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Jadawin1

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A member registered Jun 20, 2020 · View creator page →

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My project page:

https://jadawin1.itch.io/behind-the-horizon


Short Description:

- Behind the Horizon is an epic role-playing game with well over 50 hours of gameplay and a long, mystical story in five chapters.

- Immerse yourself in a living, ever-changing world.

- Experience a detailed, realistic farm simulation that comprehensively simulates the climate and living flora and fauna.

- Explore expansive hand-designed caves and catacombs filled with traps and monsters.

- Learn new skills and how to use different types of weapons. The inhabitants of this lively world will be happy to help you.

- Discover a complex magic system, with spells that will quickly become indispensable in battle as well as in nature and on your farm.

- Master crafting, alchemy and cooking to make your life easier and expand your farm.

- The world is home to many friendly inhabitants who go about their daily business throughout the year and with whom you can talk. They will share their lives with you

Homepage: https://www.jadawinindiegames.de

Actual English Trailer V1.5 - 

Trailer V1.3 English 

My shop page at itch.io: https://jadawin1.itch.io/behind-the-horizon


Hello Community,

the time has come again and a new major update for Behind the Horizon is available.

This time it's all about the graphics once again. I have integrated a new lighting system that creates very nice plastic effects with normal and specular mapping. Especially the caves have benefited enormously from this. The effects are less noticeable on the surface, as you are usually there during the day.

In addition, many textures (especially the paths and roads) have been improved or replaced, decorations added and transitions embellished.

The third major improvement concerns the starting map. There I went through the entire underground areas again and redesigned almost all the floors and stone tiles, so that there are now no longer any sprawling, monotonous areas. So I can only recommend everyone to try out the new starting map.

In addition, there are the usual minor adjustments and a few bugs that have been fixed.

You can read the list of all changes below.

Enjoy the game

Jadawin

New Trailer:



Full patch notes V1.5

Gameplay:

When casting the spell "Quarter" and "Enchant Animals", the animal is now also stopped in motion when it is in "Follow Player" mode. This makes it easier to "hit" the animal with the spell.

During a hailstorm, snow no longer remains on lava or on deep waters.

To reduce the loading time of the new normal textures, they are now loaded in several threads.

There are three more types of path tiles to buy from Mona and Marco

The recipe lists in the build/magic and cook menu can now be scrolled using the arrows or the mouse wheel. This is a preparation for the big story add-on that is expected to be released in autumn.

A missing quest text has been added when Niall sends the player into the northern tunnel. Previously, there was no more quest text in the main quest section until this task was completed, which can be confusing if you take long breaks while playing.

Graphics:

Global lighting enhancement through Normal Mapping and Specular lighting effects. This is naturally most noticeable in dimly lit areas such as the caves and gives a much more varied exposure of textures and beautiful lighting effects.

The Normal Mapping lighting system can be switched off in the settings in the main menu. If you have a weaker graphics card, you should do this (Netbookmode also automatically switches off Normal Mapping). On a (mid-range) Geforce 1060, the game continues to run in 4K resolution with stable 60fps.

In HD resolution, a Geforce 660M is sufficient. Intel HD graphics cards of the latest generation also manage 60fps in HD resolution.

The world for "start new game" has been greatly improved:

- Redesign of all floors in the caves. Wide areas with one and the same texture are now a thing of the past and have been improved with varied floor textures.

- Some textures have been replaced.

- An incorrect ground texture that was reserved for houses has been removed in Wood's cave.

- Entries for roofs in the world that prevented you from building a stable in that location have been removed.

- Ground textures for above ground paths have been given small embellishments that are randomly placed.

- The transitions between ground fields have been completely redesigned to more clearly reflect the boundaries of each field while still having a smooth transition.

- The shoreline of water bodies, where land and water fields meet, have been made more varied and now look more harmonious and rounded.

- The textures of paths and roads of Woodhome have been partially replaced or greatly improved.

