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Homestead - Open Alpha + Linux Builds!

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#1 Lukan Spellweaver

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Posted 21 October 2014 - 04:43 AM

THIS TOPIC HAS BEEN MIGRATED TO THE NEW GMC FORUMS HERE:
https://forum.yoyoga....228/#post-1197


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Keep up-to-date on the happenings of Homestead
Website
TIGForums Devlog
Facebook
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Download the game from heres:
Homestead's Dedicated Download Page(Always Updated First)
Itch.io(Lags a bit in updates)
GameJolt(Seldom updated)
 
Screenshots
Version 0.6.36a (in development)

Spoiler

 
About the current Alpha
The game as it is now is more of a tech demo. Me building all of the things I need to make the real game.
You can farm, raise livestock, and even go mining.
There's not all that much to it. It has some fairly nice art, but that's all being redone by Ninety.
The soundtrack is quite nice too, also by Ninety/Vyridian.
 
The Future of the Game[0.7.0+]
The next major update hopes to pull Homestead out of it's year long alpha stages.
It brings story, characters, new locations, spouses, children, fishing, mining, a dead stone lady, and much more!
I'll be leaking bits of the story when it starts getting implemented into the game, it's still all script.
 
The planned cast of NPCs is 29 full characters plus up to two children with your spouse.
The map is all planned out, and has some exciting new areas and changes to old ones.
NPCs will have as much personality as I can give them!
 
Heavily inspired by the Harvest Moon series of games, this is my venture into real indie development.
I have put a lot of hard work to present this to you as bug free as possible.
If you find any bugs, please use the new Bugweaver System to report it, in detail.
 
Old Screens:
Spoiler


Edited by Nocturne, 21 June 2016 - 08:22 AM.

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#2 shadow gamer

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Posted 22 October 2014 - 01:13 AM

Time to help a fellow Alpha developer out!

 

The game had a really nice atmosphere to it, and it was pretty consistent. That's about all I got from it. Despite being given controls, I could not find how to water plants, where to sell stuff, or where to buy animals. So that practically defeated the purpose of the game. Also, you may want to have a small indicator of some sort to let the player know what item they're dealing with: I was so confused by what was what and what was interact-able or not. 

 

Also, the controls seem a bit odd: I know you stated they would seem like that but you'd get used to them after a while: but not alot of people are going to play the game if it's not easy to play right off the bat. So all in all, it really needs to be more player/beginner friendly. 


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#3 Lukan Spellweaver

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Posted 22 October 2014 - 01:19 AM

I am working on a small tutorial to help people out. And adding an interactable indicator is on my list.

I am also adding mappable keys and controller support soon, so the controls will be getting an upgrade.

 

The tutorial addresses everything in the game currently, but I can't release my current build in a half finished state. I expect to release it tomorrow though. 

 

Thanks for playing it, I hope you'll find the next version more enjoyable and player friendly.

 

EDIT: I had a slight hiccup in the save system... Saves made with this version will be corrupt in newer versions... I have fixed the save system in the new version to be forward compatible, but the current version's saves cannot be converted to the new system.


Edited by LukanSpellweaver, 22 October 2014 - 02:42 AM.

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#4 shadow gamer

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Posted 22 October 2014 - 07:08 PM

OK then, good to know. Let me know when the tutorial is out. 


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#5 Lukan Spellweaver

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Posted 05 December 2014 - 11:07 PM

[News Update: December 5th, 2014]

Yes, I am still toiling away on this. I keep getting close to releasing the next version, and then a new bug presents it self, or something doesn't look right...

I have added a LOT to the game since A0.5.6. My indev version is 0.6.0 now, and has almost all new graphics!

 

Things I have added:

Part of The Grand Bazaar

Most of CloudStead: Cloud saves, just need full loading

New art by the amazing kepons!

Ostriches and Silkworms

NEW CROPS! Too many to list off the top of my head

Crop Seasonal planting: You can only plant when in season

News feed on main menu: Replaced the updater as the GM:Player should do this automatically

New menu design

 

And right now I am working on the tutorials and the inventory system. I want the inventory to work more like a Harvest Moon game instead of the Minecraft like one I have now.

