years ago, may it rest in peace. Of course the original Fable team was quite large in its day and we're a much smaller team by comparison, but a few of us here each have about 10+ years experience making those Lionhead games of yesteryear.

That's merely a small snapshot of who we are though, if only to assure you that we haven't just wandered in off the streets of the internet. Never heard of Fable or Lionhead? No worries at all. Not only will we not hold it against you, we also think you'll still get on just fine with Kynseed, so long as you enjoy whimsical sandbox RPG's with a quirky sense of British humor. Ahem...humour.


[h3]OUR EARLY ACCESS JOURNEY[/h3]One of the things that we found most appealing about the idea of doing The Indie Early Access Thingβ„’ was having complete freedom to be as open and transparent with players as we wanted to be. We've never been fans of studios that put some sort of wall up between themselves and their players. Our approach is to be a laid-back accessible team who keeps things candid, honest, and who're never more than a message away if you want to get in touch. These days it's become a pretty standard part of our workday to hang out in our community where we chat with players, give progress reports, and sometimes even go on rambling game-related tangents - as many of our forum and Discord members can probably attest to.

We view Early Access as an opportunity to help demystify the game development process, from beginning to end. To us, it's always felt like the game industry was this overly secretive and closed off place. But that's not really our style. Game dev can be a twisting turning journey and, like any journey worth going on, it has its ups and downs. Our hope is to candidly chronicle that whole experience. This Early Access is a journey we want players to go on with us.


[h3]THE PIXELCOUNT POST[/h3]Something that helps us chronicle that experience is this very thing you're reading right now: The PixelCount Post. That's essentially what we call our dev logs, which we usually release a handful of times a month (though a bit less in December). In fact, we've been chronicling our development journey with these dev logs since long before the game was even out on Early Access. (This here happens to be Issue #74!)

Each issue starts with what we call "The Short Report" where we give a brief overview of our recent progress. As the name implies, these are usually short and to the point, though this issue's is obviously a fair bit longer due to catching any of you new readers up to speed. Right below each issue's Short Report, you'll then find individual updates personally written by members of the team. In these we'll talk about what we worked on that week, or what challenges we're experiencing, or sometimes just our thoughts about game dev and the industry in general. It tends to vary from dev to dev and week to week, but the overall aim is always the same: to give an ongoing account of this game dev adventure we're all on.

Here are the names you'll typically see in a given issue:

Charlie, who does much of the game's design, writing, and level/world creating. Neal, our sole programmer who's created our game's entire engine and editor from scratch (using the excellent MonoGame framework). Tice, who has been composing the game's amazing (and massive) soundtrack as well as creating all sound effects. And Matt (that's me!), who aside from occasionally having to talk in the third person also juggles all the other areas of work that a small team like ours can't possibly cover - things like the game's graphic design, video editing, community management, sound production, making/running our websites, writing/editing all community updates, and other such production-related things. We'll also have other team members chime in now and then, such as our artists when they're not otherwise absorbed in their pixels.


[h3]UPDATES TO THE GAME[/h3]Of course, all these dev logs are a bit pointless if there aren't frequent game updates to go alongside them! To that end, you can expect us to release at least one sizable game update a month (usually with some smaller polish and/or bug fix updates in-between). Here's a quick overview of how it all works:

There's three different 'types' of updates that we release. Going from smallest to largest, these are Development Updates>Monthly Updates>Milestone Updates. The smallest of these are the Development Updates, which we release about every 2 weeks only to players who have opted-in to get our absolute latest (but less stable/tested) updates. The next step up are the Monthly Updates, which are more cohesive stable updates that we send out to all players each month alongside a written progress report to the community. The final and largest type are the Milestone Updates, which represent a significant step forward in development and are released every 2-4 months alongside a large written progress report.

With this approach, smaller update types get combined to create larger update types. Or to put it another way: we release biweekly Development Updates, which we combine together to release as stable Monthly Updates, which are themselves combined together to release as large Milestone Updates.

To help keep track of it all, we have the Kynseed Roadmap which we add to and update regularly. The roadmap is divided into two sections: completed/upcoming Milestone Updates at the top and an Entire Journey section at the bottom, which offers a more granular look at where development is. We're certainly not shy about the fact that there's still a ways left to go on this Early Access journey of ours, but you can at least rest assured that we'll be keeping the community and the game frequently updated the whole way.


[h3]IN A NUTSHELL[/h3]We always figure it's better to barrage players with more info than they need rather than not enough. So consider yourself thoroughly barraged. Our next issue of The Post will no doubt be back down to its normal size, so check back soon for those of you who enjoy this sort of development minutiae. Though for those of you more keen on just the bigger updates, we've actually got a Monthly Update planned to drop in about a week!

Until then, our normal batch of individually written team updates can be found further down below. (They might read a bit disjointed this issue, as each one was written a week or so apart due to holiday schedules disrupting our team's usual flow of things.)

Lastly, a big thanks to all of you just joining us on this journey as well as those of you who've already been here (and have had to withstand us repeating some of this stuff a few times now!). There's also some handy links down below that any new players might find useful. There's far more corners to our community than just those links of course, but they're good places to start with for now. A hearty welcome to everyone once more, and we'll see you all again soon in the upcoming Monthly Update!