- Rain hitting stone surfaces (paths) and water has now been given an effect

Bugs:

Fixed a bug where some monsters could sometimes only use their ranged attack and no longer run towards the player.

Fixed a bug where submerging lights in water could cause the game to crash if you were standing right next to them (a bug caused by the implementation of the new lighting system).


Hello Community,

It has been quiet around my game Behind the Horizon for a while. This is because I am currently working on the integration of normal mapping into the game. This made it necessary to create corresponding normal maps for all textures (and in my case there are a lot of them), load them and use them in a shader. This makes the lighting in the caves and other dark areas of the game much more atmospheric and creates many interesting lighting effects.

I hope to be able to upload the whole new system to you in 2-3 weeks. There will also be a small trailer, which will mainly introduce the new lighting system.

At the same time, I am working on the concept for the first story add-on, which will take some time. At least I can reveal that the story takes place after the main story. Therefore, you need to have played through the main game.
There will be new items, new plants and trees and also new monster types with new mechanics. Plus, of course, new handcrafted areas both above and below ground.

Homepage: https://www.jadawinindiegames.de

My shop page at itch.io:  https://jadawin1.itch.io/behind-the-horizon



Hello Community,

This update is about the textures of trees and paths and includes many other small improvements. The textures of the trees were stretched in the past and therefore the trees did not look so good in the game. Now the textures are integrated into the game in double resolution.

The trees now grow gradually to full size and each have three different textures in their growth phase, which provides more variety.

The road textures have also been renewed and integrated into the game in a different way, which makes them look more harmonious.

With this update the polishing of the game is finished as far as I can see. It feels all in all good. Next on the agenda are two more big content updates that continue the main story and answer unanswered questions, while of course also expanding the nature and farm area (new plants and trees, new animals and new nature events).  Of course, this will take time and cannot be done in a weekly cycle as before. I will take it easy with these addons, because the last time was quite exhausting.

Patch Notes V1.40

Graphics:

All textures of trees have been renewed (the trees themselves are of course unchanged) and integrated into the game in double resolution. Some fruits and the colour of the leaves were optimised. For this, parts of the textures had to be moved and rearranged. All changes should work in every game state.

All textures of the paths and roads were completely redesigned and the way they are painted was reprogrammed. Frayed path edges are now a thing of the past and all paths have also received small embellishments that are randomly drawn.

Game

The spell attack buff can now be bought individually from Niall (some recipes require the spell).

Some English translations of "ancient grain" corrected.

A rune that was in Joseph's house could be picked up incorrectly. This has been fixed.

After the end of the main story, a final save is now created (in an invisible saveslot) that can be loaded from the game's (future) add-on.

Trees are now properly revived at the same growth level by the overcharged healing spell.

Existing temporary bonuses increased by potions and food are now only replaced if the new bonus is greater. This affects attack, magic points, magnet range and maximum energy. If the bonus is the same, the remaining time is increased.

Display of bonuses for speed now in %.  

Bugs:

A small bug that crept in during a previous update and caused certain objects not to be entered into the map from a distance has been fixed.

Some potions and some dishes did not temporarily increase speed as intended. This should be fixed now.

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Meine Shopseite auf itch.io: https://jadawin1.itch.io/behind-the-horizon

Homepage zum Spiel: https://www.jadawinindiegames.de

Trailer V1.3 English: https://youtu.be/AZH1CXES4mE

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Hello Community,

There is a new trailer for Behind the Horizon with the current graphics and the new interface.

Trailer V1.3 English 


Page on itch.io https://jadawin1.itch.io/behind-the-horizon
Homepage: https://www.jadawinindiegames.de

My shop page at itch.io: https://jadawin1.itch.io/behind-the-horizon

Hello Community

In this update I have finally taken care of the status GUI and redesigned it. Now everything is integrated in the quick bar and the rest of the screen belongs to the display of the world. I hope you like it and don't feel too bad about the change. All functions are still available.

