Hi, thank you so much for playing Floating Farmer and for your precious feedback!
This update includes some bug fixes: - in some levels, a wrong path was being accepted as correct; - eventually, the game was starting with the wrong level.
0001885: Mammoth radio shows even when not installed Fix for vehicle (car was reported) moving when returning to vehicle from interior spaces (simulator bay in this case) Fix for car moving when on bed of a Steerhead
A new public test branch will be available starting at 2:30 PM, August 30 (KST). This test session mainly focuses on the multiplayer modes.
Please note that, - The player level and scores from the main server will not be available in this test session. The PTS will use its newly created, separated database. - Any progress made on the PTS will not be transferred back to the main server. - While our team will actively monitor and implement quick fixes as needed, any technical support related to the PTS will not be available. - Unscheduled downtime may happen.
One of the best horror games ever made, this will scare you in incredibly clever ways and make you question everything you see.
The events of the game take place back in 1977, an era of hippies, punks, and rampant vandalism in Tennessee. The main character of the game is Henry Gray, who lost his family in a terrible fire. Unable to come to terms with grief, he decides to live with his dog and work as a watchman at the same cemetery where his wife and son are buried to be closer to his beloved family. One late night, Henry was awakened by the barking of a dog. Despite the fatigue and a terrible hangover, he goes outside to check what angered the dog so much and finds a strange note, which suggests that he can change the situation and return the family, but for this, he needs to perform a certain ritual.
Wow, I can't believe we are at patch 0.8 already starting from 0.2 or something. What an amazing journey and we still have a couple of major patches to hit before 1.0!
As stated in 0.7, Airene Tower will be the last brand new major system before the release. So I want all subsequent major patches to focus on polish/content/balance. I think we can all agree that not all the existing systems in the game are perfect and some can definitely need upgrade/work based on the feedback and trend that I have been seeing. With that said, 0.8 will be pretty exciting and here are some spoilers!
Campaign/Boss Balancing +Rework
There are a couple of things I want to do to make the campaign better. I noticed when the Soul Quarter is unlocked a lot of people tend to move fully into it. Then when they realize there are still some insane difficulty bosses in the Vault Entrance they are usually fairly overleveled at that point so it makes the first part becomes a wash. So in the upcoming patch I'll be tweaking the flow slightly.
All bosses are going to get a revisit as well, not all of them will be changed significantly. Some bosses are still very build-hatey if one still remember the old aura-hate guy. While I think build-hate bosses are ok, but they probably shouldn't be on the critical path(the campaign). In 0.8 I'll be removing or reworking bosses that are very build-hatey from the campaign and they will possibly come back later in the game with some tweaks instead!
I also would like the bosses to be slower, meaning instead of chaining abilities back to back, I would like the boss to have some time in between abilities but the abilities will be more impactful. This way the fight can be less chaotic and easier to plan and strategize what is coming next.
Another changes that will be coming will be the difficulty ramp up from Outer Courtyard to Guardians' Cave. Currently I noticed most people feel no need to engage with the crafting system until Guardians and that makes the difficulty spike feel a lot worse. The idea was to encourage people to engage with the crafting system starting from Outer Courtyard so the next patch I would be focusing on balancing around that area.
I would also be looking into reworking a couple of older bosses. The goal is to let each boss have very unique abilities and spells so if there is a boss that just feel too generic then it is going to get a mini rework. Bosses that are already unique such as Izki(The wind guy), won't get a rework.
Airene Tower Changes
Thank you guys for all the tower feedback! The tower is definitely in its infancy so any feedback is much appreciated. Lot of people have reflected the fact that mana restoration shouldn't be as punishing. While I agree and mana will most likely be restored to full in the 0.8 tower, the mana drought mechanic will most likely still exist but wont' be as punishing or turned on by default. Instead it will be...
in the Chaos Tower! Once you beat the tower once you can add on different difficulties to the tower, changing the dynamic and difficulty of it and gaining more Solarsilk for your trouble!
Next patch I will also do a clean up to tower artifacts/blessings that have very minimal impact. The goal is to make each run feel new and fresh. Right now I don't think the goal is hit yet but with time it will get there!
Full-body Transmogs
Tower update also come with the addition of full body transmogs! Here are a couple of spoilers!
New Key!
New content, new bosses, new items in depth. Nuff said!
UI/UX
In 0.8 I have gone through all the game's UI and made some tweaks ranging from small adjustment to rework. These are all based on the questions/trends that I have been seeing so hopefully this will now make the UI more intuitive (as well as making them look better!)
Here are the new updated Armory and Talent UI for some spoilers! Armory UI changed so that the material filter is not mixed in with the artifact filters, and the sockets have moved and have better instruction on them.