Discord - Our Discord tends to be the central hub of our community and is where we can often be found during our workdays.

Roadmap - Here's an overview of our development plans which includes a look at completed and upcoming Milestone Updates as well as a broader section detailing our progress overall.

Twitter - Give us a follow if Twitter is more your thing, as we're known to post dev screenshots and GIF's there frequently.

FAQ - We have a pretty robust FAQ to help cover most Frequently Asked Questions, in addition to a completely unnecessary SAQ section for Seldomly Asked Questions.





It's been a little while since the last issue of The Post. Since then, I've mainly been occupied with wrapping up the build's Monthly Update followed by working on a further mini-update in preparation of the winter sale. After some downtime around festivities, I'll be picking up on the feedback and turning attention to what comes next in terms of refining the player experience.

December tends to be a trickier time for development work with a natural feeling of the end of year closing and the need to take a breath before the rush of the new year begins. The quick pace of doing Monthly Updates have meant mostly keeping to smaller targets of work that can be finished within several hours spread over a few days. I've also been trying to pace it a bit better to make safer changes and keep the stability of the game high.

With a small bit of extra time, I've been starting to play the game and make more exhaustive notes on exactly what needs improving to take the game to the next level. So far, from about an hour of play, I've got a list of 5 A4 pages worth of notes and am still scratching the surface in some ways. Some of these I have actually already started working on, but it's really getting difficult to know which parts are worthwhile right now - especially combined with all the info in our Trello, Discord, assorted documents, and past lists combining into new lists resulting in thousands of items.

To counter that glut of information, I've been setting up project tracking using something called Hansoft (which is seemingly free to trial for 5 users, similar to Perforce). Currently I've shifted over some 380 items for the backlog and about 80 bugs, but am sure those will get substantially higher by the time most of the info is accounted for. My hope in doing this is that the possibilities of properly organising this data will allow for some better decision making on exactly what filters out to the top of the work remaining. It already feels better to have that structure in place by seeing where the data can be broken up into milestones and then organised by priority and progress.

Perhaps it is tempting fate to say, but it does seem like we are finally hitting upon a decent stride to be able to make consistent progress. This past year has felt like an extended learning experience in some ways, where different approaches have come and gone without really feeling like there's a sustainable or satisfactory way of proceeding other than to keep trying until some other way presents itself. Now though, there feels a more steady path to follow where only refinements are needed to the process and that it'll be easier to carry things through as development matures towards a conclusion. It still feels like a long way from that conclusion, but the path itself is where we are aiming to grow the content and refinement of the game experience towards that elusive goal somewhere ahead. Wishing everyone a happy New Year and all the best for the future!



For the first week of January, I've recently been sorting out some bugs that still seem to be creeping around the game. There were a few mistakes I'd made recently when some changes turned out to be more impactful to gameplay than I'd intended. I've mentioned before about the balance of trying to ensure that all testing has been accounted for, but it can be easy to develop blindspots - especially perhaps when one feels a rush to get something released and is unaware of the effect a change might have. I've got a short trip planned 'til mid-January, so I'll be using that as a chance to work on paper to come up with some ideas for handling it better next time.

Over the Christmas period, I got the chance to look back over some old notes I'd made as a kid and on various older games and it surprised me to see how much I wrote down back then! Nowadays most of it goes straight on the computer, which undoubtedly has its benefits for organisation, but there is something about written notes that makes it easier to be more relaxed and to perhaps set off different parts of the mind than a keyboard where every letter feels pretty much the same to type. Tune in next time to find out the results of that experiment!





"Last year, I gave you my heart, but the very next day, you gave it away."

True words from an ancient songwriter of the 20th century. He actually gave his internal organs away apparently.

In Quill, the nature of sacrifice permeates everyday life. Whether it is putting some bread in a Brounie bowl, proffering some apples to Druida at a Goddess statue, or burning your loved ones in a giant Woodfellow in Spring...sacrifice is part and parcel of existing in such a land.

With the new year upon us, there are many exciting things to add to the game and we hope that your sacrifice of a few pounds/dollars/whatever-local-currency will be worth it and reward you with the blessing of gaming pleasure and many hours lost to distraction amongst the cheery NPC's, swaying trees, and books filled with references and terrible puns.

We wouldn't be here without the support of our initial backers and then the goodwill of those that jumped onboard after. We also would not be here without the amazing talent of our team. Each of them an absolute treasure and pleasure to work with.

So as we head into 2020, we are thankful of sacrifice. The sacrifice of the time and efforts of our wonderful community and the time and efforts of our wonderful team. Just don't go climbing in any tall wooden humanoid constructs or rip out your kidneys.





This month over in my country of the Netherlands, it's Sinterklaas time. That means juggling family events with work. Luckily the sound effects I'm doing are nice little bite-size chunks of work I can usually fit in-between other things. Lately, I've been doing a few sound effects for a minigame that involves digging.