Screen of WIP inventory:

DLLGuV0Z.png


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#6 chance

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Posted 06 December 2014 - 03:11 PM

The game is progressing nicely.  There's a lot more to see than last time I checked.  +1

 

So far, I haven't really tried "playing" the game, as much as just exploring the buildings and fields, and using the inventory.  I don't have any particular bugs to report, but a few suggestions.

 

1.  ditch the MS Word document help file.  When I selected HELP on the opening menu, the game appears the freeze while Word loads the help file.  There's no benefit to that, especially when the in-game instructions are pretty good.

 

2.  consider a different font in certain places.  For example, the font that displays the name of the vegetable seeds and prices (and the various items in other stores) is unreadable -- literally.  It's so highly pixelated I couldn't tell what the price was, and I could barely read the item's name.

 

But so far, so good.  I'll test it again later.  :thumbsup:


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#7 Annoyed Grunt

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Posted 06 December 2014 - 03:39 PM

That last screen is seriously killing my retinas, I'd suggest you use something much less geometric and ordered, and also somewhat lighter colors. Pure gray is also something you shouldn't use often.

 

Small example:

uQh3BFh.png

 

The blue I used is way too saturated but you get the idea.


Edited by Annoyed Grunt, 06 December 2014 - 03:40 PM.

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#8 Lukan Spellweaver

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Posted 06 December 2014 - 09:39 PM

The game is progressing nicely.  There's a lot more to see than last time I checked.  +1

 

So far, I haven't really tried "playing" the game, as much as just exploring the buildings and fields, and using the inventory.  I don't have any particular bugs to report, but a few suggestions.

 

1.  ditch the MS Word document help file.  When I selected HELP on the opening menu, the game appears the freeze while Word loads the help file.  There's no benefit to that, especially when the in-game instructions are pretty good.

 

2.  consider a different font in certain places.  For example, the font that displays the name of the vegetable seeds and prices (and the various items in other stores) is unreadable -- literally.  It's so highly pixelated I couldn't tell what the price was, and I could barely read the item's name.

 

But so far, so good.  I'll test it again later.  :thumbsup:

1) It definitely shouldn't be opening Word... It is a custom HTML file last I checked, it should open in your default web-browser. That particular menu option is being phased out for the tutorial though.

 

2) The entire system for the shops has been overhauled, font included! SCREEN:

IaIoEp5A.png

I am doing a lot of HUD work right now.

The Inventory works like this now:

KbAsicau.gif

Still a wip at the mo'.

 

That last screen is seriously killing my retinas, I'd suggest you use something much less geometric and ordered, and also somewhat lighter colors. Pure gray is also something you shouldn't use often.

 

Small example:

<snip>

 

The blue I used is way too saturated but you get the idea.

Hmmm, you aren't the first person to voice concern over the stonework tiles... I really like them design wise, but I agree they could be toned down a bit. I'll have to check with kepons to see if he'll edit them or if he's okay with me doing it.

 

I did some editing, I'm still working on it.

bA3UkEzU.png

I'm still trying my hand at fixing the sidewalk tiles, but I think the cobble turned out well, no?


Edited by LukanSpellweaver, 07 December 2014 - 06:43 PM.

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#9 Annoyed Grunt

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Posted 07 December 2014 - 09:38 PM

It is still too regular and too strongly colored. It hurts my eyes. You should seriously do something much more irregular. Use smalli pieces. Big ones make repetition way too blatant.


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#10 Lukan Spellweaver

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Posted 07 December 2014 - 09:43 PM

I am a horrible graphical artist, and kepons puts A LOT of detail into his work. I like the detail, but a lot of people are saying the walkways need to be dialed back...

@Annoyed Grunt: Do you mind me stealing your example tiles up there and fixing the colours? They actually look pretty good. I'll credit ya.


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#11 Annoyed Grunt

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Posted 07 December 2014 - 09:51 PM

I am a horrible graphical artist, and kepons puts A LOT of detail into his work. I like the detail, but a lot of people are saying the walkways need to be dialed back...

