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Hey Farmers!

I'll start this one off right away with a little checklist I've been keeping of how far along all the new major features are:

-Yumi Sprites [25% done]

-Yumi Portraits [100% done]

-Yumi Implemented [30% done]

-Shark Sisters Sprites [0% done]

-Shark Sisters Portraits [0% done]

-Shark Sisters Implemented [0% done]

-Fat Candace Portraits [0% done]

-New Areas/Lake [25% done]

-New Sky Animations [90% done]

-Fishing Mechanics [10% done]

-Tool Mechanics [80% done]

-UI Changes [85% done]

-Building Changes [80% done]

-New Dryad [0% done]

-New SFX [0% Done]

-New Character Voice SFX/Sounds [0% Done]

-Questlog System [100% done]

-June's Potion Quest [0% done]

There we go! That should give everyone a good idea of what's being worked on and what will still need more time.

Now, let's jump into what's been going on under the hood:

The Questlog

Ever since Mocha's questline to give her the potion, a lot of people have been confused over what their objectives are to progress the story in certain places. In order to avoid confusion, I've been wanting to add a very basic little questlog/objectives tracker that tells you what you should be doing next if you want to progress!

It's meant to be as non-intrusive as possible, and can be disabled at any point by hitting "Q".

UI Additions

As you can see, there's also additional UI being added. Visual buttons for what the hotkeys are for certain functions (which are also clickable as well if you'd prefer!) so no more getting confused trying to remember that it's "B" for backpack, not "I" for inventory.

And what are those hotbar spaces for up there, I wonder?

Tools!

Tools are FINALLY coming to the valley. Kind of a staple for any sandbox game of this nature, it's a wonder I went this long without having these mechanics in already.

Sky will now be able to equip a weapon, pickaxe, axe, and fishing rod in order to harvest resources and, later on, fight off enemies!

While you can switch to any tool via their respective hotkey, these tools are also context-sensitive. Meaning if you hover over a boulder and click, you'll automatically switch to your pickaxe to start mining if you have one equipped!

You can see which tool you'll swap to by whatever your cursor changes to. You also no longer have to rapidly click to harvest these resources. Holding down the mouse works just as well.

Apologies to everyone I gave carpal tunnel in previous updates.

The River

There is now a river that runs through town! You'll be able fish there any time you want if you don't feel like heading all the way down to the lake, albeit your options of different catches will be more limited.

It also serves as a great way of letting you know if you're getting too heavy.

Building Changes

The building system has been redone from the ground up! The grid-based building felt EXTREMELY limiting and didn't really fit Gorge Valley's non-blocky aesthetic. So, instead, all furniture and decor can now be freely moved and snap to the nearest platform beneath them.

I feel like it feels a lot less restrictive this way, and will allow people to have a lot more freedom with decorating the farm, especially as things like house upgrades are added. :)

Alright, that's about it for now. Hopefully more to share real soon!

Until next time, farmers!

Files

Comments

Rev

Incredible! Good stuff!

Nonojw

i do wonder what kind of "weapons" sky will be able to wield eventually >:3

Lurkinlad

Dandy, add the bazooka

Lurkinlad

good shit lad B)

Purity

Looks great but fix mining when your beeg

Dandy's Chest

Honestly there's no real way to make it not look silly except by putting Sky behind the environment, which would break a TON of stuff and honestly look even sillier. Just one of the limitations of working in 2D, unfortunately

Prism7

Amazing update, Dandy! I'm looking forward to future updates, but take your time as always. ^^ Also, are you planning on adding an option to toggle the visibility of udders in the second tier of cow transformation for the characters? It's perfectly fine if not, I was just curious.

Dandy's Chest

Appreciate it, Prism! Probably not, honestly. It's baked in as part of the sprites, so it would require an ENTIRE different set of sprites that would massively bloat the game's filesize just to remove it. Every transformation variation is about 110+ unique animated sprites PER girl, so... it gets kinda out of hand to add small variants :P

Baxter

man i wish i could travel a year into the future too see how amazing this game will turn out to be, I wonder if that abandon shack is going to be used for what i think it is, aka a underground mineshaft for mining certain materials, either way this game really shaping up, very unique is different from what else is offered out there, and i did not think that combat would be part of the game, or at least planned but it would certainly add even more too replayability.

