This is the first of many devlogs to come as I continue to develop It Takes a Village. If you are reading this, let me first thank you for your support from the bottom of my heart. Its always been a dream of mine to be able to create on a game for people to enjoy and I hope you find that in It Takes a Village.
For this first devlog, I thought it'd be good to give a bit of context on the project and myself as I develop the game. First off, my name is Brandon, and I live in London, UK working full time at a fin-tech in town. I work on It Takes a Village in my free time, and I have been working on the project since I got married last July. I am a solo developer who has worked on the modeling, coding, and marketing for this project. With all of these hats, patience is a virtue in seeing progress with this game.
But what is "It Takes a Village" really? Well, its really a love letter to my childhood. I remember growing up and getting my first Game Boy. My family was moving from one state to another and to smooth over the whole uprooting my social circle as a fragile Kindergardener, my parents got me a Game Boy and Pokemon Yellow. Ever since then, I've been fascinated by games and the impact they can have on people. 30 years and a Computer Science degree later, I too wanted to be able to have that same kind of impact upon others through my own works and ideas. This is where It Takes a Village starts.
My two favorite games growing up were Legend of Zelda: Oracle of Seasons and Animal Crossing. One allowed you to be the hero you aspired to be in real life. You fought through hordes of baddies and had to solve some pretty intricate puzzles. The other allowed you to slow down and play a more comfortable game. Make your house your own. Pay off that greedy Tom Nook at your own pace. Build a community that you could be proud of and show off to your friends. I wanted to create a game that blended these two elements and could tell a story in the process.
Now when I created the notion page and spec'ed out the feature list for these things, I realized that's quite a big endeavor to take on. Something the industry calls "feature creep." This was not going to be an easy project nor was I immune to the likely scenario that I would lose focus and ultimately give up on the project altogether. Regardless, I put in a few safeguards to prevent this sort of burn out and began work on the project.
Since I started the project in July, I have charted my work and laid out the systems needed for the game. You can see my current progress here:
In future devlogs, I'll go into how I chart this progress, but its safe to say I've got around 60% of the major systems completed and about 15% of the content done. Its a weird split, but I reckon it works quite well. For example, I've completed the base inventory system for the game so you as a player can equip, use, and store any item you find in the game. This is 100% complete from a coding perspective. But, I only have a few items that I've used for testing in game. There are many many more that still needed to be added, but I can add these once I've finished the foundation for the game. This is 5% complete from a content perspective.
Over the next weeks, I'll be keeping you up to date on the progress of the game and the work that I am currently doing. It may be a bit slow as my wife and I are enjoying some much needed rest in Thailand at the moment, but once I get back home, I plan to continue to flesh out the combat system for the game. At the moment, I can get Villagers to attack Bandits and Bandits to attack Villagers and the player, but its still clunky at best.
If you've made it this far, thank you so much for reading and for being interested in my game. I hope to reach as many people as I can, but I am thankful for everyone who has thus far climbed onboard for the ride. Thank you for your support and see you soon!
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The winners will be chosen randomly, all the details can be found on the giveaway page.
Let's announce the winners of last week's giveaway. Congratulations!
E-mails with the keys have already been sent to the e-mail address you provided when you entered the giveaway.
Add Knock on the Coffin Lid to your Wishlist so you don't miss out on the release and more giveaways!
In this development brief, we will be discussing our progress with the simulator, and what we have been working on in the background. We have lots to share right now and we will be showcasing some new and exciting additions to the simulator in the coming updates!
We are excited to share the progress on the ambulance interaction and the advanced interaction system as well as we have improved many aspects of the ambulance itself. Such as the dashboard along with the new updated textures with a full sterling overhaul This will truly bring your immersion to the next level! We hope with these coming updates we can evolve paramedics and create a rich and in-depth environment with many options for our players!
Finally, We will be showcasing our work and teasers below and explain a bit more of the functionality of each of the new aspects of the interior interaction
Ambulance Interior interactions
Our team has been working hard to create a brand new Mhelen siren controller as well as Aux switches and AC Control!! They both can be controlled in the first person individually!