@Annoyed Grunt: Do you mind me stealing your example tiles up there and fixing the colours? They actually look pretty good. I'll credit ya.

 

Sure. The walkway tiles suck though, they have unnecessary details that make repetition blatant. I sugges that - whenever you're using tiles composed of big pieces\'zones', you have at least a couple variations and use very little detail.


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#12 Lukan Spellweaver

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Posted 07 December 2014 - 10:09 PM

Alright, I think I've got these down.

I drew these from reference of FF 6 tiles. Still no variation, but they look better than my previous attempts.

zs53fzuP.png


Edited by LukanSpellweaver, 08 December 2014 - 03:36 AM.

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#13 Annoyed Grunt

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Posted 08 December 2014 - 12:33 PM

Alright, I think I've got these down.

I drew these from reference of FF 6 tiles. Still no variation, but they look better than my previous attempts.

zs53fzuP.png

 

Still too dark, and I'd advise you to use more filling color.


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#14 Lukan Spellweaver

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Posted 08 December 2014 - 04:38 PM

I was really just focusing on linework. Trying to get something that looks nice before I do colours.

I am also thinking of using an earthy red, more realistic for cobbles where I come from.

 

EDIT:

Did a bit more work on it. It has some faint detail. Just enough to make it look nice without stealing focus from the actual game.

TsHclbc1.pngStill working on lines a bit also.


Edited by LukanSpellweaver, 08 December 2014 - 04:48 PM.

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#15 raisins

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Posted 08 December 2014 - 06:35 PM

I like it! :)


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#16 Lukan Spellweaver

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Posted 14 December 2014 - 09:24 PM

Alright, I haven't been doing much work on the tiles today, but I did do some last week that I haven't shared yet.

Mqs2IRjr.png

Still not varying the tiles, but I think I can get away with it for now.

 

I am focusing on completing some quite necessary systems for the gameplay to come together.

Weather, seasonal crops, and the Bazaar are still yet to be finished! D:


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#17 Repix

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Posted 17 December 2014 - 04:30 PM

Holy moly! the graphics took a massive turn.


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#18 Annoyed Grunt

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Posted 17 December 2014 - 07:18 PM

Alright, I haven't been doing much work on the tiles today, but I did do some last week that I haven't shared yet.

Mqs2IRjr.png

Still not varying the tiles, but I think I can get away with it for now.

 

I am focusing on completing some quite necessary systems for the gameplay to come together.

Weather, seasonal crops, and the Bazaar are still yet to be finished! D:

 

How many colors do the tiles use? That looks like it's plain random noise, which makes for extremely bad color counts. Even if you have all the memory  in the world, but using too many colors in pixel art is just ugly to the eye.

 

As for the road, why don't you tries using diagonal squares? I think they'd do well with a bit of detail.

 

EDIT: The hand pointer seems to have to seriously dirty lines, clean 'em up.


Edited by Annoyed Grunt, 17 December 2014 - 07:19 PM.

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#19 Lukan Spellweaver

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Posted 30 December 2014 - 06:20 PM

Hi again!

I did a bit of work on those tiles, they look better now, but I'm not posting more pics yet.

 

I AM, however, getting the new Demo ready! 

The demo has the full game, saving and all, but no online features.

I'm close to having it presentable I think, I just need to fix a few things that broke during the update.

 

New menu fade in:

4eYbGr2i.gif

 

Here is a small changelog for the demo off the top of my head:

-Much new art! :D

-A few new sounds, like footsteps!

-New world layout! It seems much more like a classic Harvest Moon town now!(which is good!)

-A sparkly new menu, with sexy fade in technology!

-New Animals! Save up that cash for barn upgrades!

-A LOT of new Crops!

-RE-BINDABLE KEYS! :D

-There's more I can't think of!

I plan to start actually documenting changes for the next version, a proper changelog is a good thing!

 

Here's what the key binding options look like:

yxFvPteS.png

It's pretty simple, just click then press the desired key.

There are actually two keys missing in this shot, you can set you inventory scrolling keys also.

 

I plan to have the demo out next month.

:D


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#20 Lukan Spellweaver

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Posted 16 January 2015 - 11:35 AM

The Demo should be out before February, I am not ADDING any more features, just finishing what's there now.

