Horticular: Build a Garden, Attract Wildlife - inDirection Games
It’s that time again. Welcome to the second instalment of the Horticular devlog. This time, you’re looking at a shorter issue. As most changes have been relatively minor, it would make a bad read should I go over it all.
Last time, I had been working to overhaul the first 90 minutes of playtime, requiring me to rework the game editor in the process. With the brand-new editor in place, I have now continued that work, with the goal of eventually having a demo-worthy version in place.
That mostly means bringing existing visuals up to the gold standard, as well as polishing current mechanics to improve the player experience. However, there have also been a couple of larger additions that I find worthy of some spotlight.
I hope you enjoy the read!
Tutorials
Horticular is set up to gradually introduce new mechanics using diegetic communication (in the form of letters). The idea is to allow the player to safely explore features in contextually relevant situations. However, playtests have shown that some details got lost in the midst of flavour text or story.
As such, I made the decision to introduce tutorial screens that have the sole job of putting a spotlight on game mechanics and concisely explaining details.
Work-in-progress picture of an early tutorial screen.
The implementation is nothing revolutionary and works like you have come to expect in the medium. New gameplay feature getting introduced? Here’s how it works and, should you forget, you can always revisit the tutorial from the pause menu.
It may sound like a minor addition, but I really want to make sure that key information reaches the player, so that they never feel unintentionally lost. It’s been on my radar for a while, and now it’s another piece crossed off in order to get Horticular in your hands.
Translations v2
This change is invisible for the general player, but I have upgraded the localization tech to support modifications.
Previously, all text in the game was bundled into the game, which meant you couldn’t modify or add text after the fact. This has changed with the upgrade. Now, all text lives within individual language files.
This is big as it makes sure that community made translations are easy to add, and it is a requirement in order to translate new content, such as new items or animals.
While there isn’t much to say about this one, it’s an important piece of the puzzle. As Horticular has been in development for a while, some assets have just never been a priority to work on. For instance, the pause menu was based on an old popup tech and therefore wasn’t following the newer design guides.
Picture of the new pause menu, using the new popup design.
As such, some larger and many smaller elements have been revisited to be in line with the overall visual target. It is not the end of the visual work, but getting rid of legacy assets means the experience is cohesive enough for a future demo.
Check out this Tweet for a clip of some new menu action.
Story
Finally, for today, I have been using the new editor to rework the story progression. In particular, large changes were made to how game mechanics are introduced to the player.
While I won’t go into story specifics, one previous issue was that key mechanics were being introduced too slowly and didn’t ramp up to the intended gameplay until the player was deep in the game.
For instance, animals are a big part of Horticular, but it wasn’t until 30 minutes in or so that the player was able to attract any. Now, you start with some critters and are tasked to attract your first animals within a few minutes of playtime.
While there is still some polish needed, so far, the feedback I have received indicates that the game is moving in the right direction.
And that is that for this devlog! I hope you enjoyed the brief read. All feedback is welcome, so don’t hesitate to get in touch anywhere, such as on Twitter or via email.
I wish you a great day and I hope to see you again next time!
Legacies are very much still a WIP and do not affect the game yet. Hopefully by 1.07 they will be ready.
-WIP: Legacies. You can visit the legacy hall by going to Lagorigana (town in center of world), then finding a larger open area with a Legacy Vendor. Legacies do nothing at the moment. -New: Clear Logs button added to options menu. It securely wipes the games logs. -Fix/Change: Game will attempt to create log.txt and game_debug.txt by an additional method at startup. It's not recommended to delete these files while the game is running. Use the Clear Logs button in the options menu to CLEAR the text. -Fix: Save I/O Bug where loading twice in a session caused an error.
English ##########Content############ [Special Attribution]New Special Attribution: Gain Magic from Each Lost Sanity. [Faith]Reduced the cost of switching to Atheism. [Faith]New Center-of-Belief: Nihilism (+0.5 Magic per Lost Sanity. Let's embrace this madness for everything is meaningless. :D) [Element]New Element Type: vs Authority. [Element]Most police officers are now considered as parts of the Authority. (Including the police officers in Liu and Queensmouth.) ##########System############# [Mouse]Added mouse wheel support to some other selection windows, including the faith belief and tenet selection windows. ##########DEBUG############# [Element]Fixed a bug that the system does not consider some random police officers in Liu as human. [Element]Fixed a bug that the system does not consider some random citizens of Liu as human. 简体中文 ##########Content############ 【特殊属性】新的特殊属性:基于每点失去的San值提高魔力。 【信仰】降低了转换成为无神论者需要的虔诚值。 【信仰】新的信仰核心:虚无主义(每失去1点San值,获得0.5魔力。San值归零,法力无边(误) (✺ω✺)) 【元素】新的元素:对 当权者。 【元素】大部分的警察现在具有当权者属性。(包括王后镇和疁城的警察。) ##########System############# 【鼠标】对更多的选择窗口加入了鼠标滚轮的支持,包括信仰的核心和信条窗口。 ##########DEBUG############# 【元素】修复了系统不能正确识别疁城部分的警官为人类的Bug. 【元素】修复了系统不能正确识别疁城的部分普通市民是人类的Bug.
It’s true! We’ve reached our goal! You are probably thinking what are we going to do now? Definitely we are not going to stop.
We hope you know that without YOU we wouldn’t be here. There are no words that could describe our gratitude. Even the Fern Island locals gathered to tell you: THANK YOU!
You’ve helped us bring this project to life. Thank you for your trust. We won’t let you down.
Best regards, Enjoy Studio Team and Fern Island locals :)
P.S. Stay tuned for another Developer Update tomorrow!