It seemed pretty straightforward on the surface, but it's still a pretty precise thing creating a sound that's 'just the thing' we're looking for. A sound of tapping the ground could be just that: some light taps on ground. However, it also needs to be layered with a crunchy sound for when dirt is parted by the shovel. Plus, there's the sound of digging in the wrong spot. This needed to sound like 'failure', so initially I was asked to try layering in the sound of clay pots breaking. That sound can turn out in many different ways though. So it's always a bit of a search at first, followed by then layering multiple things to get the specific sound you need.

I still don't think it's exactly right, but you never know if you'll run into a better sound to layer into the whole that makes it just a bit better. In the end, the sound of digging in the right spot was a shovel hitting dirt layered with an acoustic guitar doing harmonics. Hopefully that'll be just the right combination to make you think, "Oh, whatever just happened must be a good thing."

Beyond that, at the time of writing this it's nearing Christmas time, and Kynseed just went on sale on Steam! I'm looking forward to seeing people play it for the first time over the holidays.



Fast forward a bit from my update above, and the new year is off to a good start! I handed in a new draft for an upcoming region of the game and we also determined a good placement location for some music I did a while back. The swampy areas I've been working on feel very different from the music I've done for the game so far. It's a lot scarier and much more moody. For me, it's a breath of fresh air.

With the new year I've also made myself a challenge to compose something every day this year, no exceptions. This means that if I'm unable to get to a computer one day, I'll have to compose by other means. I could write on paper, or record my voice into my phone for instance. What the challenge is meant to do is to create habit.

Previously, I hadn't paid much attention to strict scheduling for creativity. My general stance was that you can't force art. I still reckon that's true, but making a habit of daily composing is still useful for body and mind. Anything you do often, whether inspired or not, your body and mind get better at. Maybe you didn't create that inspired masterpiece on a day you weren't feeling it, but you did hone skills in orchestration, mixing, modulation, sound design, or a great many other things.

On top of that, the mind 'gets ready' for what it expects to be doing. This is why if you always eat at a certain time of day, your body will work up an appetite during that time. Your body is designed to adapt to habits to maximize efficiency. This also means I have to tackle the demon that's been forever my friend: irregular sleep cycles. At the moment I'm not all that confident in my ability to maintain a steady sleep cycle, but we'll see...





I always forget how disruptive the holiday season is to any semblance of a normal schedule. Not only is there the standard onslaught of society's near 3-month long holiday-induced mania, but there's also the added complexity of an entire year concluding followed immediately by the start of a brand new one. This probably makes me sound a bit Scrooge-ish about it all, but I actually don't really mind the holidays in theory. Rather, it all just makes me realize how much I appreciate and prefer the mundanity of the other months and how much easier it is to juggle work and life without all the added craziness.

I suppose it also doesn't help that I'm one of those people that ends up putting a fair bit of personal importance on the start of a new year. Yes yes, time is a human construct and all that, but I do think it's helpful (and healthy) to have a time in which a person can take pause and think back on one's actions, progress, or growth. So for me, these few handful of weeks tend to involve me trying to leave my year in a decent state so as to pave way for the new year and any aspirations I have in mind for it.

All that to say, I'm very much looking forward to things getting back to our usual flow in the next few days. In danger of making myself sound work-obsessed, I do sometimes prefer just being able to dive into my work distraction-free for weeks on end.

Though as it turns out, I did manage to convince myself to take a short bit of time away during the holidays. Part of my intention with that time off was to also take a break from screens a bit, as it does sometimes occur to me that I spend a staggering amount of my time behind them. However, this goal quickly fell apart when I realized that I could instead spend my time off finally finishing Red Dead Redemption 2, a behemoth of a game that my schedule has only allowed me to slowly chip away at since its original release in October 2018. (I'm sure my deeply incurable completionist tendencies didn't help either.)

It often seems that sleep is the one thing I frequently give up, either in the pursuit of game development or game playing. Doing the latter did make for a nice change of pace though, and I am happy to report that my save file is now finally reporting that magical triple digit number of 100%. I am missing a few compendium entries still, but for those of you familiar with the game you'll probably know that filling that compendium would test the dedication of even the most ardent completionists. So for the moment at least, I am at peace with my save file.

The main reason I bring it up though, aside from seemingly trying to humble-brag about a video game save file, is that I've often found AAA open world games to be a surprising wealth of ideas and inspiration for working on Kynseed. It's sometimes surprising to me how even these huge massively budgeted games with gigantic teams (nearly 2,000 people for RDR2!) still manage to have basic ideas and design principles that translate just as well to small indie titles as they do to these mammoth titles.

Though I suppose 'small indie' is subjective depending on the game. Sometimes it's easy for me to forget that Kynseed is functionally an open world game, particularly as we continue to add more and more regions and locations to the world. (There's many more still to come in that regard!) So while RDR2 is by all accounts a vastly different kind of game, I still found playing it would set off creative sparks for me when working on Kynseed.

Some of those 'sparks' were things like how you could take RDR2's treasure map concept and apply it to almost any open world game with unique and diverse enough environments. I could very easily see the player finding a crude map consisting of just a series of sketched environmental landmarks which, much like in RDR2, the player then keeps in the back of their mind as they go about exploring the world. Though to throw a quick asterisks on it: this is just me talking out loud as it were, not necessarily a confirmation (or even intention) of that getting added into Kynseed. Mainly, it's just an example of how much overlap there can often be with simple design ideas regardless of a game's size and scope.