 

The last thing I did add was a new game confirmation, as it just overwrote your old save without asking before.

 

MRot5ypq.png


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#21 Annoyed Grunt

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Posted 16 January 2015 - 02:13 PM

I think you should add some sort of filling to the menu, it way too plain.

You should also change the cursor; the lineart sucks
I did a quick mockup of what I mean:

bTCjePT.png

 

I used the diagonal lines pattern simply because it's my favourite. I also used a bit of red because the main title uses it and I thought it was kind of weird that red was not used anywhere else.

 

I think you could even write some kind of woody texture, it'd reinforce the theme.


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#22 Lukan Spellweaver

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Posted 16 January 2015 - 03:54 PM

I think you should add some sort of filling to the menu, it way too plain.

You should also change the cursor; the lineart sucks
I did a quick mockup of what I mean:

bTCjePT.png

 

I used the diagonal lines pattern simply because it's my favourite. I also used a bit of red because the main title uses it and I thought it was kind of weird that red was not used anywhere else.

 

I think you could even write some kind of woody texture, it'd reinforce the theme.

Holy mother of Mary! THAT LOOKS AWESOME!

I may  try and work this into the current build, but texturing the menu blocks will b difficult as I am just drawing rectangles on the gui layer.

I'm loving the way that mock-up looks. 

 

I may give you a creative credit, you are helping a lot with the look of the game.

 

EDIT: I actually started doing this to the dialogs, just to see how it looks in motion. I like it.

I don't think I'm going to do the red accents to the borders, just because I don't fancy them that much. Makes it look a bit Christmas-y.

 

Here's what I've done:

3hNtw4yR.png

 

For comparison, this is what the menu looked like when I released the first public build:

yjMIg1h.png


Edited by LukanSpellweaver, 16 January 2015 - 07:30 PM.

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#23 Annoyed Grunt

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Posted 16 January 2015 - 07:35 PM

Nice! I like the fact that the fading diagonals face opposite directions. However, how come you've reverted to the "classic" cursor? Didn't the one I drew work well enough?


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#24 Lukan Spellweaver

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Posted 16 January 2015 - 07:52 PM

Oh, it's very nice. I just wasn't sure you wanted me stealing it.

I did add you as a Creative Design credit, btw.

 

If you don't mind, I guess I will use that fancy cursor, it's much better.

 

EDIT:

BAM

t0SomXPW.png

I can change the name or credit title to anything you prefer, as long as it's not obscenely profane. No F-bombs.


Edited by LukanSpellweaver, 16 January 2015 - 07:59 PM.

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#25 Annoyed Grunt

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Posted 16 January 2015 - 08:01 PM

I guess that's fine...? Anyway if I post anything in this thread you are allowed to steal it, otherwise I wouldn't do it in the first place.


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#26 Lukan Spellweaver

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Posted 16 January 2015 - 09:43 PM

I am really anxious about this.

This is a VERY SHORT PRE DEMO THINGY!

It's kind of a demo of the Tutorial I have been revamping.

It will just reset after it teaches you about shipping.

 

I want to know if it's clear enough in it's instruction. Please tell me what you guys think!

 

DEMO DEMO: http://homestead.spe...s.com/test.html

 

Also, though my musician is credited, none of his work has been added yet. It's all public domain stuff.


Edited by LukanSpellweaver, 16 January 2015 - 09:44 PM.

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#27 Greenhawk

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Posted 16 January 2015 - 10:33 PM

This is pretty good. Since this is the alpha I know that there's more to come. I hope you later add actual people wandering around. Oh, and maybe you could build something like a tractor to increase the farming process. 


Edited by Greenhawk911, 16 January 2015 - 10:37 PM.

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#28 Xor

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Posted 16 January 2015 - 10:33 PM

Looks fairly good. I would like to see what comes of this. I would make a few chances as far as graphics, but the rest looks good.

I don't think the graphics are terribly consistent however. The contrast seems too high a specially in the grass. Another import part about pixel art games is that the size of the pixels are consistent. The cursor has too many pixels compared to the rest of the game.

