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Faraway Lands: Rise of Yokai

 
Catch the Action: Developer GameplayFeb 6, 2024 - Community AnnouncementsA pre-recorded gameplay stream will be on a loop throughout the duration of Steam Next Fest on my steam store page and the event page. If you haven't had a chance yet, make sure to give the demo a go before it's taken down on around Feb 19th. Hope you all are having a great day. Thanks!Catch the Action: Developer GameplayFeb 6, 2024 - Community AnnouncementsA pre-recorded gameplay stream will be on a loop throughout the duration of Steam Next Fest on my steam store page and the event page. If you haven't had a chance yet, make sure to give the demo a go before it's taken down on around Feb 19th. Hope you all are having a great day. Thanks! https://store.steampowered.com/app/1303940/Faraway_Lands_Rise_of_Yokai/Steam Next Festival DemoFeb 5, 2024 - Community AnnouncementsExciting news! The demo for my game is now available for play, and you can dive into the experience starting today until the 19th, which is a week after the Steam Next Fest concludes. Your feedback is valuable, so feel free to share your thoughts here on steam forums or on our discord channel! Happy gaming! 🎮✨ https://discord.gg/gkt2XqDZXZStill Alive: Major Game UpdatesJan 21, 2024 - Community AnnouncementsFirst off, I sincerely apologize for the silence. This being my first game, I quite underestimated the time and skills needed for game development. The complexity of blending multiple genres in one game, I've learned, is quite challenging for a beginner developer. I've also realized that I tend to get fixated on small details, which, while important, often led me to spend more time than necessary on certain aspects of the game. This sometimes resulted in less productivity than I would have liked. A significant turning point came a few years back when my game engine, GameMaker Studio, received a major update. This necessitated a complete rewrite of my codebase, which, unsurprisingly, was a bit of a spaghetti mess. It pushed me to dive deeper into the world of programming – I've since been educating myself on game development, learning languages like C++ and C#, and even branching out into Unity. This journey also led me to redo much of the game's art. In the midst of all this, I had to balance making a living, which naturally took up a considerable amount of my time. I also took on a contract job using my Unity skills, which lasted a few months. Like many developers before me, I fell into the trap of feature creep. It's a tough lesson that I guess one has to experience firsthand to fully grasp! Looking back, I see all these experiences as part of the journey. However, the weight of not having released the game after all these years is heavy on me. So, I've made a decision – the game will be released this year. I plan to continue updating and improving it post-launch. Your patience and support have been invaluable throughout this long development process. It’s your encouragement that has kept me going, especially in times of doubt and challenge. Without it, I might have given up a long time ago. I have never quit on the game and will never do so. I have always been active on discord and you can always message me there and I will answer you as soon as possible. Let's move on to the changes I have made! As there are quite a few, I will now explain them shortly and leave the details to further devlogs, which from now on will be frequent. Revamped Visuals {STEAM_CLAN_IMAGE}/37927499/6b7b8c8431279f2cd23aec0fb96c7e4f77ca03ee.png {STEAM_CLAN_IMAGE}/37927499/37f8015f2bd7a8f49f8749d62b81fdd90afe1b53.png I think the new trailer will feature this the best. Mountain Terrain {STEAM_CLAN_IMAGE}/37927499/c01475764742a8646558fa39109b2a634144b06d.png One challenge with side-scrollers is the limited building space, which often leads to excessive scrolling. However, I've developed a solution that seems to be working well. The game now unfolds on a mountain or hill, featuring multiple levels. This approach not only makes the game feel larger but also significantly reduces the need for scrolling. Additionally, it cuts down on transportation time between buildings and provides players with more strategic options, enhancing the overall gameplay experience. I have got the...#Devlog-End of Demo,Current ProgressionDec 9, 2020 - Community AnnouncementsHello guys, hope you are well & safe! I will first talk about how the demo experience was for me and then inform you about updates. Demo It has been a month since I published the demo,It was a pretty crazy week for me, I was late for the festival, couldn't manage to finish the demo in time.After 3 stressful and sleepless days into the festival I managed to release the demo.And...I got my first crash report in a few mins from the playersːsteamhappyː There were a lot of bugs so the first people who played the game probably quit & never returned, but I managed to fix them rather quickly, so after a few days it was running fine mostly.I kept updating the demo, fixing,changing & adding few things based on feedback & my observations. Overall, it was a great experience.Even though I missed most of the festival, it got the attention of a few youtubers which has gained us quite a bit of new players(We are at 4.5k whishlists right now)! It gave me a chance to observe how people play the game, which I noticed can be