Perhaps one of the more basic (and likely to be implemented) ideas that my time with RDR2 spurred was a newfound appreciation for the power of ambient music. RDR2 has a stellar soundtrack full of some amazingly memorable tracks, yet oddly I found that some of the game's most impactful musical moments were when the game was allowing its music to take a distant back seat with just simple mood pieces. These ambient tracks were all region-based too, so they'd differ greatly depending on where you were in the world.

In Kynseed however, with few exceptions the music itself is usually either playing a full-fledged thematic song for a region or it's not playing at all. (We don't always repeat the same region song per region load so as to avoid it getting too repetitive and, in many cases, we'll even have two thematic songs to alternate between for large or frequently visited regions.) Yet one thing we haven't done much of is merely having simple little background pieces purely for the sake of providing some mild flavouring.

Don't get me wrong, I think it's important for an open world game (or any game for that matter) to know when not to have music. Sometimes its those quiet moments in a game that can be the most pleasing. That said, I'm sure we could find some opportunities to sprinkle a few ambient tracks into the world, possibly even having them play persistently between region loads so long as it's in the same 'hub' of the world. Currently our music only starts or stops upon region loading. (Though in saying this, I can't help but wonder if something as seemingly simple as persistent cross-region audio tracks would actually end up causing Neal quite a bit of work with how our engine handles loading and caching audio! It's sometimes hard to predict whether a seemingly 'simple idea' might actually be fairly complex on a code level.)

Granted, I'm just talking a couple of flavour tracks here and there, and only if time allows between other higher priority tracks that still need to get made. RDR2 on the other hand consists of hours of just ambient music alone. Speaking of, I can't help but be reminded of how that's something I found very bizarre about RDR2's soundtrack. There's literal hours upon hours of recorded soundtrack in the game (much of it made by the amazing Woody Jackson), yet the officially released 'Original Soundtrack' is only 42 minutes long and the other officially released 'Original Score' is just a smidge over 1 hour. However, if one were to extract the game's raw music files, it apparently all adds up to a whopping 7+ hours!

I could understand wanting to keep the official soundtrack releases limited to just the more prominent tracks of the game's otherwise huge track list, but it's crazy to me that there's still a whole 5 hours of recorded and mastered music that's never been officially released. I say just do a third official soundtrack release titled 'Original Ambient Score', which seems a perfectly viable solution to me. All I know is that if I'd worked on a soundtrack that boasted over 7 hours of music, you can bet I'd want to make it all available somehow. I'd even want to put it up in FLAC - to hell with file sizes.

I suppose it's possible there's some behind the scenes component to all this that I'm simply not aware of, or maybe there's some strange licensing restrictions at play here. The music industry can be finicky like that sometimes. Still, it's a shame that around 70% (no exaggeration) of that game's stellar soundtrack isn't being released or shared in any official capacity.

Of course, all that pales in comparison to how much unused music Woody Jackson made during the entirety of the game's 5 year-long development. Apparently it's over 60 hours!

Anyway, I suppose that's enough soapboxing from me for one day. In the meantime, we'll keep tending to our own humble soundtrack, which the ever-talented Tice has been steadfastly working on for some while now. I'm not quite sure what our current soundtrack time count is at (2-ish hours I think?), but I can say that it'll definitely be longer than Red Dead Redemption 2's officially released soundtracks, heh heh. Perhaps Tice can comment down below with the latest count.

Speaking of, Tice recently popped in on video game soundtrack podcast The Sound Test and chatted a bit about making Kynseed's music. For anyone interested in giving it a listen, you can tune in to that specific snippet from the show here or check out the full episode of it here. Though for now, I'll pack my soapbox up and get back to work, no doubt with some game soundtrack or other in the background serenading me through my headphones...



Dev Update: Jingle Wedding Bells

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Hi there folks! It's been a month since our last Dev Update which means we're here yet again bringing warm tidings and progress reports. This game update is yet another one of our monthly incremental build updates bringing us one step closer to the next major milestone on our roadmap: the relationship update.

For this one, we've added a few first passes of some crucial features for growing and managing your own relationships in the game. Much of it is all still 'first pass', which is game dev talk for saying it's our first go at implementing the feature in the code but that polish, presentation, and quality of life improvements are still yet to come. We have specific highlights and a link to the full changelog a bit further down below.

We've also been gradually working on the gargantuan task of creating all the necessary art for aging the NPC's of the world. We're not quite sure when we'll have NPC aging fully implemented and present in the game, but it's been coming along very nicely week by week - thanks in no small part to the tireless efforts of Gary, our character artist! Below we have a few more early previews of some of the latest NPC aging we've been working on. The topmost preview even features the life span of a father and his two sons.

As Charlie described the family: "Wurzel's sons were Jed and Ned. They looked alike and their hair was red. One was sweet and loved his mum. The other pointed and laughed at your bum."