 

Good luck on your project!


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#29 Lukan Spellweaver

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Posted 16 January 2015 - 10:46 PM

There is actually a TONNE more in the game than the Demo Demo shows, it's still all kinda wibbly wobbly though.

 

The cursor is only supposed to be visible on the menu and pause screens, as these areas do not adhere to a purely pixel art standard.

For some reason it is staying visible after starting the game though...

 

I have actually been meaning to de-saturate the grass for spring, as it is very eye-grabby.

 

NPCs are planned to have proper schedules, and friendship/love system, but that is WAY OFF from now.

 

I'm not sure how a tractor could be incorporated into to farming system I have, I mean it's all done by hand, it can't really be automated.

 

Thanks for telling me what you guys think!


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#30 Annoyed Grunt

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Posted 17 January 2015 - 12:21 PM

I advise that you change the control system. Either every menu is controlled by the mouse or noone is, you can't mix the two things.

You should also give some kind of feedback whenever you mouse hovers over an option, I think just "lighting" it would be okay.


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#31 Lukan Spellweaver

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Posted 17 January 2015 - 12:25 PM

I was actually thinking this yesterday. 

I am thinking of doing all keyboard control, as the mouse is entirely unnecessary

I'm messing with that right now actually..


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#32 Lukan Spellweaver

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Posted 07 June 2015 - 01:16 AM

Homestead has changed a lot since it first started.

The areas, the looks, and even the animals!

Spoiler

 

I am aiming to have the Alpha hit sometime in Mid-August.

I just thought I would share this tidbit and let everyone know it's not dead.

 

I've updated the main post with some tasty links and whatnot.


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#33 Repix

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Posted 07 June 2015 - 10:27 AM

Ermahgerd!

 

One of the only games on the gmc I'm really excited about! just so casual and nice!


Take the pistol, aim the front towards yourself, pull the trigger, why? because it's not a prank gun no longer.


#34 Lukan Spellweaver

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Posted 07 June 2015 - 07:30 PM

Thanks, that really means a lot to me.
I have put more work into this game than anything I've ever made before.

There will be a small closed alpha before going public. I will be updating the official Homestead website to show all the new information and whatnot sometime soon.
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#35 Ninety

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Posted 08 June 2015 - 04:40 AM

Hey all! So as some of you may know, I've been working on the soundtrack for Homestead, and we thought you'd give you a little preview.
 
This is the theme for the spring season, and one of the first tracks I made for the game.

https://soundcloud.c...pringtime-bloom

Let me know what you think!
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#36 Lukan Spellweaver

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Posted 20 June 2015 - 09:26 PM

TTpx3bbv.png

You may now sign up to be part of the CLOSED ALPHA!

This alpha will start sometime in July and end in August.

Exact dates are not yet set. Content in the Alpha is not final, and subject to change.

This closed alpha entitles you to a free copy of the full release.

Signup HERE: http://homestead.spe...games.com/alpha

 

Signing up does not ensure you get to participate. Emails will not be stored past the end of the alpha.

More information about the alpha will be available in the coming days/weeks.


Edited by LukanSpellweaver, 20 June 2015 - 10:03 PM.

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#37 Ninety

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Posted 21 June 2015 - 01:32 AM

Yay, alpha time!

 

(Do I need to sign up? And is the alpha a downloadable, or online like the previous versions?)


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#38 Lukan Spellweaver

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Posted 21 June 2015 - 02:13 AM

No, you need not sign up, you get full access to the game. (This applies to Kepons too)

MORE ALPHA/BETA PROGRAM INFORMATION:

The program will offer the game in the form of a downloadable executable in a ZIP archive.

These downloads will be offered in the form of itch.io keys, meaning you will require an account to play the Alpha.

If you are part of the alpha, you will be getting full access to the game, on all platforms it is offered. Forever. For Free.

 

Up to 10 people will be chosen for this program. If less than that sign up, congrats you all get in!

The closed alpha signups close on June 30th, no specific time. The form will be taken down, and the alpha site will be updated.

 

The closed alpha will last ONE MONTH, from July 1st to July 31st. After the 31st, the alpha program becomes a pay to join program.