quite different than I intended. The demo was supposed to last during the festival only, but I decided to let it stay for a while.Today I am going to take it down after almost a month, we are down to 2-3 demo downloads per day and it is a hassle to keep both versions running among other reasons.I hope to make available again some day. I want to thank everyone who participated in the demo and I hope guys had fun. Note:You can still contact me and I will happily send you a key for the demo. Updates I have noticed a lot of people have an hard time to manage their villagers and often can't find the ones they need.So I have implemented two solutions for that. First one is a list of buttons that shows how many villagers are assigned to each job {STEAM_CLAN_IMAGE}/37927499/ecfb74f5a97e971d8c16420f744c87e544900cb6.gif It is an easy tool to navigate through villagers(No more lost villagers, yay!) Second one is a list of villagers, this is more complex but it also shows villagers traits and you can change their name, this one is useful to pinpoint your target villager. {STEAM_CLAN_IMAGE}/37927499/609fc5f348a84000e58065001da2fd97ad72452f.gif Save system kinda broke while I was rushing things for the festival, so I started fixing it.Lucky for me my game engine recieved another update which made the old data structures I used for saving absolute, so I rewrote the entire save system which took a week.But it works much better now, and I know the save is one of the most important things, nobody likes losing their progress!(Technical note: old data structures were not garbage collected so it let to memory leaks and other kind of problems if I forgot to delete or something) I have added 6 manual save slots, also 1 more for quick save and 2 more for auto saves(which happens every day and after important events) {STEAM_CLAN_IMAGE}/37927499/03650a7fe2db1b5b451ccfb26cdcfab0e944f406.gif Researching I have changed the system from a tree to an exploration based mechanic...Demo is up for grab!Oct 11, 2020 - Community AnnouncementsHello guys! First of all I am sorry about the big delay.At first I couldn't publish the demo as it wasn't quite finished and contained major bugs(It still might have, but I tested it with as many people as I can and fixed the stuff) And yesterday I finally uploaded the demo but it showed an empty folder, I just managed to fix it now. As for the demo,it is just to show you the core gameplay loop.It lacks some quality of life features such as minimap and other little things,and also lacks enemy types and bosses. In the demo you will have 2 days(Which is about 48 minutes in real time) to build stuff and explore around, after that the enemies will attack your village and the demo will end. The vision I have about this game is to give you the joy of exploring new stuff and also she satisfaction of building a village and successfully defending it. Please report any bugs or suggestions in our discord channel or steam forums. Thanks again, have a great day!Devlog #5 Port,Buildings,DelayAug 18, 2020 - Community AnnouncementsHey guys, I hope you are well, staying safe and healthy! Sorry for the late update, been busy fixing some bugs and adding features as well as real life stuff.But still, it feels to me time goes by so fast these days :O So I have a bunch of gifs for you if you are interested in how things work. I made it so that villagers need to carry required resources in order to build stuff.And I have added building animation and particle effects. {STEAM_CLAN_IMAGE}/37927499/9eb41c3a11448197d32854b2ee114db1303ab985.gif Upgrades and decorations such as lamps gets built instantly at the moment for convenience, but I might change that if people think it breaks the immersion. I have made it so that you can assign people to work on the Port, they will generate gold when idle, and will perform various tasks:Building a ship, carrying back the resources gathered by fishing ships, load the trading ship with required resources for trade routes. You start by building an exploration/war ship, to which you must assign soldiers. {STEAM_CLAN_IMAGE}/37927499/ee9efdf94d2644e81a8d8cba1a13b8c8d01517f7.gif {STEAM_CLAN_IMAGE}/37927499/668fa4c4b6717142c1e9f979b632dc596a2c4e7d.gif And then select locations to explore on the map and send the ship {STEAM_CLAN_IMAGE}/37927499/fe7702d88161a559724a328f2816ed49a78df8c9.gif You can send fishing ships to fish after you assign them with villagers. {STEAM_CLAN_IMAGE}/37927499/2d69c101195ebc59a84ee027f71cbc98dc99c8f7.gif And they will drop the gathered fish at the Port and go back to fishing. {STEAM_CLAN_IMAGE}/37927499/2ed0c26a1a6b112790642a252782c687051d5e8e.gif You can upgrade your ships, I plan to have 3 upgradable versions for each type of ship.This Atakebune ship below will probably be the max level exploration ship.I have also redrawn the old pirate ship model to make it smaller to fit the size of my new ships. I am still working on the naval combat and how the melee and cannonball types should work.But I am kinda tired of working on the ocean part of the game, so I will get back to it after working on another part of the game.But I am open to ideas on how we can make the naval combat fun! {STEAM_CLAN_IMAGE}/37927499/453e8a0f558d545a707d346034b38d739eeb474d.gif Here is a night scene with Port fully upgraded {STEAM_CLAN_IMAGE}/37927499/e1d100e4e325c8486ec147c79b17567d86f8e970.gif To Do List I liked the concept of assining people