CHANGELOG HIGHLIGHTS

Below is an overview of some of the new systems and mechanics added in the latest build update. These are all highlights taken from the full changelog. Also, for those of you wanting to try out more frequent and experimental build updates, be sure to hop by our development branches thread.

Marriage & Wedding
First pass of week-long tradition of tasks before selecting a wedding date. You can also choose a venue (though only Loverwood is available right now). Failing the last step has serious consequences to your friendship rating. There's also a placeholder draft cutscene for the wedding ceremony.

Housekeeping Book
Like the other additions, the housekeeping book is a first pass implementation. With it, you can change and view settings related to the spouse (and eventually the overall family). Spouses can help around the farm with things such as watering crops, interacting with farm animals to keep them happy, filling the trough when necessary, and getting items from the larder to use as offerings. This book will be improved over time, as this is just an early glimpse of its setup.

New Region
New characters and the beginnings of a new haven...with new music and setting! Also includes some placeholder items to find right now.

Larder, Digging Minigame, & Fixes
There's a new larder for use by the player's family with limited stock which'll be upgradeable in the future. Additionally, there's a new digging minigame (first pass) that removes the luck in getting a reward. (Visual improvements are to come, as well as some variety based on the quality of the player's tool and skill level). Minor fixes have also been worked on, with some plans in the next few weeks to go over and add in even more fixes.

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




As always, a big thanks to all of you who've been tagging along with us on this game development adventure of ours. We look forward to getting ever-closer to checking the relationship milestone off of the Kynseed roadmap. If your appetite for dev updates is more than our monthly ones can satiate, we also do more frequent and laid back written updates in the form of The PixelCount Post, which you can find being posted regularly in any of our usual locations. Beyond that, you can also pal around with us on our Discord server, where we're easily found working on the game day to day.

Thanks folks, we'll see you again next month!

Love,
PixelCount

The PixelCount Post - Issue #73

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Another PixelCount Post, another Short Report! This one's going to be extra short in fact, because we've got one of our monthly build updates planned to drop less than a day after we post this. This build update will be yet another significant chunk finished as we work towards our next major milestone of our roadmap: the relationship update. We'll save the specifics for the written progress report that we'll be posting alongside the build update, but for your usual dose of firsthand reports from the team you can read on below. See you again soon for our monthly progress report!





Bit of a quiet steady one this week...mainly writing and readying the first Mellowfields level for public consumption. It was originally called Twanging Gardens as a placeholder, so a lot of time was spent thinking up a proper name. After 10 seconds thought, I went with Cunning Plots. The two NPC's that live there are fierce rivals. We have on one side, Veg Rarney (yes, a nod to Reg Varney from On the Buses). On the other side we have Ken Tiller (named after a Commodore 64 budget text adventure I really liked called Kentilla).

Both these men try to outdo each other (see if you can spot the Borat reference in their dialogue), but they are no match for the richest family in the Haven: the Lawns (Mo, Greene, and Goldie...each a pun to themselves). Mellowfields is a place of gardeners and giant vegetable competitions. It has clean cut water channels, greenhouses, and windmills where you will be able to grind your wheat into flour. The people there are friendly to outsiders, but inwardly very unfriendly to each other. They are also generally quite short and not the best looking. (They do have a bit of Hobbiton about them.)

We hope you enjoy the new regions as we unlock them one by one over the coming weeks.





This week saw more additions to the experimental build which is available in all good steam libraries now (subject to terms and conditions of game purchase and the selecting of the appropriate branch and with disclaimers regarding the quality of content and likelihood that problems may occur). Following on from the last post, I put in one addition that hasn't made it to the build to play yet which is a small minigame for digging. This was a relatively quick addition of only 100 lines of code or so but feels like it has a surprising amount of potential for such a small addition in the way it mixes an element of chance and strategy together. Hopefully a build with it should go out soon-ish but there are some definite things that 100 lines of code does not include in terms of niceties for user experience and presentation that will take another hour or more to get done.

The additions that have made it to the experimental build in some form are the larder in the player's farm where food can start to be stored which can be used by the player's spouse and a 'book of housekeeping' that plans out what the spouse will help with day to day. It's all a bit rough and early at this stage but starts to pull together on the strings of raising questions of how to make it work from a gameplay perspective and also answer questions of what use does the addition of the relationships in the game do to form up a more complete game experience.

Aside from those additions I've also worked on some NPC behaviours suitable for the farm level which have been nice to get in and get more purpose to things. There's certainly much more work to be done on behaviours and other aspects of NPC's which will slowly emerge in the coming minutes/hours/days/months ahead. Speaking of which, I better be getting back to it in further refining some of the aspects in the experimental build which should see some of the above improved (and the digging added) along with other new parts getting worked on. I'm trying not to trip myself up by being too eager but I have found lately a chain of events and realisations have made me feel more enthused with the path ahead with my thoughts a bit more in control. Again, wishing everyone all the best!