Center the tree as a whole and merged the masteries section into the talent overview/detail instead of its own section.
New Soundtracks!
Personally I feel like one of the weak spot of the game is the soundtracks. While I feel like main soundtrack is pretty good but overall it certainly lacks variety. In 0.8 and subsequent major patches I'll be looking to add in more and more soundtracks!
Timeline
A ton of stuffs are going into 0.8 so I would expect it to be ~1-2 month of work. I am aiming to finish the changes and start testing at the end of Sept and the patch will hit live mid to late October
There are many small to medium improvements that will also be coming to 0.8 as well. As always, don't hesitate to ask any questions that you may have! You can always find me on the discord server https://discord.gg/3yU64jK
Thanks again for your support for the game and I still can't believe we are at 0.8 already!
Work on Map 3 continues. I still don't know just yet when it will be done and released. However, I wanted to share some insight into the development of the map.
As you might already know the main feature of Map 3 is branching paths and segments, multiple routes to take. One of them is a short strawberry themed precision jump area, reminiscent of the notorious Map 1 pineapples. This is what we will look at today.
Note: The screenshots do not show the final visuals of that area. In particular have I used a sprite/ texture from the internet for the grass and the tree leaves which I yet have to replace with my own.
The idea sort of came from a pineapple wall obstacle I sketched back in 2019 for a then theoretical Map 2. It was thought to be across and opposing the crocodile and dragon jumps that made it into the map later on. Have a look at that part of my larger Map 2 sketch file from back then (and you'll recognize other areas of said level):
While I prototyped the new Map 3 (over the course of 5 months, every now and then) I found the following alignment of small obstacles to be best, in terms of challenge, flow and general layout:
I had strawberries in mind but some other object also (for example for more spikey things, or have only the left side of that area be strawberries), however I do not recall my exact thoughts anymore. Either way, when I was confident with the map layout I ported the level into Blender, my choice of modeling program, where I turned the (skewed) block based level sketch into actual game geometry.
You can see that the rendering of Map 3 is similar to that of Map 2, in contrast to the more simplistic materials and lighting in Map 1. Taking on the strawberries I started with a basic 3D shape of a strawberry and then figured I have to create the normal map right away. For that purpose I created the monstrosity which can be seen below, with the sole purpose of generating the small blueish normal map in the lower right corner of the image:
Using that normal map I could create my first strawberries, move them in position and deform them slightly here and there to fit the level editor sketch as well as for visual reasons.
I realized quickly the polygon count was exploding so I had to "fake" all of the other instances with 2D strawberries, which caused a whole heap of other problems and additional work. The idea now was to create 8 generic and multipurpose 2D strawberries which I would then be able to place into the level and only use up a few polygons for each. This included various steps, some of them shown in the following image.
As those 2D strawberry polygons make up a single mesh for greatly improved performance (instead of drawing every strawberry one by one) they don't have information about their orientation. As a result, the lighting of the 2D strawberries (in particular) is incorrect and will vary greatly on their tilt. However, I deemed it to be acceptable given the other benefits and considering the time and work it would take to improve on this. Still, making the 3D and 2D strawberries look as similar as possible took a considerable amount of time.
First screenshot again:
For Map 1 I had written several algorithms to automatically generate 2D contour collision meshes for the 3D models used there. While this had saved me tedious work of handcrafting all collision geometry it lead to a bunch of issues with them as well, which especially popped up during the first few weeks and months after launch. For the purpose of smoother gameplay and less bonks I handcrafted all collision meshes for Map 2. I am doing the same again for Map 3, and given the extra paths and more intricate geometry this is as tedious as it gets - but hopefully worth it. (If you have ever dabbled into game development you can imagine the time spent on every step, in particular if you accidentally delete/ overwrite progress such as me making the green stems in this case, or realizing oversights such as not being able to tint seeds yellow without extra data.)
Hello everyone, thank you for the support! In the past few days, the game has been updated with many patches. There are several key contents which I think you don't wanna miss :
Regret medicine. The automatic archive will save an extra copy, and you can choose to load any of them when you want to. Each archive will have up to 5 auto-save copies.
Automated rocket assembly. In addition to multi-select batch operations, you can also turn on the automatic rocket loading function. In this way, when performing certain tasks, there will be no such cumbersome operations.
Lazy bugs. The worm became lazy and weakened. Their attack interval... well, it will be longer, which will make you more likely to build a farm near the Zerg Brood to cultivate their favorability.
Open Production Mode. You don't need to wait until the level is cleared, you can directly choose the Production Mode when you create a new game and engage in production!
In addition, some bugs in specific situations have been resolved in the past few days, such as issues such as a daze in the unit.
At last, thank you for your feedback and support. I will continue to work on a better Reshaping Mars. I wish everyone a happy trip to Mars~