Posted November 17, 2025 by Ghost
The last update focused on laying the groundwork — this one is about bringing life and interaction to Seeds of Tomorrow.
From ambient soundscapes and controller support to smarter villagers and crop management, the world is starting to feel alive in motion and sound.
The crop system was completely rebuilt from the soil up.
It now runs on a centralized Crop Controller, streamlining growth, harvesting, and saving.
Unified crop logic through CONT_Crops
Growth data pulled dynamically from CropData
Proper save/load integration for crop states and time
Added new crop types
Introduced draw culling for performance on crops and trees
Crops now grow, save, and return — like a real living field.
The job system was reworked to be expandable for all pawns — villagers, NPCs, and the player.
This also allowed a full player character rebuild, including:
New animation engine linked to the job system
Smooth lerped tree-chop animations
Proper harvest and pickup actions
New stump and tree-state logic with removal support
Villagers and players now share a common foundation for all actions — paving the way for cooperative settlement life later on.
Village life is starting to take shape:
Added Builder NPC, unlockable via progression
Introduced small animal cages and rabbit traps
Rabbits now breed when conditions are met (Hunger > 20, Rabbits > 1)
Added Rabbit item and empty-trap jobs
Thereโs now a rhythm between work, reward, and the living world.
The world now has a voice thanks to the new CONT_SfxManager:
Ambient world loop
Chopping, digging, walking, and tree-fall sounds
Fire crackle and waterfall ambience
Menu music and temporary artwork
Audio timing synced with animation frames
Every action now feels grounded in the environment — not just seen, but heard.
A huge leap toward a living settlement:
Added Crafting Bench and Crafting Menu
Menu layouts reworked for clarity
Added Fire as a craftable item with lighting and sound
New inventory functions using amounts
Building placement upgraded — now fine-tuned for accuracy
NPC Builder system reworked: player confirms placement with E or Right Trigger
The world is now constructable piece by piece.
The biggest structural addition: full controller integration.
Menus now navigable with controller
Player movement and chopping fully supported
Building placement fine-tuned using Right Stick + Y / RT
Inventory and interactions optimized for analog input
Villagers now respond correctly to controller-based events
This paves the way for a console-friendly experience down the road.
Villagers are no longer aimless wanderers:
They now move into empty tents rather than walk past them
Wildlife spawners and villager spawners populate the world dynamically
The village feels just a little more alive with each build.
Main menu fully functional and controller-aware
Fixed tile interaction errors
Refined build placement alignment
Corrected stamina logic
Optimized save/load flow
General performance and animation timing fixes
๐ง Next Goals
- Expand controller functionality to every system
- Refine villager AI behaviour
- Improve notifications and dialogue structure
- Finalize core crafting loop and resource economy
This phase transformed Seeds of Tomorrow from quiet prototypes into a breathing, playable world — crops grow, fire crackles, villagers build, and controllers feel natural.
The settlement is still small, but for the first time, it feels alive.
More soon, as we move from systems into stories.
Thank you for following along ๐พ