Nuclear Springtime is a farming game in development for PC. I think of it as a hybrid between Harvest Moon/Stardew Valley and the flower breeding mechanic from Animal Crossing. It’s also writing and lore-heavy. There’s a lot of world to explore here, and if I do my job right, there’ll be some thematic depth and literary merit as well.
It goes like this: The landscape around your bunker is filled with vicious bramble, trapping you in the area around your home. In order to explore this area, you’ll need to clear the bramble, and you can do that by planting sunflowers that decontaminate the soil with their roots. A fully grown sunflower can be harvested for its seeds, so when the soil is decontaminated, the bramble can be cleared, and more sunflowers can be planted.
But be careful— you only have so much stamina per day. Seeds can either be planted or consumed for energy, so you’ll need to balance your hunger for expansion with your hunger for food. But as you breed more powerful flowers, you’ll explore more and more, find new plants and landscapes, and maybe find out what happened in the first place…
Features:
- Till the soil. Plant seeds. Water them. Watch them grow under your care
- Harvest plants for seeds, which you can either eat or sow
- Decontaminate the bramble. Slowly but surely expand your sphere of influence
- Tougher bramble will require tougher flowers. Breed mightier flowers to solve these tough areas
- Enjoy some flavor text and environmental storytelling
Screenshots:
Progress:
To give a little bit of background, I started teaching myself Godot in May of this year when I realized COVID-19 wasn’t going away any time soon. I started making this specific game in June, and have been slowly teaching myself/making progress ever since.
This is my first time making a video game, so I’m prone to making errors in estimation, but I think things are roughly here:
Art — 30%
I have some plant tiles created and sprites for the main character (who I lovingly call The Farmer). I still need more of both, including player animations when a tool is used, in addition to more overworld sprites. I also need to organize said sprites in the overworld. There’s a fair bit of work left here
Music — 30%
I have five roughly completed songs (composition is done, they just need mixing), and I’d like to have maybe ten more? This is subject to change depending on my whim and fancy later, lol
Writing — 15%
I have a decent chunk of the important writing done, but a fair bit of this writing needs to be developed in conjunction with the overworld sprites/design. When the art stuff is done, the writing will happen simultaneously or quickly thereafter.
Mechanics — 60%
Most of my work to this point has been in this department, since the game cannot exist without the programming underneath, and I was the least confident in my ability to get this part done. Fortunately, I’m past most of the difficult technical hurdles required by this project, so I don’t think I’ll reach any project-ending problems at this point.
More specifically, I have a player character who can move around and collide with objects. I have teleporters to go from room to room (eg., from inside the bunker to outside), and code to display dialogue correctly. I have an almost fully functioning menu, as you can see in the screenshots. (Tools and Settings are done, working on Inventory now). The hoe, watering can, and seed bag are currently fully functioning. I broadly know how I’m going to implement the other tools.
The biggest things I have yet to implement here are the breeding mechanic, the harvesting mechanic, and the bramble. So there’s still a lot yet to do, but I have broad ideas of how I’ll do those, too. It’s more an issue of just putting in the time to get them done.
So yeah! Decent bunch of stuff done, but still a lot left to do.
I’m primarily making this topic for a few reasons: 1. I’m curious about any feedback on this project, and 2. If I make this topic, I’m now accountable to other people lol. I’ve chickened out on completing projects before, but I don’t want to do that this time.
But yeah, thanks for sticking with me this far! Keep an eye on this topic for future updates, and I’ll be in touch!