Improved Dashboard/Interior
As you can see you can click on the cabin lights as well! We have also reworked the dashboard as well as added fully working gauges!
How are you today, Dwarves? Excited as we are? We sure hope so! 🍀🌟
3…2…1… Off you go to the Driftland world! IGN Gameplay
Let’s start with some amazing news! IGN released a 15 minute long video with the newest gameplay of First Dwarf! Accompanied by an informative voice over, you can dive into the fantasy world of Driftland and see the most up to date mechanics, graphics and systems that we’ve been working on! It’s a great opportunity to get to know the specifics of our game in a very detailed way. 🛠🤖
You can check it out below:
First Ever First Dwarf Playtest
And without further ado… Today is a BIG day for us! If you’ve been following our Community Hub and our social media, you could’ve heard about sign-ups for our Playtests. But in case you somehow didn’t get the memo, don’t worry! Put on your dwarven shoes anyway, because you can still join us! Just go to the Steam page of First Dwarf and click “Request Access” 🎯
Who will get access?
Everyone who signed-up will participate! 🎉 So no worries, it doesn't matter if you requested it right after our announcement, or even after the Playtest started, you’ll be able to play First Dwarf. 🎉
When does the Playtest start and end?
Playtests are open from March 25th 3PM (CET) to April 8th 3PM (CEST). We’re going to give access to the game to everyone who signed-up. In this time window, you can still request access to the game. After April 8th, the Playtests will be closed, gamers will lose their access to the game, but there is a possibility of a second round in the future.
What exactly is the Playtest and why are we organizing it?
Steam Playtest is a wonderful feature that lets us give access to the game to the players who are willing to try it out in its current state. Our main reason for this, is willingness to receive as much feedback as we can, before launching the final game. We believe that the thoughts and opinions of our community will help us shape the game together and create something truly brilliant. We deeply care about this project, as it’s related to our first game, Driftland: The Magic Revival, and we are over the moon that we have the opportunity to expand this magical world even further. That’s why we need YOUR HELP!
But how can I help?
Well, that’s super easy! After getting access to the game…just play the game! That’s phase number one. And phase number two, is…
Leave your Feedback!
There are 3 places where you can report bugs, issues and leave feedback!
First method is:
First Dwarf Discord server
We highly encourage you all to leave us your feedback, even if it’s just a few words (but the more you say, the better, of course!). You can do it in our First Dwarf Discord server, which we already upgraded with special channels for the Playtest. If you already are on our Discord, you know that it’s really fun there!
We added two new channels specifically for this event:
playtest-feedback - that’s the place where you can tell us EVERYTHING you want after you played our game. Positive and negative feedback, all of that is welcome. You can tell us about the smallest things, regarding music, characters, dialogues, mechanics, systems, bugs… Every topic is a good topic, as long as it’s related to the First Dwarf Playtest. We can’t wait to chat with you about your experiences with our title!
opt-in-credits - here you can read the steps of what to do, to be included in our final game’s credits! It’s a little “thank you” from us, for all your help. By leaving your invaluable feedback, you’re becoming an important part of our big adventure! You’ll find there the link to the form we prepared earlier, where you’ll be able to drop your nickname. No offensive names of course, those won’t be included.
Second method for leaving feedback:
In the game itself, as seen below
Probably the fastest way to report a bug is located directly in the game. An automatic save file is also attached to the report you make (but you won't see it, so don't panic!), so we have the best understanding of the issue. However, keep in mind that we won’t be able to respond to you there. We will receive the information, but to hear back from us or to engage in conversation, it’s best to use Discord.
Third method to leave feedback:
Steam Discussion dedicated to the event
We made a pinned thread in the Steam Discussions titled 🐛 Playtest Bug Reports 🐛, where you can report your bugs from the Playtest.
Fill the Form!