This week I did another playthrough of the game from scratch to make notes on whatever I noticed while playing. It leads to things like 'oh, that sound effect is too loud' or 'hey, that transition between different tracks isn't working smoothly'. I had wanted to immediately address the things I had noticed on the audio side but mental health-wise this hasn't been a good week for me. I get winter depressions coupled with insomnia around this time of year, and this year is no exception. I do my best to keep up with some good mental health practices but there's usually a point at which I have to admit 'defeat' for a while and just do what I can, rather than what I think I should.

Stubbornly continuing to demand the same level of productivity of myself during these times only prolongs the lack of it. And knowing that 'this too shall pass' means I don't go off the deep end. Adjusting what I demand of myself depending on my mental wellbeing means I don't go into the spiral of not feeling well, thus not working well, thus getting upset at myself for not working well, thus feeling even less well. If, like me, you suffer from winter depression then I wish you lots of self-love and acceptance this time of year. You're not 'bad' for being like this. You're unfortunate, but that's no reason to be harsh. Quite the opposite!





In game dev it often feels like making plans and schedules is somewhat akin to arriving at a buffet with a huge appetite. There's stars in your eyes and in that moment everything seems possible. It's only until plate two, or maybe even plate three, that you soon realize it was all hubris. Awful awful hubris.

All that to say, game dev scheduling follows a near identical trend. Last week I was putting together a list of tasks that I felt needed to get done before the end of 2019. A list that I finished right around the 1st. Of December. In 2019. Upon reexamining said list this week, it seemed that my list of things to do in 2019 was, in fact, a list of things to do in December. Rather than lament the fact that game developers seem to be absolutely awful at predicting time (they are) or lamenting the fact that clearly I'm part of the problem (I am), I'm instead comforted by the fact that this is pretty much part of the 'process' for me. My first laid plans always start from a place of optimism, but I make sure I revisit my plans a week later to see if they feel perhaps too optimistic.

What follows is a dose of healthy trimming - cutting a few items here, moving a few others there. Most of the time it's just a matter of taking very non-crucial tasks and moving them to a subsequent month - in this case January, 2020. In the end, what I'm left with is hopefully a list of tasks that'll still be a tight squeeze but not an impossible one. It's an important balance to strike, especially when concluding one year and starting another. Though it remains to be seen as to how well I struck that balance - I suspect I'll know one way or another by the end of this year and/or month!



The PixelCount Post - Issue #72

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Another week of the team churning away at relationship-oriented features! Of particular note is that Neal has been making good progress on the code's road to marriage. Meanwhile Charlie has been doing quite a bit of writing for things like marriage/dating character dialogue as well as various books on the same subject to be found around the game world. Currently the very basics of the marriage features are testable ingame, which has been quite exciting for the team. In fact, the latest version is even available on the experimental branch.

In addition, work continues along nicely with the vast amount of aging art the game needs. We've even got another aging NPC preview to show you further down in this issue, this time showing how Tom Cowe looks through the generations. Music and audio is also shaping up well as of late, with a whole batch of new tunes being prepared for not just marriage and dating but also for the next major hub of regions that we'll (eventually) be adding to the game's world.

Read on below for more info on all that and other things. Also, if at the end of this issue you find yourself still itching for more reading material, Wireframe just released a recent issue featuring a huge write-up on the making of Fable. There's a downloadable PDF version available on their site for anyone interested in giving it a read (and a couple of Pixel Counts even pop in for a quote or two).





There I was, sat munching on dried mango (Forest Feast brand...so nice!) and watching a bit of Youtube in VR, when I suddenly came crashing back to reality like a meteor with ill-fitting pants on. "The Post! I haven't written my post!" I didn't exclaim, although I did think it. Probably in a Sherlock Holmes accent.

So I sat down and started to type. As I typed, I spent a good two minutes thinking of words to describe snapping back to reality, but settled on a meteor instead. To make it funnier, I added a bit about badly fitting pants. I then described describing things, and eventually got to where we are now, which is here.

So what work did I actually do, I hear you ask? Other than trying to pad out this post with some nonsense, I did some level design on Mellowfields and fixed up some Vale region stuff. I also had to write a bunch of marriage related dialogue for your spouse and NPC's, plus write some books on dating, marriage, divorce, and so on. Additionally, I tested the build and gave feedback. Was very cool to finally see marriage in and I married the first NPC I encountered - in this case, Betty Scrumpy. (By the time I married her she was 66. I must really be in to leather.)

During the week I received an email from the Yorkshire Games Festival, whom I had mailed expressing interest in attending to show off Kynseed. They were delighted to have us (me) attend and so in February it looks like I will be sat in the National Media Museum in Bradford for a weekend, hoping nobody plays the whole Prologue and ends up traumatised. There are some well-known industry names going, so perhaps some will pop by my little table so I can pretend I am cool like them.

And thus ends my post. I hope I managed to get my word count up to acceptable levels and give the illusion I had tons of interesting things to say. Now then, where did that bag of dried mango go?









This week the marriage feature has moved much closer to the main build with it now being available in the experimental branch! 'Til Thursday I've been focused pretty much exclusively on the road to marriage traditions, putting in a placeholder wedding cutscene, and starting on the spouse behaviour setup. The first two aspects are functionally there but the spouse behaviour setup still has much more to look into which will likely fit together bit by bit.

