Mach Pizza Girl W sprite Nuclear Springtime: A post-apocalyptic farming game

Last updated May 23 2021

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A long time ago, there lived a beautiful planet full of incredible creatures called humans.

They laughed, imagined, created, and loved, as humans do.

But then The Rains happened.

The Rains destroyed everything they touched, and the world has never been the same.

But that was a long time ago.

You are the last survivor of your bunker.

Your supplies are running out.

You don’t know what’s waiting for you on the other side of the hatch…

But it’s time to find out.


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!

Follow me on Bluesky. I’m @rhyselinn on Discord

sprite Fiddlah

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Hmm… Looks interesting. I like how you’ve deliberately for low saturation to give the game a dingy dystopian atmosphere.
I wonder, since this is the far future, maybe you could add a layer of automation to this game? Like the bunker has a hydroponics lab which can be used to push out flowers in a controlled environment so they’re less likely to wilt when growing and then you can take them outside and plant them fully grown. Maybe you have to dig for water sources and have to manage irrigation to keep thew soil most? You may have to set up ways of automatically distributing herbicides and insecticides. Obviously don’t make this game too complicated, but I think an element of automatic management which becomes more important as the game progresses is both something I would like to see and would give the player more to do in the absence of NPCs. (Assuming they come in later.)
Obvious question I’d like to press, will you be taking on a team at some point or is this a wholly solo project?

Weirdly enough, I’m a pomegranate.

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Why is this idea so genius? Post apocalyptic farming. The closest thing we have to that is Plants vs. Zombies, but that’s more of an army-building RPG than a real farming game. Also, LORE!!

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One day I’ll probably die from too much of it.

Drake Inferno

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I’m really excited to see where this goes! It’s an interesting concept, and environmental storytelling is something I really love to see in games.

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@ Andounuts

Yeah, I have a lot of ideas for the bunker! Luckily, the game probably won’t get too complicated because it takes work to make all those mechanics, hahaha. I don’t want scope creep to get the better of me here.

As for your other question, this will likely remain a solo project, as I have roughly zero budget to properly pay people for helping, hahaha. Although I will likely release a demo at some point, and I’d appreciate playtesters at that stage!

@pio-dov and Drake Inferno: Thanks!

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sprite Fiddlah

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So no automation, then?

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You’ll just have to wait and find out Maybe one of these days I’ll upload some screenshots of the bunker
and maybe one of these days I’ll actually finish making the bunker lol

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c
o
o
l

I live on comedy.

One day I’ll probably die from too much of it.

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Small update!

—harvesting now works for all plants

Fully grown plants will generate a flower with collision at the base. You can walk up to the flower, use your sickle on it, and that will cause the flower to disappear from the overworld. Your seed number will go up from doing this, and the inventory/overlay will display as such. This works for all currently programmed plants with no glaring bugs.

This is such a basic mechanic for the game, but getting here has taken a surprising amount of work hahaha. I had to get like fifteen other things working first before I could get this done, and I’m quite proud of it!

—selecting a seed in the inventory tab now automatically changes the current tool to the seed bag
Because the way it worked before annoyed me THAT much while playtesting, hahaha

—bug fix: input display now goes away on controller input, not just keyboard input
You know the little gray box at the bottom of the first screenshot with all the controls? That’s this guy. It goes away while you’re playing so you have a better view of the screen, but if you ever forget anything, it’s there for you.

Did I mention this game works with controllers? Godot’s default support for inputs is really good, and I put some love and care into making them nice. So right out of the box, you can play one of three ways:

  • with a controller
  • with a keyboard, lefthanded (WASD keys + nearby buttons for menu, etc)
  • with a keyboard, righthanded (arrow keys + nearby buttons for menu, etc)

Feel free to combine those as you see fit! And if that still doesn’t meet your fancy, there’s a screen in the menu where you can remap inputs to whatever your heart desires. Except the F10 button.

