Version 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. 

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