Putting together the wedding cutscene in a very 'functional' text-and-camera-only way has highlighted the dust and cobwebs covering the Cutscene Editor at the moment. Since the Early Access launch it hasn't had a whole lot of attention but that has to start changing with an increasing need for it. It's a tricky balance though to know which Cutscene Editor changes fall into the essentials and which are a luxury outside scope. Our current plan is to have a day or two focused on it in the next week while otherwise only giving it a passing glance in order to get what is necessary done.

I've also been feeling the urge to get in something new into the game after spending a relatively long time on the marriage feature without change, so hopefully the fruits of that will be in the next build. Wishing everyone all the best, see you next time!





As Mellowbrook opens up, players will experience its music for the first time. It often makes me take another hard look at the music that's to be unleashed and tends to make me just that bit extra critical of it - typically wanting to change things about it at the last second. This happened to the music for Mellowbrook, which I've just remastered after leaving it be for a while.

Whether or not that's good is not a given. Sometimes you can over-polish or change something that was already good. Sometimes a change is for the worst. And there's no facts that will tell you if it is, because it's all subjective. So whether or not a product is inherently finished is an unanswerable question. You can decide to stop working on it, but you can't know if it's finished. That's part of why creative expression continues to be so potentially scary.

What I can still do, however, is to let others in the team hear the new version and tell me what they think. So that's what I do. After that, once released, it's released 'for real'. (Whatever that means...) In other news, cutscenes are coming ever closer, and I'm excited to be working on them soon!





Last week I started to truly feel the weight of the impending close of the year. I think I start to always feel this way around mid-November, when the feeling of the year having many months left suddenly gives way to the realization that the amount of months remaining can no longer be measured in the plural. So I do what I typically do in such situations: I go on a short organizing spree.

In this case, I've created a document of high level tasks and lumped them into three different sections: things to do before the Relationship Update releases, things to do the week it releases, and things to do before the end of 2019 itself. Most of the items on that list apply more to a production-level overview and thus isn't burdened by having to list out all the tasks from other 'departments'. For example, it doesn't list out the minutia of tasks that code and art must do in order to get the Relationship Update done. This helps the document not get bogged down by such things and allows it to keep a much broader focus.

With this document in hand, I've now got a decent look at all the things I'd like to get done on the project by the end of the year. (No doubt another document will get formed at the start of the next year as I map out plans and intentions for 2020.) As for what's on the list? About half of it is for relatively unexciting logistics-esque tasks. One such task is that I need to update all our store page's text and screenshots to reflect all the new content we've added in the last half year. Another such task is that I need to also update our site's FAQ, which has become woefully outdated in just the short span that it's been up. And so on. Basically, these are all things that are important for any indie dev to get done, but as they're relatively unexciting it can be easy to push them off month after month.

Thankfully, the year's remaining work isn't quite as dry as all that. The main example that comes to mind, and as Neal mentioned above, is that our engine's built-in Cutscene Editor is getting some attention again. Making cutscenes is something I seem to have had a sort of love affair on this project with, where I've talked about making cutscenes before and have had every intention of diving deep into our Cutscene Editor for prior updates. Yet, as can often go in development, other priorities would arise and wrestle for my attention. However, attention has once again circled back 'round to cutscenes, mainly because of the Relationship Update relying on the inclusion of a few key scenes.

I'll be working pretty closely with Charlie on the scene's overall direction/pacing and then I'll be working closely with Tice on the music and audio cues. All the while, Neal will be helping to polish up the Cutscene Editor tool itself in the code. Tasks such as these are always fun to do, if only because it requires creative input from much of the team at the same time and this allows us to really play to each other's strengths.

Though for now, I'm going to dawdle off and get back to chipping away at that big ol' list of tasks. Catch ya next time!



The PixelCount Post - Issue #71

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Howdy, and welcome again to yet another issue of our dev log. As you may've heard us mention before, we've been wanting to release incremental updates to the game on a more monthly basis which, as it happens, we did just last week! November's game update represents just the first step in getting us closer to the relationship milestone of our roadmap, so hop on over to the announcement to check out the details. Or if you prefer, you can jump straight into the first and second changelogs that went up last week.

After pushing that update out, the team then spent a bit of time finding and squashing any bugs that had arisen. Thankfully we made fairly quick work of it and in just a matter of days we'd already begun work on the very next update ahead. With some of the most preliminary aging and dating systems now in, our next area of focus will be adding in the basics of the marriage system. You can read on below for more details on how that's going and, as always, we'll see you again soon in the next dev log. Cheers!





Back to some level tidying and rejigging this past week. We decided to unlock the Mellowfields regions one at a time, so it has been a case of getting them in order. We have a set of assets that we use per haven, and some that can be used in any. Many times I have had to use assets not designed for that region, and they eventually need swapping out before we let the level loose on the world.

Mr Weekes, our wonderful environ artist, and myself review the regions and see what else is needed...from flowers to furniture, from weird landmarks to grass. At some point before release, we will go over all the levels and do a prettying pass to ensure we don't use old assets and to get the best out of the objects and tiles. (The more complicated tilesets are such a massive enigma to me that you need to work at Bletchley Park to be able to decode them. In fact, Benedict Cumberbatch would probably just give up and hide all the dodgy bits with rocks and bushes.)