Prism7

Ah, completely understandable! Thanks again for making a first stage of cow transformation for those of us who aren't a huge fan of udders. ^^

dishonestabe94

I love your game and every update on it is a delight! I agree with the wonky axe chopping when you’re large. Could a work around being using your weight to snap the tree and collect the wood (like using your weight to lean on the tree)

Dandy's Chest

Of course! That was the original stage anyway! I only added the full-cow one for the anthro lovers! :P

Dandy's Chest

Appreciate it a ton, Baxter! The mineshaft building is going to be where the mining/smelting NPC is located eventually! So she'll help you turn collected resources into refined items! >:)

Dandy's Chest

I'll tinker around with various solutions and see if I can get something that looks decent :)

Akeno Himejima

River. Can I drink from the river and fill Sky up? :3

BigBigBits

This is absolutely phenomenal, Dandy! I love seeing a good devlog update. 😤

Lurkinlad

imagine one belly bump from Sky instantly knocking over trees and smashing rocks XD honestly, having that destroy trees quicker would balance out the fact it takes longer to walk between trees and the belly bump animation could be reused for potential weight based attacks in the deep woods

Timedio

So is there maybe a time window for this drop. No rush and keep up the good work

Purity

fair enough

Dandy's Chest

Unfortunately that would completely make tools obsolete for most people who just want Sky to get fat LMAO

Lurkinlad

very long wind up on the belly bump then xP TBF tho by the time Sky hits max weight she is painfully slow

Dandy's Chest

Definitely still a ways off. Once more features are complete and the window draws nearer, I'll give a more specific date! Otherwise I'd just be tossing a dart and hoping.

BoogieYoons

Oh my goodness, pick devlog for whats coming later, nice work Dandy very nice 😍🤩🙂‍↕️👏

Baxter

okay so i was kinda close with my assumption it would mining related

NeonRays

It’s seriously incredible how much detail is going into this game. Also will there still be small updates in the meantime or are you planning to release everything as one big update? Either way I am excited to see what’s next.

Dandy's Chest

I like to keep things for big content drops! So I think the plan is to have one or two smaller updates (like the treadmill update) between every major release, but to save most new stuff for the big drops :)

Bizarre King

🎃: Nice, dont rush (I like seeing developers or artist enjoying their own works). This looks cool, good quaility. GG's

WaifuDekai

With such a belly Skye should be able to ram that tree and slamming it to the ground

Maman6069

A thought I have would be to have Izzy magically swing the axe or something when sky is too big. Or maybe you can buy an upgrade somewhere to "magically" swing the axe from a distancd for 2x wood or something. Would make harvesting easier when heavy too because the reduced movement speed wouldn't be as much of an issue if you can magically mine things from far away

Reverz

Super nicely done so far big D. Your vision for this game is just as great as your execution for it- which is a rare combo lol. Do you have any ideas for replayability? I find myself throwing my entire wallet at your Patreon for every new content update. I play all the new content... and then wait. Any future incentive for replaying? (Fairy Poker added lovely gameplay depth, but fattening Sky is a must have for my playthroughs.)

Dandy's Chest

Replayability will definitely be a focus, but not until the standard gameplay loop is all figured out. ^^ I think the biggest replayability will be in the combat, since it'll be handled as small roguelite runs with procedurally generated levels and random questgivers at the start of each run. :) That said, I don't want this to be a game that keeps demanding you to stay subbed. If you don't care about the art and stuff in the meantime, PLEASE switch to 'free' membership so that you can save money in the meantime and be notified when a new release comes along! ^^

Dolando

It seems the prospects of the game would be for me: came for the haha wg cow game stayed for the gameplay as a whole. The progress has been looking good so far great work