Also, I turned off the environment occlusion on the surface of the world. It didn't make sense there and didn't look nice.

The last major change concerns tiredness and presentation of cutscenes. Here the frame texture of the image section has been removed. Instead, there is now a smooth transition into black, which looks more harmonious and not so much like looking into a tube. Below you will find the complete list of changes.

I hope you all enjoy the new features!

Jadawin

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Patch Notes V1.37

Game: - In Alfred's and Magda's farm shop you can now buy an animal whistle with which you can call all tamed pets within a radius of 25 fields (cats, dogs, squirrels, llamas) on your farm to you. They then show via emote whether they are already very hungry and you can feed them more easily. The animal whistle can be used like a tool or activated with the Q key in the quick bar (blue frame).

- On the surface, I have now deactivated the environment occlusion, as it looked unnecessary and simply not nice there. This way the world is now even more different from the dark caves, which is good for the atmosphere.

- Tools (including improved ones) can now be sold at the merchant (no longer at the craftsmen).

- Some prices for raw materials and animal products have been adjusted to improve the balance.

- Some speed bonus values for equipment and permanent spells have been slightly reduced. GUI:

- Removed the texture I had used to limit visibility (fatigue and events) and replaced it with a smooth transition to black instead. I think this looks better and is less reminiscent of a fisheye effect.

- For dialogues and speech bubbles I used a new font that is much more readable, which will surely please many.

- In the GUI, many small visual improvements have been made that increase readability and are more visually appealing. The fonts have also been unified.

- The main status GUI has been completely redesigned and all displays are now integrated in the quick bar. All functions of the individual sections and displays still work as usual.

Magic:

- When quickly casting the invisibility spell with the Q key, a check for nearby monsters has also been added.

Manual:

- Added text for the whistle. - Texts for the new status GUI adapted. - Some bugs fixed.

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Patch Notes V1.36

Game: Mistakes corrected in some texts of the German version

Manual texts (F1) for skills, animals, tools and floors completed

Manual texts for spells (complete list of all spells added)

If there is still snow in spring, NPC remove the solid snow cover before sowing plants instead of putting the seeds on top.

A meteor impact has been moved slightly.

Graphics:

Textures for small durite, iron and copper deposits made slightly lighter to stand out better against the background.

Bugs:

Fixed a bug that caused one animal to slowly push through the other when two animals collided (noticeable at the moment especially when riding the llama).

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Patch Notes V1.35

Game:

Two texts in the trade window localised for the English version

Name for a deceased farm animal is now displayed localised in English Name for farm animal in info emote is now displayed localised in English

Made an important event in the main story more accessible, as otherwise longer waiting times could occur without progress in the main story.

Taming pets now only works within the radius of the consciousness crystal (with spell or food). This allows the animal to get used to the farm in the best possible way. All other animals can be tamed everywhere.

The llama now always moves at the same maximum speed on paths and bridges, just like the player, and not depending on the ground below.

Bugs:

Unfortunately, the hollow emerald logs rotted too quickly in the world, so you couldn't find any at the end to harvest the first emerald wood (with the steel axe). this has been fixed. For those already playing, I've changed the plan for the Durit Axe so that you can build it without emeraldwood and then use it to chop the emeraldwood stumps.  This should solve the problem.

Due to the overlapping of two states in the code, a damage bar was displayed on tree stumps when they were in the radius of the lightning rod. This has been fixed. However, it is necessary to dismantle and rebuild the already installed lightning rods ONCE in order for them to work as intended!!!!

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Patch Notes V1.34

Game:

Slightly lowered the chance of meteor chunks when meteors hit.

Pets are now smarter and don't get lost quite as quickly when you walk with them.

Gift list that you get from NPCs extended for many NPCs.

If you start a cutscene from the back of a mount, the position of the mount will now be adjusted if necessary after the sequence.