Next up will probably be more of the inventory menu. There are two tabs there— one for planting seeds, one for replanting plants. The seeds tab is done, but the plants tab needs work, so that’s probably next on the docket. After that, I can get the shovel working so you can move flowers around. In short, progress continues apiece!

Follow me on Bluesky. I’m @rhyselinn on Discord

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Noice, my dude. Truly a work of art.

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One day I’ll probably die from too much of it.

sprite Fiddlah

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Very well done getting multiple control schemes in. Although the font you’ve chosen un-nerves me a little, probably because it, combined with the layout reminds me of yandre simulator more than anything else. I won’t be mad at you for continuing to use it though.

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I’ve set a personal goal to do a weekly roundup of the project’s progress. I’m aiming to do this on Saturdays, but since I finished this one early, I’ll give it to you all now!

—Inventory tab now allows for plants selection in addition to seeds (this is big! and I was able to reuse a lot of the seeds code, so it was a lot easier than I expected)
—Selected plants can now be planted (also big!)
—Overlay properly reflects selected plant
—Overlay now contains plant counter. (So that way when you’re planting plants, you can see how many are in your inventory. Same deal with seeds)
—Overlay now hides seed elements when seeds are not selected, vice versa with plants (to keep unhelpful info off your screen. You can view this info at any time in the inventory tab)

—minor debug: popups now go away when menu is closed (this was bad, is now less bad)
—minor debug: selecting a seed/plant only activates upon popup button press. previously activated simply by entering the popup window (this was quite minor, but is now fixed regardless)

You’ll have to forgive me for not showing screenshots of the inventory. Since the whole point of the game is to breed flowers, it would kind of count as spoilers for me to show you what the flowers look like in advance! But suffice to say it looks quite nice. The flowers are all arranged in a grid with labels showing their name, picture, and quantity, and when you select a seed, it comes up with a little popup asking if you want to select the flower, eat it for energy*, or cancel out of the popup. Similar deal with the plants menu, except instead of eating them for energy, you can harvest them into seeds*.

*  (has not been programmed yet)

In lieu of an inventory screenshot, I have a different one demonstrating the replant function in action! The flower in question is the Basic Sunflower, which is the flower you start off with at the beginning of the game. You can also see the side sprite of The Farmer, which is kinda fun! I have also programmed 6 other plants as of right now, with plans to add more down the road.

With that, I wish you all a happy weekend, and I’ll see you all next week! Unless I accomplish something super great between now and then, in which case you’ll hear from me sooner! But don’t worry, I don’t plan to spam you folks

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sprite Fiddlah

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I don’t know. I think it would be better if the sunflower’s petals was a more saturated yellow. They seem to blend too much into the background and making the petals more saturated would both help it stand out and re-enforce the idea that you’re healing the world because you’re adding colour back to it.

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Yeah, I see where you’re coming from re: blending into the background. I might darken the outline on them a bit down the road. I’m not sure I want them too saturated, though. I’ll have to think on it

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sprite Fiddlah

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But you will look into the saturation on the petals?

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Another update + new screenshot! Again a bit early since I had the content for it.

The big things this update are:

  • Shovel now works (can dig up/replant plants)
  • Bramble sprites exist (may update later)
  • Purple bramble can be decontaminated with basic sunflowers (this is big! it’ll be easy to add to other flowers next)
  • Dead bramble can be pruned with clippers (this was fairly easy to implement, but it’s still important)
  • Made another song (I really like this one and can’t wait until the demo to show it to you all <3 )

Other less important, but still nice accomplishments made this week:
—action bar GUI exists (see top right of screenshot)
—overlay was difficult to see on top of the bramble, so I added a semi-transparent gray background (it scales depending on the type of tool, since seeds/plants display the number of selected seeds/plants in inventory)
—cleaned up action bar appearance (had to make a custom asset for this, but it looks half-decent now. I almost didn’t include this in this update because the previous one looked like crap lol)
—minor UX changes upon scaling the window. I want the game to scale nicely to users’ screens. I’m not there yet, but I will be by the time the demo comes out
—code overhaul to increase my quality of life hahaha

Progress continues apiece! If I’m really lucky, the demo will exist by actual Northern Hemisphere springtime hahaha

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sprite Fiddlah

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Oh would you look at her go! Three weeks in and you’ve got the primary gameplay loop down.