The Alpha will cost 5 USD, and ensures you get the game at a great price!

 

Further information regarding the actual testing of the game will be sent to program participants when the time comes.

 

I must go fix the few bugs I have left, and get ready for the launch.

 

Ta.


Edited by LukanSpellweaver, 21 June 2015 - 07:12 PM.

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#39 Lukan Spellweaver

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Posted 30 June 2015 - 04:20 AM

Only a few hour remain to signup for the Glorious Closed Alpha!

Just go to the Homestead Alpha webpage to sign up!

 

The Alpha starts tomorrow! :D


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#40 Barvix

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Posted 06 July 2015 - 07:22 PM

Here is my current review of Homestead (7/6/15)

 

Homestead Review
 
Overall it's a fun, addicting game. I am just going to say that at first I thought I wouldn't like it because it was about Agriculture, which is something I dislike. However, I ended up liking it a lot. From growing crops, to taking care of animals which you get to name, it's cool. Doesn't sound cool? Well, go play it, it is a lot cooler than I really thought it would be.And then there are some problems I had with the game.
 
Mining - In the game you can mine rocks with a hammer to get emeralds or rubies, which is cool and profitable. HIGHLY profitable. 80 emerald and 14 rubies got me about $20k. However, it can be easily exploited. Just mine, walk out the cave, walk in, and repeat. I feel as though maybe you should be able to mine once a day so as to not exploit it.
 
Buying sheep - Well, I got the sheep, but he didn't take my money. Yeah a concept like this is something we do when we hack games, but not necessarily in a non-hacked release.
 
Utilities - Well, after doing the Mining exploit I bought a crap ton of utilities. However, I didn't know which was which or what do do with them. I think maybe when you walk up to it it should show the name of it, and if you press some button like "?" or "H" it gives a description of what it does and how to use it.
 
Blue Cows - At one point in the game I had two cows who just turned blue the day after buying them. The next day they turned darker blue. The next day they returned to normal.
 
 
^This one shows a bug with the cheese, too.
 
Buying my cows - Well, it seemed normal at first. I bought a cow, named it "Chic Fil A", and I went to brush and feed it...and I find I have two cows, one without a name, just "~~". I think it might have been naming the other one with spaces in the name, but I don't know for sure.
 
Telephone - Great concept, but parts of it seem broken. I went to go buy a Wine barrel from the Utilities, and it wouldn't let me (I had more than enough money) and Exit didn't work. I had to pick something I bought to leave.
 
The Beach and Bazaar - Right now it seems as though they serve little to no purpose. Hopefully this can change later.


#41 Lukan Spellweaver

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Posted 06 July 2015 - 07:38 PM

Thank you for the feedback.

I'll get right on fixing these issues.

 

The cows are supposed to turn brown when you don't brush then, but it's a fairly new system still.

Mining is also highly incomplete, a lot of it is being added soon, and it won't be as profitable.


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#42 Lukan Spellweaver

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Posted 28 July 2015 - 12:19 AM

I present thee with

!Le Homestead Demo!

 

Now, you can play it right on that page, but the html5 porting doesn't work too well.

It isn't optimised for it anymore. It does function though. Still playable.

 

So you can either use the link on that page to download directly or click it here: http://spellweaverga...d/demo/Demo.zip

Click click, mo sukra.

 

You can play through the first in-game year in the demo.

 

The demo is updated with the latest bugfixes from the closed alpha.

The closed alpha testers are still getting the latest updates first to test them.

 

Happy farming, y'all!

 

Also, TIGForums devlog: http://forums.tigsou...p?topic=49421.0


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#43 Lonewolff

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Posted 28 July 2015 - 01:32 AM

Nice job, Lukan! :)


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#44 Pelican

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Posted 21 August 2015 - 02:13 AM

Wow, I've just read this thread and I'm feeling really excited to try this game out. I loved Harvest Moon when I was little, and it still has a little place in my heart. :wub:

(I've just got to get back home to play it, I'm on a university computer right now. XP)

Still, this game looks awesome so far, and I'm really excited to see how it develops in the future. :D

I'm really surprised by how much I like the graphics as well. The colours are a bit too contrasting, but otherwise they seem really cute. :)


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#45 Lukan Spellweaver

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Posted 30 August 2015 - 06:49 PM

Been a while since I updated this topic. I have topics all over the web for the game, hard to remember all of them.

