Emerald woods – downloadable! (0.1.4)

The streak of weekly releases continues for now, hope you enjoy it!

Play online (or download!) at https://slash.itch.io/emerald-woods

Downloadable build

You can now download Emerald Woods so you can play offline easily any time you want. We are using Electron for this hence the big download size, but that shouldn’t be a problem in 2022 (luckily!). The recent update to JSRL was really helpful for this.

This also comes coupled with an “up to date” check done at startup, it will let you know if you are using an outdated version so you can quickly zip there and get the latest changes!

Note that, at least for the moment, I’m also keeping the online version up and working; also for the moment I’m only producing builds for Windows, but if you are on Mac or Linux you can still play online.

Exploration

I made some efforts to put some small constraints on exploration so it’s more interesting; you’ll now be heavily affected if you don’t sleep next to a campfire, losing a bit of your max health every day. Campfires are also a bit more expensive to create now and require Flintstone which is very rare (you start with 1 but can recover it by axing a campfire).

The idea behind this is to make campfires work as shelters, you need to build them at a given place to come back every night, dismantle and make another one deeper in the woods… if you want to explore further.

The starting cabin also has a “campfire” now, of course (should rename that to “fireplace”), so you can sleep cozily there.

Audio

The intensity of the walk sound effects has been lowered, and the sounds for inventory have been changed from a loud beep to something muter.

Got some new sweet sound effects from QuietGecko which were promptly integrated; these included sounds for crafting paint, building/destroying campfires, and painting stuff.

We also added a location-based sound loop for the campfires which we’ll be improving on the next versions so it fades based on distance.

Visuals

There are no big visual changes for this version, however, several icons were changed including the berries, berry bushes, and mushrooms.

Stability

  • A critical bug causing the game to crash when hanging around the map borders was fixed.
  • Several instances of missing checks to make sure the player could carry were added (when pulling fruit, capturing animals, crafting items, or sacrificing animals), before they would cause the grabbed item to be lost.
  • Prevent contextual action waterfalling when some action cannot be performed in the chain, and restore input accordingly. This was causing the players to execute the wrong contextual action when their inventory was full.

Emerald Woods – Paint the world

After almost 6 days, here is a new juicy version, hope you enjoy it!

Play online at https://slash.itch.io/emerald-woods

New activity! – Painting (the world)

  • You will now find colorful berries scattered around the world
  • You can now craft paint using colorful berries.
  • Use paint items to paint the world around you or your items.
  • Note: You can currently “poly-paint” (i.e. stacks of items get painted the same color)
  • Note: Painted items are merged as a single color stack in the inventory
  • Note: Painting (as in making paintings) is planned as a separate facet and will be awesome.

Visuals

  • Change wall tiles to use block characters

User Experience

  • Add an explanation for movement modes
  • Pick things under the player if nothing in front
  • Add help for turning in Exploration Mode

Small fixes

  • Make campfire destroyable

Emerald Woods 0.1.2

After almost 3 years, here is a new juicy version, hope you enjoy it!

Play online for free at https://slash.itch.io/emerald-woods

The following are the major changes:

  • Full-screen mode!
  • Fishing v1: Build a raft and paddle inside a lake to get some fish.
  • Campfires now provide light during the night.
  • Crafting UX improvements: Imagine what you will make and then build a lot of them if you want.
  • Improved immediate on-screen help: Complete relayout and addition of the critical Transform command to obtain seed from fruits, as well as the toggle between Exploration and Work modes.
  • Increase hunger recovery for all items.
  • Tweaks in animal spawning parameters.
  • Fix critical bugs with an infinite inventory.
  • Fix bugs with an empty inventory.

Share your adventures in the community and upload your videos! if there’s enough interest the new version might take less than 3 years 🙂

Emerald Woods 0.1.0 released

Still focused on UI improvements, but incorporating some major changes in the world model, procgen and some crafting.

You can play it online here or here. Your suggestions for improvements and content are also welcome in the community.

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Changelog Summary

Visuals

  • Add tree variations
  • Add intro screen

Gameplay

  • Sleep comfortably in bed and bedroll.
  • Don’t faint when fully fatigued, but unable to work.
  • Add food that recovers fatigue and health
  • Remove “safe to sleep” places (for now)
  • Multiply stamina consumption when hungry
  • Allow chopping down world objects (doors, walls)
  • Prevent dropping items in solid tiles.
  • Add jumpable world objects, walkable only for the player. Apply for Wooden Gate.
  • Remove PEX for now until the economy is implemented.