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I can’t wait for the OST…

I like noises.

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One day I’ll probably die from too much of it.

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Small update!

Been a bit busy with job hunting this last week, so no super big updates, but progress nevertheless continues apiece!

—Bramble can now be decontaminated by all currently programmed plants
—Decontamination now happens overnight instead of at the time of planting (or at least it will, when I fully code the day/night cycle stuff)
—Bug fix: using the shovel on bramble no longer crashes the game, lol
—Bug fix: health bar displayed too far over to the right due to graphical distortion. This has been fixed

No screenshot this week, sorry, but things are coming along. I think of game dev as a marathon, not a sprint. Slow and steady will eventually win the race if I stick with it long enough!

EDIT: I got a topic bump manual override notice for this post. Rude! I’ve actually been keeping up with this project lol
EDIT 2: Also before I forget, happy Halloween! Hope you all have a great day

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And I’m back! Hope you all have had a great week of nothing-particularly-interesting-happening, hahaha. I know I haven’t been distracted by any political happenings, as I’m sure you haven’t either!

Saw a good amount of success on the game this week, in spite of the distractions that don’t exist!

—Action bar now works appropriately. Using items now subtracts it correctly. This is important
—Eating mechanic now works correctly. You can increase the number in your action bar by eating seeds. This is also important
—Plants can now be harvested from the inventory. This isn’t as important, but it’s a quality of life thing
—Preliminary magnifying glass system currently shows roots of flowers. Might refine this later, but this is also important
—Preliminary breeding system!! This is still extremely buggy, but I’ve got a lot of the fundamentals I need so I can make it work later

I’m gonna try for a screenshot next week when I (hopefully) get the breeding working properly. That way I can show it off with the magnifying glass stuff at the same time, since they’re closely related. See you all then!

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Do you think you could tell me how you figured all of this stuff out? I’m creating a framework in Godot for EarthBound fan-games and I’m struggling to do it all without asking for help. It’s embarrassing and I wish I didn’t have to do it so often.

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This never fails to interest me. Can’t wait for this to be done and playable! lso, do you think you might need help with the OST? I can write some tracks if you want/ need it.

I live on comedy.

One day I’ll probably die from too much of it.

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I love how you’re posting these updates in the style of a changelog, which is funny since the game isn’t actually released. I love it.

Everyone who ever has or ever will be anyone will be there,
Never in the history of entertainment will there be an affair, quite like it!

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@ Andounuts: I do a lot of Googling and looking at other people’s code. Programming is solving a bunch of tiny problems, one by one, until it largely does what you want it to hahaha. If you’re having trouble figuring stuff out, I’d recommend looking up tutorials, looking up resources for programming in other languages (basics like if/then statements and for loops can be found in other languages), and thoroughly reading through the Godot documentation. That way, if you still have to ask a question after all that, you’ll be completely sure of the question you’re asking and will understand the answer you receive. At that point, the official Godot Discord is a great resource, both for searching through old questions and asking your own.

Also, disclaimer that I work(ed) as a programmer for a living (before Covid), so I knew a lot of this stuff already. If you’re starting from scratch, it’s ok to take it slow while you get the fundamentals under your belt. Just stick with it, and it’ll get easier as you go!

@ pio_dov: Thanks for the interest! I am a hobbyist composer myself, so I have the music under control, but I appreciate the offer!

EDIT: I got ninja’d in my own topic! <3

@ Boss Crafty: Thank you! Posting these updates/change logs here helps me stay motivated to finish the project, and I’m glad you like them! Haha

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And I’m back!