Bugs:

Position of "tree wounded" text emote corrected.

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Patch notes V1.33

Magic:

Reduced the consciousness requirement for Enchant Animals (to make it easier for players to use the new mount earlier in the game).

Bugs:

Fixed text emote on already learned plans, recipes and formulas.

Made the text emote for digging up plants clearer.

Two text emotes on the island of the llamas were translated.

The 3 recipes for the lightning rod, the herb stake and the sandbags were displayed as "empty recipes" in the English version. This has been fixed.

Graphics:

Various textures in the world have been reworked.

The blue quartz texture has been changed so that it can no longer be confused with the water crystal.

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Patch notes V1.32

Game:

The feedback for the skill "Plant feel" has been extended, so that in the case of deficiency conditions it is now displayed exactly how many days the plant can still survive. In addition, the remaining natural lifespan is displayed.

Magic:

The spell "Connect Spirit" now works in the same way as "Feel Plants". This means that the current state of your own plants is displayed and no longer the deficiency states of the previous day. However, this also means that these values depend on the current weather, because a lack of light, for example, can be immediately eliminated as soon as the sun comes out. On a daily average (which is crucial for growth), however, it can sometimes still mean that the plant is not growing.

GUI:

The current version is now shown on the top left of the start screen, so that everyone can check if he has  received all updates.

Bugs:

Pine seeds were displayed with an incorrect texture in winter when it snowed. This is now fixed.

When building fences, the character would sometimes get stuck if he stood too close to pieces of fence that changed due to the newly added fence. This is now taken into account.

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Patch notes V1.31

Gameplay:

After a cutscene has ended, the player is now teleported directly to where the cutscene ends. If this place is blocked by an obstacle, you return to where you activated the sequence.

The small chunks of iron ore can now be chopped up with the copper pickaxe. This creates the possibility of chopping enough iron yourself and making the iron pickaxe yourself. Until now, the only way to get it was to buy it from Walter the blacksmith.

GUI:

There is now the possibility to sort the contents of a chest (Button in Chest GUI has been added)

There is now the possibility to sort the inventory (except for the first 10 places of the quickbar). A Button in the Inventory GUI has been added.

Bugs:

Fixed a potential problem when quick  if you had an item stuck to the mouse pointer (the item was not saved with the game then. Now the item is placed on the ground before saving and is therefore no longer lost).

Some textures of animals were corrected

Fixed: The locust plague did not always start correctly.

Fixed a bug when closing some shutters in Woodhome.



Hello Community,

Behind the Horizon has been released on Steam for over two months now and I think it's time to tell you, who have followed the development of my game since last June, what's new.
Since release, I have released two major updates and countless small improvements. I was pleasantly surprised that there were only very few bugs and I could concentrate mainly on polishing the game. For example, the first update added a mount along with new quests and areas, and the second addressed the fact that many players were struggling with the depth of the nature simulation.

Together with all the other small improvements, Behind the Horizon has now reached a point where it can be learned and played well by anyone who likes my ideas and game mechanics.
In the meantime, there is a small community who all appreciate the game very much and who continue to help me fix every little bug via the forum there.

There are some youtubers in German and English speaking countries who regularly publish Let's Plays and they are also a valuable source of information for me, how you insgesamt like my game and what you would like to see in the future. The main story is (cleverly ;-) ) designed in such a way that it creates opportunities for many more adventures in my world, and the nature simulation also always offers new possibilities.

Finally, a request to anyone who wants to and has the opportunity to do so: Help me to make Behind the Horizon more popular. Marketing is hard work when you don't have a lot of money to spend on advertising, but if you help me, I'm convinced that Behind the Horizon can be as successful as Stardew Valley once was. I'll post all the links to the game here again. Many thanks to all who help :-) ! And feel free to contact me if you have any further questions.
Jadawin

The links to the game:

My shop page at itch.io: https://jadawin1.itch.io/behind-the-horizon

Homepage: https://www.jadawinindiegames.de


Gametrailer English: 



Update V1.3 - Polishing the game

Today is the day and the second major update to my game Behind the Horizon goes live.