Also got to do more dialogue for a new 'mini-system' that has spawned from the dating system, to solve a problem we had with teen player sprites. More will be revealed over time!





Last week saw the first of our more regular updates released. It has been a strange month anyway, but it has had the feeling of a possible turning point. The last week was a rush of trying to prepare things as usual but it felt a little more organised and manageable this time around. Since then, I've spent a few days working mainly through bugs that slipped by and getting a little obsessive over memory use in the game. I put some preventative measures in to allow more memory use for the released build, but it was still occupying my mind that I couldn't find any specific causes. Thanks to a more methodical investigation, I was able to actually pin down one specific problem with audio where entering and leaving a shop would use memory for the music each time and never dispose. (Funnily enough, this happened because it was held in a list to dispose at the end of the game session!)

I've not really had much experience with memory issues before, but it reminded me of some of the more obscure bugs I've worked on in the past where the place and circumstance of the crash rarely gives any hints on the issue because it was something done 30 minutes back in a completely different area that set the problem off! Really the only course of action for those types of situations is just to play the game as long as possible and hope that at some point debugging will lead to a bit of information discovered. It becomes hard at that stage to know when to quit and try again another time, because maybe you might see something if you try just this little bit longer! For now though, I have moved onto adding marriage to the game, having hopefully fixed the most serious case.

With marriage, I'm not one to particularly be good at hyping up a given feature so I won't try and do so here. Hopefully it'll be interesting to players the way there's a traditional process and buildup to it that gives a roleplay feel. Then there'll be the way the spouse moves in to your farm and the extra effects that'll lead to. Having children is still a ways away because of the extra art requirements on that, but it's starting to head in that direction. So far it seems to be going ok where I'm mostly placing the broad strokes of it to give a first playable version by the end of the week and, all things going well, something should be playable next week on the experimental build.

In other news, last week marked a year since the Early Access version of the game launched. At the time, I remember thinking that must mean things are getting closer to done and that perhaps a year would see the game completed (though typically our estimates have been off by a factor of two, so I wasn't entirely convinced we would!). Now looking at where things stand, it does feel like the game has come quite a long way in that time but there is still plenty more to go! There's a general rule of thumb I read recently that in life we overestimate a year's progress but underestimate longer periods of time, such as 5 years, so perhaps my new expectation is that the game will certainly be wrapped within 5 years but that each year is going to be making a big difference in the replayability and refinement of the experience.

Last year before the release, there was a constant flow of activity as we busied ourselves with a thousand different tasks in preparation for a near unmovable deadline. It's a time I look back at nostalgically to think of how productive I felt but then at the same time I realise what a burden it had been to cram for and how the months after that initial rush of excitement at the launch fell away to burnout and a general realisation of the long road ahead. That burnout does seem to have faded finally and, as mentioned, it feels like it could be a turning point of maturity on the project that we perhaps might finally be finding a stride at which we can go. Whether that pans out, I guess tune in next year to find out...

As often is the case when I'm in one of these reflective and pensive moods, I mostly feel a damn strong urge to overcome any obstacle. This is undoubtedly the game I'm most proud of working on to date and, as long as I am fortunate to have the ability to, I will keep working to find a way to make it fulfil its potential.





It's been a strange week for me. A few non-Kynseed things are pulling me in multiple directions, so I needed to realign my creativity with the Kynseed vibe. To do so, I browsed through the work I had done so far - including the rejected tracks. And then I found something...

A track I had written that was turned down, but clicked for me this time. There's a region not yet in the game that I suddenly realized this could really fit. I reuploaded it and asked Charlie if he agreed and he did. So a track that would otherwise have gotten lost in the forgotten crevices of fate managed to claw its way from oblivion to a hill overlooking a swamp, where it will be heard by players in the near future.

So I'm glad I took the time to look at all the drafts that didn't make it (yet). Sometimes you might find just the right thing...





After my tale of woe from last issue, I spent much of this week acclimating myself back into a normal work routine. There was a slight sense of jumping back into the deep end though, as I had quite a bit of work to get done with having to get November's update pushed out everywhere.

That said, it's good to be diving back into the work. Plus, now that we managed to make good on our first attempt at adhering to a new monthly update schedule, the team is in high spirits with a sense of confidence that we'll be able to stick to this release rhythm going forward. Monthly updates are something I'd been gently pushing for now and then on the project, but perhaps it's only until now that we've accrued enough experience with working on this particular game within this particular team to feel like we had enough handle on things to publicly commit ourselves to a monthly cycle. (Every game and team is different and the 'rate of development' can vary dramatically for any number of reasons.)

I'll be keeping my update this week a bit short though, as one of the natural side effects of being indisposed for a week or more is that the work sure manages to pile up in one's absence! All that to say, I'm slowly chipping away at a slight backlog of tasks. Thankfully though, whenever the team finds itself in high spirits, I've found this has a knock-on effect of making the work not only speedier but more enjoyable. So with that, I'll see you all again in the next issue!