—Plant breeding now works! For all plants! It’s a miracle lol. Took a fair bit of work, but it works now. Phew!
—Added another plant type. Meaning I created the graphic assets for said plant AND did all the programming for it.
—Major code optimizations/automations to help with adding plants in the future. The above process was a fair bit more intensive than I wanted it to be, but I decluttered my code and that helped a fair bit. It should be easier (and better documented!) for me next time, hahaha
—Minor changes to the overlay in the top right corner
—Oh yeah, I bought FL Studio and did a bunch of music this week. FL Studio is great and I probably should have purchased it years ago hahaha, it’s so nice to not be on the demo version and to be able to actually save my work

And, as I promised last week, I have screenshots!

So first, I’ll explain the magnifying glass tool that I made last week. It allows you to check what kind of plant something is— you can see the little text box over the Farmer’s head in the screenshot.

Also, it lets you see plants’ roots. When you walk by a plant, it shows the roots of that plant for 5 seconds (in purple). Different plants have different shaped roots. This affects the areas you can decontaminate, as well as the areas that you can breed plants in.

In this case, I’ve set up two basic sunflowers next to each other. You can see the dark purple square where their roots overlap. That means that breeding can happen in that square.

“But Rhyselinn, plants breed with pollen in the air—” Yeah, that’s true. However, mechanically, it would make breeding flowers difficult because you wouldn’t be quite sure what flowers you were breeding in any given moment. Also it’d take more work for me to program. Also something something plot reasons handwave handwave HERE’S ANOTHER SCREENSHOT

Look at that! You hoe a spot, water it, and if you’re lucky, the next day you’ll see that the miracle of life has happened. Isn’t nature beautiful?


Let’s talk about something else for a bit. If you read back to my OP, the three major things that I needed to accomplish were the breeding mechanic, the harvesting mechanic, and the bramble mechanic. All of those have now been accomplished, so there aren’t any major mechanical hurdles stopping me from releasing a demo at this point.

I still have some things I want to do before I release that demo, though.

—Graphics, writing, and some minor programming for the bunker (including a day/night system, which mechanically exists but hasn’t been fully implemented into the game)
—Start screen/intro/tutorial stuff
—Put the music I’ve made into the game (and make at least one more song)
—Overworld map design
—Some other quality of life stuff that I may or may not do for the demo, but will do at some point (eg. save files, sound effects, some other stuff like that)

In conclusion, things are moving along really well. I feel confident that the demo will exist before springtime. In fact, depending on how much else I decide to include, it’s possible I’ll have it out before the end of the year. I’m excited for you all to see what I’ve been working on for yourselves.

That’s all for this week. Stay safe!

Follow me on Bluesky. I’m @rhyselinn on Discord

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This idea is so creative, and I love the way you’re carrying it out. Keep it up!

Also, could you by any chance post some music here? Thanks.

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One day I’ll probably die from too much of it.

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And a Friday update!

Not a TON to show for this week, but important work still happened.

—Optimized a bunch of code. Game now runs much smoother than it did before
—Fixed dialogue to work with current game, as it hadn’t been updated since I first made it back in June, hahaha
—Stress tested the GUI scaling a bit (so hopefully the game will work on your computer monitor no matter what size it is, as long as it’s bigger than like 600 × 1080, I believe)
—Shovel clears squares now (that way if you hoe a square, there’s a way to undo that action)
—Started on bunker tilesheet/assets (bunker doesn’t look great right now, but it exists, and that’s a start! As they say in the writing business, you can’t proofread an empty page)

Last but not least, at pio_dov’s request, a song for you all! This is the NS main theme, uploaded to SoundCloud for your listening convenience:

https://soundcloud.com/user-730843043/nuclear-springtime-main-theme

And that’s it for this time! If all goes well, I’ll have a completed bunker layout to show you next week, or maybe the week after since I still have a bunch of assets to make. Until then!

Follow me on Bluesky. I’m @rhyselinn on Discord

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Wow, you made this song? I like it.