This time it is about making it much easier for new players to enter my world and to improve the communication between game mechanics and players.

In the two months since release, I noticed that there were many areas in the game where players wanted more information and especially a more direct access to them.

In this update I have therefore added tooltips in many places that describe items and functions briefly and directly. There are also many new shortcuts to access game menus or functions..

Some of the new tooltips can also be switched off, in case they become superfluous at some point and only interfere with the flow of the game.

The harvesting tools (sickle, basket and ladder) have been given a completely new feedback system that, in addition to their function of harvesting, they can also serve as tools to identify plants and trees and give information about them. For example, they can tell you the name of the plant, the time needed for seeds to germinate, or whether plants are flowering at this time of year, and so on.

The communication with tamed farm animals has also been heavily revised and now offers the possibility to speak to the animals as usual, so that they follow you or work for you, or (from a greater distance) to call up a small window with information that shows the name of the animal, how many days it has been tamed, whether it is housed in a stable, whether it can be sheared or milked, etc..

For NPCs there is a similar function and in the corresponding window you can then see the name, the profession and the affection you have collected from this inhabitant so far.

The game manual has also been heavily revised and is now more appealing and it is easier to find the desired information there.

Basically, this big update is also related to the previous V1.21-V1.28 in which many other functions were already implemented in this context.

- Automatic tooltips for items in many menus were introduced there, as well as the large-scale overview of the ground conditions at your farm.
- In addition, many more quests have been given a destination area.
- The whole system of speech bubbles from the player has been redesigned and many messages now contain specific information instead of a short statement like "Impossible!".
- There is an option to add a marker on the map that is saved with the game.
- Sorting items into chests is now easier than ever, as items search for the pile to add to within all crafting chests.

In addition to all this, there are of course the usual little things like fixing small bugs that pop up every now and then.

You can read the full patch notes on my homepage.

Homepage: https://www.jadawinindiegames.de
Shoppage: https://jadawin1.itch.io/behind-the-horizon
Gametrailer English: 

Homepage: https://www.jadawinindiegames.de

Shoppage: https://jadawin1.itch.io/behind-the-horizon


Patch notes V1.27

Game:

- A planting area of Hagen (NPC) has been reduced in size. - Some spelling mistakes in the German dialogues have been corrected. - The number of coins you have to give back to Aleena has been corrected. - The sale of plans, formulas and recipes has been unlocked and duplicate copies can now be sold at the merchant (Marco/Mona). There are a few exceptions. - By killing monsters you can now increase your attack value by another 5 points. So it's even more worthwhile to eliminate the demons of the underworld :-) !

Magic:

- fixed a small bug with the teleport spell, where the saved position was also deleted by telports between stone circles.

Netbook Mode: - The fog and snow display has been simplified so that even low-powered systems can display the game smoothly in winter. - The ground under the snow cover is displayed in a simplified way.


Patch notes V1.28

Game:

It is now displayed correctly when trying to harvest a dying plant (instead of: Plant X too young to harvest -> Plant X is dead).

The amount of rigid plant fibres obtained when felling trees is reduced and the the chance of finding them increased.

GUI:

In addition to the display of the soil types and the crystal radius (STRG/Control left), a few things have been added, which I hope will make it easier for you to deal with the nature simulation and farming. 1) The display of the development state of the soil has been added. With the help of a bar you can see how long it will take for the soil to develop. This is of course relative to the amount of experience the soil still needs. Example: a half-full bar of rock needs much less points than a half-full bar of red earth. 2) The indication of light and temperature on this field. This also takes into account the shade of the trees, the current weather and possible microclimates. It is therefore a snapshot that corresponds to the display in the GUI for the field under the character. 3) If already unlocked, the current moisture is shown below in bar chart form and below that the nutrients in the soil. This is again relative to the type of soil. All these values are only displayed in the radius of the farm's crystal of consciousness.