to work on buildings.So I want to add a bit more of those, such as blacksmith building and a sawmill.I need to create a minimap, add random events, fix code(This I must always do somehow lol), work on research tree, add a main character with skills, keep adding new trade routes and a few ocean monsters, puzzles and secret doors at dungeons, and probably bunch of stuff I can't think of right now. Delay So I wanted to release the game by the end of Q3 but it seems really hard at this point.Things take longer than I expected, and I try to fix stuff as I go instead of just doing things roughly.And I get stuck on smal...Mini devlog #3, Trading & ExplorationJul 21, 2020 - Community AnnouncementsHello guys!I hope you are safe and well. I have been working on the exploration and trading part of the game.After you explore new lands, you will be able to establish trade routes with them, you will receive gold and relationship experience every few days/hours depending on the distance, in exchange for the resources the city wants to buy.And with the relationship points you can unlock new stuff at certain thresholds, these will be a mixture of decorations,new tech/bonuses,a few units.Here is a demonstration: {STEAM_CLAN_IMAGE}/37927499/b553aaa48bb3b403845ed6eb7e326bd0698a5724.gif I have also added shipwrecks and fishing spots to the map.Each spots contains a few fish type which you gather randomly, and shipwrecks contain some shiny rewards. {STEAM_CLAN_IMAGE}/37927499/765445cb1f68c33faa76d7b3e4e61be0428da58f.gif Still working on how you should assign workers to those tasks.It will probably work like this:You assign villagers to the docks, and they will automaticaly assign themselves to the task once you click on it on the map if you have enough ships/space. The project has become much more complex than I initially planned for(It was supposed to be a very simple village defending game haha) which is a common beginners mistake that I tried to avoid but still failed.And as a result I felt a bit overwhelmed and over my head and couldnt work efficiently for about a week or so.But things are back on track now, I am hoping to finish the mechanics part of the system and about 4 cities close by the next week. Thanks all for reading and your support!If you have any suggestions or question let me know, you can always message me directly at our discord channel : DiscordMini Devlog #2Jul 5, 2020 - Community AnnouncementsHello guys, hope you are safe and well! A small update on what I have been up to over the past 2 weeks.I have redesigned the unit trait system, previously units had 1 to 3 bonuses based on their rarity, those bonuses could be negative or positive.I have felt it was too limiting hence the redesign.Units now have 10 talents each, they are randomized at the start, but they will level up their talents when they work on appropriate jobs. {STEAM_CLAN_IMAGE}/37927499/0010878c4817f810ffd089d13208dff34c856b19.gif I have worked on the elemental power users, the monks.There are 4 types of monks:Earth,Fire,Water,Air.(I have plans for a fifth one later on(Aether)).They have 2 skills each, one is a basic ability and the other is a special ability with a cooldown, which you can cast manualy if you want(This might change on final build).I have finished all of them except for the air monk's basic ability.Here are some screenshots: {STEAM_CLAN_IMAGE}/37927499/80ca0dbc06c676ec7edc36aab96a5a987339eb40.gif {STEAM_CLAN_IMAGE}/37927499/f7273b4c1b715a701d7c086d7961ec5805dc2cb0.gif {STEAM_CLAN_IMAGE}/37927499/07eff3b44898e4458e36b89976fba792672b5353.gif {STEAM_CLAN_IMAGE}/37927499/f3810b26cc2dc011fc9f48130a85154049bf33dd.gif I have also been coding, which takes quite a bit of time as well, all the systems I have shown so far are functional.I am trying to prepare a short playable build for a closed beta hopefully late july/early august(I am a solo dev working on his first game so I might be bad at predicting dates, take it as a rough estimate :( We are close to 1k whishlists and 100 followers, so I thank each one of you!Means a lot. Join our discord channel if you have any questions/suggestions or just want to chat! Discord ChannelFirst Devlog!Jun 17, 2020 - Community AnnouncementsHello guys! I announced the game two weeks ago and I've gotten a lot of positive feedback on it since then and I am grateful for it! I have also gotten some critism from some Japanese, I was told that the game looked a bit more like Chinese rather than Japanese.Mostly due to the how buildings and ships look.So I have remade most of the assets since then, and I want to share it with you. I have also added an option to change the roof colors of the buildings {STEAM_CLAN_IMAGE}/37927499/81d712ae4ad435706ee8208a928adda73a900559.gif I am also working on the ship, this one will be the middle sized one. {STEAM_CLAN_IMAGE}/37927499/c0d9fb9b46ad3632f53587204af9f82f8e60d4ea.png (That dragon ship head is imported from China, I will add such unlockable decorative figures as suggested by one of my followers on Discord (Join our channel if you haven't already!:)) Thanks a lot everyone!Official Discord ServerMay 30, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/37927499/c65aadf7cfe9967a2a88241da818a1494b6e8682.png I am a solo developer working on the project.But who says it has to be lonely?Join our community to chat and discuss the development of the game!ːsteamhappyː Click here to join the Official Discord Server