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The song sounds really nice! It sort of reminds me of a music box. The whole project is really coming along very fast. It all looks really cool!

Weirdly enough, I’m a pomegranate.

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squeals like an anime girl

That song is beautiful. Nice job.

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One day I’ll probably die from too much of it.

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Aw thanks, you guys I appreciate it

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And I’m back!

Not much to share this week, unfortunately. I’ve been working on the bunker art assets, and while I’ve made some substantial progress, it’s gonna take me another week to get through them all. (Maybe two depending how much free time I have, but I’m hoping for one!) Look, tilesets that have to loop properly take some calibration to get right! Hahaha

But suffice to say work is ongoing, and hopefully I’ll have something more substantial to show you in a week or two

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Happy weekly update! Progress on the bunker assets continues apiece; I’ve completed the left “half” of the bunker (this will make more sense when you see the final product). I have admittedly been busy with holiday-related shenanigans as well, and that’s slowed me down, but slow and steady wins the race!

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Whoops! A bit late on this one.

This bunker is taking longer than I expected, which I feel bad about. It’s kind of an art asset-heavy area. I’ve done a fair bit of it, but I still have like 10 more things to draw for it, and I’ve admittedly been distracted with holiday related shenanigans and general Covid-related apathy. Suffice to say I haven’t forgotten about this project, though

Follow me on Bluesky. I’m @rhyselinn on Discord

sprite Giygas999

    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

    what about jumping in the hot springs five times every time your stamina runs out?

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    Lol

    That’s a great solution in Harvest Moon, but the world of Harvest Moon isn’t a radioactive wasteland

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    CQ might be Striker's best friend

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    Dear god… Not another harvest moon like game. I cant go back again. Rhys why, i just escaped from that obsession

    whatever you say, oh magical emoji yelling umbrella.

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    I’m here with an update! (and to drag Striker kicking and screaming into a new obsession lol )

    Ok, it took a while, but the bunker assets are basically done. I might make minor edits later, but ya can’t make edits to a blank document, and the assets are no longer blank documents. Took me long enough!

    In addition, I cleaned up the teleporter and dialogue code. Now you can a) go to the bunker and b) check items in the bunker to read flavor text. I also made a new song for this area, which I may show to you all at some point in the future.

    Here’s a first look of the new area:

    You’ll notice that the toy box/armoire became transparent since the player is standing behind them. That’s to help make navigability a little easier.
    (aw dang it, I’m suddenly bummed out that the bed got cut off by the dialogue box. I like how the pixel art on it came out hahaha. Ah well, maybe next week)
    (but on the other hand, you get a really good view of the ceramic tiles on the floor, which I probably will change to fit the isometric perspective better. can’t win ’em all)

    That’s all for this week! Now that I know pixel art takes me longer to do, I can budget for that appropriately in the future, but things are back on track now. Next up: Adding some important features (the ability to go to bed and progress the day, for example), and if I get the time/motivation, maybe some less important but still good features (I wanna add an almanac for all the flowers you discover to the desk in the bunker)

    So yeah, thanks for tuning in, and I’ll see you all next week!

    Follow me on Bluesky. I’m @rhyselinn on Discord

    StarstorDandee

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    The colour scheme makes this place look quite cozy, and I love how the books look on the bookshelves.

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    Thanks! I figure if you have to live trapped in an underground bunker, the least you can do is make it cozy inside haha

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    I don’t know how I haven’t seen this before!!

    It looks great!

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    Thank you!

    Also by way of updates, I’m back! Happy new year, and good riddance to 2020. I took the holidays off from working on this, but I’m back!

    Unfortunately, I’ve run into a weird bug that’s taking some time to fix. The problem is whenever you go between the bunker and the overworld, it resets all of the plants and stuff. That’s obviously not ideal. I have a workaround in place, but it’s causing other problems and I’m trying to find a better way to get the job done.

    Long story short, no screenshot this week, but investigation into this aggravating bug is continuing.