The sickle can now no longer be used pointlessly on paths.

The display of nutrients and water on the field on which the player is standing is now deactivated if there is a path or road underneath.

All harvesting tools now display the remaining germination time when applied to a seed. The ladder does this for seeds of trees, the basket for seeds of farm plants and the sickle for seeds of ground covers. (please don´t forget that the type of soil affects the germination time - more information about this you can find in the manual)

Gametrailer English: 



Hello Community,

there are some new updates since the AddOn V1.2! The game has got many new comfort functions and some small bugs have been fixed.

Patchnotes can be found as usual on my page here on itch:

https://jadawin1.itch.io/behind-the-horizon

Hello Community

With this update Behind the Horizon is enriched with some new exciting content. First of all, there are two new areas and a cave, which have been hand-designed as usual. A new NPC offers two quest lines that are integrated into the main game. The level of difficulty is intended more for the beginning. The new quests begin at Tiffany's café after you have had breakfast with her!

During the quests, it is possible to earn a mount (!) and to get another pet that, when enchanted, also helps on the farm.

In addition, I have greatly expanded the natural events, which are specifically adapted to the ongoing season, in order to create more variety and new challenges. There are now 4 possible events per season, with two having positive and two negative effects. The events occur randomly with different probabilities and it will take several years to experience them all, because more than two events are very rare in one season.

Cats have now learned to kill mice again and mice like to nibble on vegetables in return.
The netbook mode got a lot of changes and now the game actually runs smoothly on my Acer3 netbook with 4GB Ram and Intel HD. The vegetation density of ground cover, the surrounding coverage of light sources and the light size are limited.

On top of all this, there are numerous minor changes and the fixing of a few bugs. The complete list of changes can be read in the changelog V1.2.

All old game saves can still be used and the AddOn will be installed accordingly.

My itch.io shoppage: https://jadawin1.itch.io/behind-the-horizon



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CAUTION Spoiler:
The following is a list of all global natural events and ways to counter them. If you would rather be surprised, do NOT read on here!
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In all seasons you can find the event of the Light Fairy, who roams the land and casts positive, growth-promoting spells depending on the season.

Spring:

- The flood(3 days): heavy rain floods large areas and changes the rivers and ponds. Soil that is flooded and dries out again becomes clay soil. As a countermeasure, banks can be protected with paths (sometimes successful) or sandbags (always works).

- Rivers(2days): after heavy rain, water comes down from the mountains and finds its way through the plains. This can sometimes make areas impassable, but fortunately the water gradually seeps away again after some time. The ground, however, changes irrevocably. It becomes more rocky in the upper course and more fertile in the lower.

- Seeds from distant lands: In this event, a warm wind comes from distant lands, bringing with it many seeds that settle in open areas.

Summer:

- Drought(3 days): prolonged drought with extremely high temperatures. Also gradually dries out flooded areas. Only watering helps as a countermeasure.

- Rainbow rain: a warm summer rain that replenishes all water supplies and brings some additional nutrients.

- The locust plague(1 day): swarms of locusts appear on many water banks and eat the ground bare. They multiply at breakneck speed and can devour entire patches of land. The only comfort is that they only live for one day. As a countermeasure, there are herb stakes you can put up or you can try to kill them.

Autumn:

Thunderstorm(8h): a classic thunderstorm that damages trees and plants by lightning and wind. As a countermeasure, there are lightning rods that can protect a limited area.

Vole plague(3 days): In many parts of the world, voles are becoming a plague and roam the land in search of food. Fortunately, they only live for a few days. The best countermeasure is the farm cat, which quickly kills the mice.

Year of Mushrooms: In some autumns there is a veritable mushroom boom, because the spores of the mushrooms spread all over the country.