 

A new Downloads page is live at: http://spellweaverga...oads/homestead/

It is very basic, but should always have the latest demo links.

 

You can also check the Release Notes online now! Go here for that: http://games.spellwe...esteadNotes.php

This is a more in depth version than what appears on the menu in game.

It will show what I am working on currently as well as previous versions.

 

The latest Demo comes with a YYC Build. If any issues arise PLEASE USE THE REPORT BUG FEATURE.

You can either navigate the menu like so: Options > Report Bug

or just go to http://bugweaver.spellweavergames.comand report the bug.

 

If you don't report them, chances are I won't find them. :/

 

If you have lots of trouble with the YYC build, the VM build is still available.

Remember YYC Builds may not run on XP!

 

Have fun, and farm on!


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#46 Lukan Spellweaver

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Posted 02 September 2015 - 06:48 PM

A quick hotfix was published to Alpha and Demo users.

I finally squashed a few menu bugs that were stopping New Games from being made.

 

It was an error in the menu parser.

 

Also, the next Major Update will be the biggest update the game has ever seen.

NPCs, Mining, and new tool mechanics! What? YEAH!

I'm working on it, but remember we are going through an art related shift right now, so anything added to the game may not be represented as it will be later on!

I.E, expect a bit of programmer art to hold over for the alpha stages.

 

Also doing a bit of work on particles!

W68X4fuK.gif


Edited by LukanSpellweaver, 03 September 2015 - 04:21 PM.

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#47 Lukan Spellweaver

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Posted 19 October 2015 - 08:59 PM

Hello people of the GMC, how have you been?

Good, good. 

 

Now for updates!

 

Let's see, since the last update there has been quite a few additions:

-Mining for alpha testers, it's quite fun.

-Persistent mushroom/bugs throughout the ingame day

-Save/Load system updates

-Inventory screen addition

Spoiler

-Tutorial revamps(Still being worked on)

-Getting ready for 0.7.0 update

 

You can fetch a copy of that sexy demo here: http://spellweaverga...0.6.29-DEMO.zip

If you're in the Alpha Program you can get the update from the usual place.

 

A few things to look forward too in the 0.7.0 Update:

-NPCs!

-Marriage!

-Story!

:D


Edited by Lukan Spellweaver, 04 December 2015 - 02:12 AM.

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#48 Repix

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Posted 19 October 2015 - 09:57 PM

Ah nice, was looking forward to the mining and the inventory!


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#49 Lukan Spellweaver

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Posted 04 December 2015 - 02:14 AM

waaagh.gifI forget to keep this up-to-date a lot, sorry!
Most of the work I've been doing isn't actually to the actual code, but more planning the changes ahead.

So far, the game up to this point has been more of a tech demo of all the systems in Homestead. 
The next major update, 0.7.0, is meant to take it from tech demo to real game.

Over the next few months I will be rewriting a lot of stuff to clean it up, and implementing a lot of new stuff.
I'm reworking some Inventory systems, and planning out NPC dialogue and routines.
Me and Ninety have been working on the list of NPCs for the game, trying to balance them all out against each other.
The cast is at a bustling 29 people all together, each with their own personality.

I don't want to give too much away before I actually start working on the code, but this update is going to be phantasmagorical!

Here is a rough, and I mean very rough, layout of what the map for the game will end up looking like:

T1zaHXLF.png

I hope this info will keep you guys and gals sated for a while! wizard.gif


Edited by Lukan Spellweaver, 04 December 2015 - 02:15 AM.

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#50 Ninety

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Posted 11 December 2015 - 05:03 AM

In case you missed it, we released the second track from Homestead's OST. It's the winter theme, called "First Snowflake".

 

The spring theme can also be listened to here!

 

I'm going to be away for most of the rest of December, but in the new year I'll be hitting the art hard. Look forward to seeing Homestead's new art sometime in a few months!


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