Farm Dev Log 02


hello!!

This is the 2nd week of development on the farm sim. Last week's prototype was based on controls and there was the first playtest!!!

Last week's playtest was really helpful and I learned a lot about how to introduce the mechanics I had in my prototype. The main movement mechanic I introduced was player could push heavy objects instead of carrying them in an inventory. Playtesters didn't notice it until I had to point it out. Testers suggested that I have items glowing to stand out or have it where at the beginning of the game I could make something an obstacle before entering the farm so the player can learn the mechanic.

Playtesters also asked for a sprint and jump. While I understand why sprint could be needed I do not think it's necessary to have a jump due to the style of the game unless the map of the game has rivers that a player could jump over. 

Finally, players asked for a pull mechanic as well. They found that the objects that they were pushing around got stuck or found difficult when pushing objects around in certain areas so a pull mechanic gave players more freedom to move heavy objects around.

Now with the 2nd prototype nearly ready for playtesting, I have several questions that I am planning to ask. This week's prompt was Corrupt Vision. I wanted to go focus on the dialog between the player and the NPC. Visuals are a primary intention in the game but in this prototype, there are no visuals the tone of the game still applies and introduces the quest/ gifting system. I will be making a text-based adventure game where you have to befriend and fill out orders for the village beside your farm. I choose text-based so the primary focus of the playtest will be in relation to dialog or the gift/quest system. 

Questions will involve 

How did you find the dialog between the player and NPC 

Did you prefer smaller or bigger quests 

How do you think Quests and Gifts should be introduced into the game

Do you think The gift system can be useful for befriending NPCs

The initial goal for this game 

We plan to create a cozy farming game that's enjoyable for all ages. With the game being inspired by stardew and animal crossing we both wanted cute and bright visuals. Having NPCs that give out quests will make the game have deeper and simpler ideas such as a cooking mechanic and puzzle style inventory keep players engaged without the frustration that comes in a lot of games.


Erin

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