Winter:

Eternal winter (3days) : The eternal winter brings low temperatures and lots of snow. A good time to spend in front of the warm stove or explore some caves.

Hailstorm(8h): Strong winds and hail lead to heavy snowfall and to fallen trees and damaged plants.

Metorites(4h): A swarm of metorites descends and leaves small crystals in many places that can be collected and sold for profit.


Hello Community,

I have completely re-created the textures of the ground coverings and also completely re-written the program part according to the new requirements. The single textures are now sorted, so that there are no more unsightly cuts and the flowers are placed as 2nd pass. I could even achieve a performance gain, which is of course only noticeable on netbooks with extremely low performance.

Changelog V1.15b:

graphics:
All ground cover textures have been redesigned and the graphics engine has been rewritten to make the landscape look more harmonious.

Stone textures have been improved

Game:
it is now possible to offer hay and feed the animals that normally eat grass in winter when the snow cover is closed. Previously, you had to either feed them their favourite food (needed for taming) or shovel the snow away. Feeding with hay satisfies the animal for a day and is important for all farm animals that produce something.

On the minimap above the houses it is now shown who lives there. This hopefully helps with orientation in Woodhome (NPCs almost always return home in the evening. Some eat in the restaurant first.)

My Shoppage:  https://jadawin1.itch.io/behind-the-horizon




Behind the Horizon..

- is an epic role playing game with 50-200 hours of gameplay and a mystical story - is based on a nature simulation that simulates climate, weather, soil, plants and animals - is a farm game with crafting and housing - has a huge handmade very lively and ever changing world - includes large underground caves and catacombs with traps, puzzles and many monsters - has 5 weapon types and a complex magic system - has many residents who go about their daily business and with whom you can talk and who let you participate in their lives ... is a game where you will feel comfortable!


ON SALE NOW!


My Shoppage:  https://jadawin1.itch.io/behind-the-horizon

Changelog 1.15

GUI
Neues Menü was den Zugang zu sämtlichen Menüs im Spiel durch einen Mausklick ermöglicht (Zugang ganz rechts auf der Schnellleiste)

Ablegen von Gegenständen direkt auf die Schnellleiste möglich. Mit linker Maustaste dort ablegen und falls der Platz belegt war landet der Gegenstand dann am Mauszeiger und kann entweder zurück ins Inventar gelegt werden, oder einfach auf den Boden fallengelassen, wodurch er auch im nächsten freien Inventarplatz landet.

Grafik
Diverse Bodenbedeckertexturen wurden bearbeitet oder neu gestaltet.

Spiel
Möglichkeit zum Mundraub! Bisher war es nicht erlaubt auf fremden Beeten zu ernten. Dies ist nun mit entsprechenden Konsequenzen erlaubt und es bleibt dem Spieler überlassen, ob er davon gebrauch macht (Anmerkung: NPCs mögen es natürlich gar nicht, wenn man stiehlt und dem eigenen Bewusstsein tut das auch nicht gut)

---------------------------eng-------------------------------------
Hello Community,

there is again a small content update with mostly player requested little things that were still missing.

changelog 1.15

GUI
New menu that allows access to all menus in the game with a single click (access on the far right of the quick bar)

Objects can be placed directly on the quick bar. If the place was occupied, the item will land at the mouse pointer and can either be put back into the inventory or simply dropped on the ground, which will also land in the next free inventory place.

Graphic
Various groundcover textures were edited or redesigned.

Game
Possibility to steal vegetables and fruits! Up to now it was not allowed to harvest on foreign beds. This is now allowed with the corresponding consequences and it is up to the player to decide whether to use it (Note: NPCs don't like it at all when you steal and it is not good for your consciousness either).



This has been added to version 1.14:

ChangeLog 1.14b

- The two displays for Life Essence and Energy are now smaller in relation to the rest of the GUI and therefore take up less space in the corners. The whole GUI is still scalable.