Audio

  • Add error beep
  • Created crossfade for normal time of day change. (gecko)

Farming

  • Position newborn animals correctly.
  • Make newborns immortal.

Procedural Generation

  • Prevent adding trees to flooring tiles and solid places.
  • Add prizes to stations including Bedroll.
  • Prevent animals from being generated inside fenced areas.
    • It works but is not very optimal. It will be reworked next version.
  • Add map border (unbreakable mountain)

User Interface – Display

  • Display the item icon on the list.

User Interface – Input

  • Restore explicit farming mode and shift to turn.
  • Remove auto-mine.
  • Auto-equip tool when bumping into stone or tree.
  • Confirm prompts with Ctrl, Space or Enter.
  • Remove vi keys movement.
  • Execute all actions on key up instead of keydown (only movement on keydown)
  • Remap keys to enable clean WADXpad movement

World Model

  • Add flooring layer to level
  • Model doors as transformable items instead of cells.

Crafting

  • Bridges that you can cross.
  • Wooden floor, Wood walkway, Stone road
  • Wooden wall

Technical

  • Add pathfinding infrastructure
    • Still not used for AI.
  • Craft “flooring” instead of map cells.

Emerald Woods 0.0.1 released!

This version, of course, will be the closest thing to the original 7DRL Challenge entry, without any major content additions but rather focused on adding a Save/Load function and some important UX improvements. You can play it online here or here.

Your suggestions for improvements and content are also welcome in the community.

0.0.1-farming

Here’s the full changelog:

New Features

  • Save and Load games.

Fixes

  • Prevent overflowing of messages in the top text box.

UI Improvements

  • Change facing automatically. (Except if Shift is pressed).
  • Select and use Axe or Pickax automatically when bumping into trees or rocks.
  • Unify contextual actual with Pickup command.
  • Improve nap/sleep prompt.
  • Display response to prompt.
  • Confirm craft with Ctrl or Space.
  • Display “fatigue” instead of stamina.
  • Don’t remember location of animals.
  • Preserve wild animals as long as they are close to the player.

Audio (by Quietgecko)

  • Added new melodies
  • Adjust the timing of the melodies system
  • Fixed some action SFXs not playing.

Gameplay changes

  • Don’t faint at 2am, instead become sleepy and spend more stamina on night.
  • Decrease more fatigue when taking a nap.
  • Get more wood pieces per tree.
  • Ensure at least 1 stone or wood are produced.

Content

  • Add “wooden gate” to crafting recipes.

Other

  • Big internal refactors to pave the way for future developments

Games are saved using my circular-functions library, along with lz-string to compress its output.

 

Emerald Woods – 2020 7DRL Challenge

I managed to finish another game for the 7DRL Challenge! you can play online here or here.

day7-2

Emerald Woods is the farming and exploration roguelike I always wanted to make. It’s inspired by games like Harvest Moon / Stardew Valley, however with some big differences:

  • You are alone: there is no town to buy things from, there are no other humans for you to buy with gifts.
  • You can die off hunger and sickness, so you gotta be careful and plan.
  • The map is procedural, you can roam the world and expand your horizons.
  • Watering crops and “taking care” of animals is removed. I don’t want the game to feel like a chore.
  • Related to it, the game doesn’t incentivize making a huge farm and getting a lot of money. It’s meant to be relaxing in certain way (even if you can die).
  • There is no combat of any kind. If it ever gets implemented (I’m still not sure) it will be just hunting, no evil monsters trying to kill you.
  • The setting of the game, or rather your character’s backstory, is up to you to decide.
  • Crafting is freeform, you place tiles in the world using resources.
  • …and of course, it uses a character-based display, a core design choice that supports most of the points above.

day7

The 7DRL Challenge entry is already a complete game, even enjoyable for a bit. But I’m planning to continue development. I managed to invest around 40 hours of development (struggling with real life, as usual 🙂 ) and posted my daily devlog at this thread on itch.io. (Also archived here).

Highlights of the development included:

  • The procedural generator, based on Cellular Automata, with “hollow” mountains to explore.
  • Dynamic field of view (both radius and “color”) which looks especially good when entering caverns.

I had contributions from mapedorr and quietgecko on the art side of things. They did an amazing work with the environment music and sound effects, as well as some visual aspects such as the palette and characters to use.

Stay tuned for more news about the game! also if you want to send your ideas or bug reports, please use the community feature.