    Follow me on Bluesky. I’m @rhyselinn on Discord

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    Hey I’m back a little sooner than expected because I fixed the bug! And I’m excited about it! So here’s an early update on the game, including a screenshot:


    (I was hoping the bed would be visible, but it’s not. At least you can see the bottom of the cute frilly trim. One of these days I’ll show it to you in its entirety lol) (and yeah I still haven’t changed the tile shape yet. As you’ll see below, I have been very busy with other nonsense.)

    Here’s the big accomplishment of this update:
    —When you go check your bed, it’ll ask if you want to go to sleep. If you select yes, then all of your plants will age by one day. If you watered them, they’ll grow. If you didn’t, they’ll wither away a bit.
    —Entering and exiting the bunker no longer causes the plants to stop existing. This sounds like a silly problem, but solving this problem involved creating like fifteen other ones, all of which required fixing. This is a huge accomplishment and I’m proud of it.


    Ok not to get too into the weeds of Godot, but here goes!

    I made the decision to have different rooms be different scenes in Godot. That way I don’t have a bunch of farming/tool code cluttering up the bunker when you’re in there, etc. This seemed sensible at the time. However, the state of the overworld scene doesn’t persist when you leave that scene. This is reasonable behavior that I didn’t anticipate due to my lack of experience with the engine. Hey, I’m still learning! My choice at that point was to either a) recreate the entire bunker in the overworld or b) create a way to save/retrieve that data.

    A) would have solved the persistence problem, but it would have also introduced other complexities that I didn’t feel like dealing with. In future projects, knowing what I know now, I may take this approach. But ultimately the reason I went with B ) is because I knew I’d have to create a save file system at some point in the process, and although I was hoping to put it off until later in the project, creating it now would solve this problem. So I researched the intricacies of how Godot saves data to JSON, etc. I still feel this was a reasonable decision.

    Now let’s talk about the snags I ran into while doing this lol

    —First was the issue of how to actually save the data. My first attempt was to pack the entire scene into a file for reference later, but this didn’t immediately work, and my attempts to research why were stymied by the fact that apparently nobody has done this before?

    As I’m not familiar with the PackedScenes I’m unable to answer your question, but I can say I haven’t seen anyone trying to do save system this way. It looks like for some reason (and it’s probably a good one) the considered options are either json (or any similar file format) dumping/loading or using the Godot resource files

    I might have waged a more extensive battle with the engine trying to make this work, but it took a solid ten seconds to pack the scene whenever you walked in or out of the bunker, so I abandoned it.

    —Secondly, I attempted to save my data as a JSON object. Godot has very nice built-in functions for parsing back and forth between GDscript and JSON resources external to the game. However, this caused another problem: Godot stores locations in a format called a Vector2 format— basically it stores two numerals together as an X,Y coordinate. When I tried to save these to a JSON, the JSON would treat the numbers like text and I couldn’t access them when I tried to download the data later. I ended up storing the numbers individually instead, which solved the problem but was a nuisance.

    Luckily, after that I was able to reuse a lot of the functions I made earlier in the project to put all the plants/etc back on the overworld, but I wasn’t done hitting snags, hahaha.

    —Next was the node-loading bug: Whenever I would try to enter and exit the bunker after sleeping in bed, the game would crash unless I put a two second delay on loading the scene. As it turned out, the code I was using to age up all the plants hadn’t fully loaded when I called the function in that context, even though I could make it work fine outside of that specific situation. I had to call the function in a completely different way to make sure it didn’t call code that hadn’t loaded yet.

    —Next up is the traveling plants bug. You see, when I got that code working, I found that any plants the player had planted would travel one square south-east every night. I was about ready to tear my hair out at this point, but I set to it. I had hit a weird problem earlier in the project where added plants would spawn in the wrong location (one square up and left), and I had a workaround to account for that. But when the “exit bunker” code ran, it would apply this workaround code every time, thus causing the plants to drift. So I had to dig more deeply into why the plants were spawning in the wrong location (the answer is long and stupid and has to do with the origin point of the object being in the wrong part of the node), but once I fixed that, the plants stopped moving.