If you’re not sure how to phrase what’s in your mind, we prepared a simple form to fill, which may help you transfer your thoughts into words and inspire you in terms of what to be aware of while playing. After leaving your feedback, you can also write your nickname to be put in the credits of the final game there, it’s optional.
Please have in mind that the game is still in progress and so are the languages, so translations may have some mistakes. We apologize for that. They are in beta version, and will be improved with time. You can change the language in the game’s menu options! Texts and dialogues can also be altered later, if necessary.
Can I stream my game?📸
YES! Feel free to tag us and show off on our Discord server, we would love to see it! You can freely post about it on your social media. Even more! You can use our Press Kit, if you wish:
The best part! What’s awaiting you during our Playtest? Well, let us tell you!
You’ll be playtesting an introduction to our game, First Dwarf. Take on the role of Tru, chosen to be the First Dwarf and his sassy dragon companion Ragna. Your mission is to build a new colony on the freshly discovered island, but first, you need to make sure that the area is safe to inhabit. Gather resources, build your base and fortify your colony, before the evil monster wave attacks! Fight your enemies by placing defensive turrets and engaging in direct combat. Complete your quests and send the raven to the awaiting dwarves, so they can arrive at their new home. Will you and your people survive in this new environment? 🧔🐉
❤️ Add to Your Wishlist ❤️
We’re also preparing an advanced special version of Demo, titled First Dwarf: First Island. We highly encourage you to add it to your Wishlist (it has its own Steam Page) as well as the final First Dwarf game. We will give more information soon! It will help us show the world that the love people have for dwarves is immeasurable.
And that’s basically it! Easy, right? If you have ANY additional questions, don’t be afraid and ask us on our Discord server or in the comments. We hope to discuss with you many, many different topics and create a wonderful game together!
Have fun playing First Dwarf and see you in our Discord server!
1.After each revival triggered by the frog, the revival cooldown increases by 1 turn. 2.Temporarily block the drop of the Relic Round Shield. 3.Fix the issue where the upgrade altar in the backpack becomes ineffective when re-entering the game.
The Falconeer was the first game in Falconeer Chronicles universe. Bulwark: Falconeer Chronicles is the second game in Falconeer Chronicles universe. Project: Ancient Waves (working title) will be the third game, and last one, in Falconeer Chronicles universe.
PCGamesN talked with Falconeer Chronicles developer, Tomas Sala, and revealed that Bulwark: Falconeer Chronicles is part of the Falconeer Trilogy!
Each game offers players a different point of view on the Falconeer Chronicles universe. Each title from the trilogy has a different genre and tells micro and macro stories about the world and its inhabitants.
"Sala’s world will continue to use different genres that not only expand on the universe they’ve created, but also use these styles to tell stories at different scales." PCGamesN
“I like the idea of the smallest roles and actors in a grand set of events, the next game will be an attempt to take the perspective on this world down to a human scale.” Tomas Sala
News: - Added a hint in the lower-left corner of the screen informing about changing weapons - Added new rooms for the 1st floor.
General: - Fixed many in-game dialogues that did not display for the Polish/English version of the game - Fixed a bug by which weapon packs in the Void Tree did not display descriptions - Fixed a bug by which the portal in Final Fight was open before the fight was over - Reduced the damage of projectiles that follow player on the 1st floor - Now it is not possible to pause if the window from victory or defeat is active - Improved the materials used by enemies on the 1st floor. - NPCs in Floating City now react to player hits - Now after defeating the 3rd floor boss, its obstacles disappear - The Void Tree now has its own floor icon
Characters: - Robot: - Reduced the value of perks (damage, health, critical damage) - Fixed a bug by which some perks descriptions did not display - Mage: - Staff of the Elements - higher damage, lower range.
The Battlepass is back with a Mecha theme, lasting until the 29th of April, you can now participate and get unique rewards!
The brand new MechaKnight set is fully modular, with each piece elevating your current Tori with that futuristic flare! It comes with 5 levels, all ranging in colour to make sure you can match it with your style!