    It sounds simple when I list them all out as bullet points like this, but researching each of those problems took days, and that’s a lot of why I took that break at the end of December lol.

    However! For right now, nothing I know of is game-crashingly broken, and the game seems to work fine. I’m very excited to implement my next feature and watch everything break again on me. Such is the life of a programmer!

    Also some minor stuff:
    —minor bug fix: player doesn’t walk endlessly into wall when dialogue is onscreen lol
    —fixed weird bug where bed would clip through the player sprite due to poor collision masks


    So, where are we at now?

    I made a goal to have a demo out by Northern Hemisphere springtime, and I think I’m still on track for that. Here’s what I’m hoping to accomplish between now and then:

    —Basic Sunflower: There’s going to be a flower in the bunker that produces seeds on a regular basis. This is to prevent the game from being unbeatable if you don’t manage your seed stores properly.
    —Opening cutscene/tutorial. I have a cute little storyboard made for the cutscene; I just need to implement it is all. The tutorial will be simple since the controls for this game aren’t terribly complicated, but it does need to exist.
    —Music: I have the songs for the demo basically completed, but I still need to include them in the actual game hahaha. While I could post the demo without music, it would make me sad.
    —Map design: The overworld is kinda barebones right now, and it will probably remain so for the demo, but I still wanna put in at least SOME content. This will mean art and writing, but at least the programming for this is all but done already.
    —Other misc stuff: This includes stuff like changing the bunker tiles, possibly updating the sunflower sprites, and fixing some other minor graphical stuff I’ve noted along the way.

    If I have time, I want to add some other aesthetic/quality of life stuff. Like animations when you use a tool, a plant almanac, notifiers when you try to perform an action when you can’t, etc. These are all things that will be in place for the final game but may or may not be done for the demo.

    Thanks for sticking with me! Or at least for scrolling to the bottom of this message. Keeping this topic helps me stay on track with this project, and I appreciate the kind words I’ve received along the way. So really, sincerely, thank you.

    Follow me on Bluesky. I’m @rhyselinn on Discord

    Weirdly enough, I’m a pomegranate.

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    °o° A true masterpiece in the making.

    I live on comedy.

    One day I’ll probably die from too much of it.

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    This is great, Rhyselinn! It’s nice to see this coming along, and I actually really appreciate your long winded rant, as someone who’s into programming myself I both find it fascinating hearing about it and also appreciate how hard it definitely is.

    Everyone who ever has or ever will be anyone will be there,
    Never in the history of entertainment will there be an affair, quite like it!

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    Thanks, you guys!

    Been working on illustrations for the opening cutscene this week. I probably won’t show them before they’re all ready in the demo, but suffice to say progress continues apiece!

    Follow me on Bluesky. I’m @rhyselinn on Discord

    sprite Motomario

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    What is this about?

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    Hi! This thread is for a game that I’m making. Feel free to check the OP of the topic for more information

    Follow me on Bluesky. I’m @rhyselinn on Discord

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    Hey! It’s been a bit and I’m back with an update.

    Progress on the game continues. The intro cutscene has 9 illustrations that need to exist; I have finished 3 of them.

    As a heads up, since we live in a capitalist nightmarescape, I have been pursuing professional development, so I will be unable to work on this project from March through May while I attend a coding bootcamp to hone my skills. Between that and the prep work for the bootcamp I need to complete before March, I expect progress on this project to slow substantially (hence the gap between my last post and this one), but I’ll keep working on it as I’m able. Slow and steady wins the race, and while real life may take priority for a while, I will emerge triumphant in the end!

    edit: I swear I get scolded by the topic manual bump override every time I post here lol. you’re not the boss of me mom

    Follow me on Bluesky. I’m @rhyselinn on Discord