- A mouse control of the character was added. If you press the middle mouse button the character always runs in direction of the mouse arrow


Hello Community,

today there is again a small content update with some changes and new possibilities! This time it's all about communication with plants!
Have fun trying it out!

changelog V1.14
(old savegames can still be used)

Animation:
Fixed bug with standing devil animation

Magic

The spell Connect Spirit has undergone some changes: If the spell is cast on a plant that was not planted by the player, it will be given the status "planted by the player" if it is within reach of the crystal. The spell does not work on trees.
If the spell is cast on an empty field, the player will have a temorary connection to all the surrounding plants and trees he has planted and can see if they are suffering from deficiency conditions (graphically marked by animated different coloured symbols on the field. Blue stands for lack of water, brown for lack of nutrients, orange for too much heat, turquoise for too cold, light yellow for too much light and dark grey for too little light.

The Heal spell can now also revive trees in "Overload" mode. They get a part of their life time back, but first they have to grow again until they can bear fruit.

New building plans:
Lightning conductor: prevents lightning from striking an area (lightning destroys all plants and damages trees and injures or kills animals)
Herbal stake: will be needed in the next big content update.
Sandbag: prevents the field from being flooded.

Plant Emote:
the reason why plants are dying is now also shown. It also shows when a tree is wounded.

GUI
If you press the "Left Control Button" in the game, the area in which the player is allowed to plant (measured against his consciousness) is displayed brighter. Floor areas that are still too far away are displayed darker.

Display:
Shopsign with opening hours of Alfred's farm shop corrected


My Shoppage:  https://jadawin1.itch.io/behind-the-horizon

Hello Community,

I proudly present a new Trailer for  Behind the Horizon which I made for my Release on Steam (today) ! 

Trailer:   


My Shoppage here on itch:  https://jadawin1.itch.io/behind-the-horizon


Version V1.12 released

There is a new version available with improvements and bugfixes from Behind the Horizon!
The link to my itch.io page, where you can already try and buy the game

https://jadawin1.itch.io/behind-the-horizon

Release on Steam and maybe GOG.com coming soon.

-------------------------------------------------------------------------------------------------------------------

Changelog V1.12
(old savegames can still be used)

GUI

The appropriate interface size is now determined automatically when the game starts and then saved with the score. Later this can also be set manually and is also saved. However, it is not recommended to make the GUI so large that windows overlap, because then some elements are no longer accessible.

Speech bubbles position at the player optimised

The active tool in the quick bar can now be changed with the scroll wheel of the mouse.

In the Quest Overview and Library, the list can now also be moved using the mouse scroll wheel.

Into
A dollar symbol has been changed into a euro symbol :-) !

Magic:
New magic that allows to transfer animals from one stable to another or to unbind the connection to a stable.

World:
An event starter has been changed

Translation:
Texts for the load and save dialog were translated into English.

Bugs:
Error in the calculation of dealer prices (Affection Boni) fixed

Thanks ! I´ll look through the screenshots and delete some not so interesting ones.

Hello Community,

i have now submitted my game to GOG.com to get a second platform for the release of Behind Horizon besides itch.io ( https://jadawin1.itch.io/behind-the-horizon ).

There is a wishlist where you can vote for my game to be accepted and published. If you feel this would be a great help for me :-) !

The link to the wishlist: https://www.gog.com/wishlist/games/behind_the_horizon

-------------------------------------------------

Behind the Horizon is now live and you can play it.  There will be  some more updates in the near future but even now all is working well  and the updates  are for polishing the game.

I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------

2020 06 23 10 01 24

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54


--------------- UPDATE ---------------


Hello Community,

i have now submitted my game to GOG.com to get a second platform for the release of Behind Horizon besides itch.io ( https://jadawin1.itch.io/behind-the-horizon ).

There is a wishlist where you can vote for my game to be accepted and published. If you feel this would be a great help for me :-) !

The link to the wishlist: https://www.gog.com/wishlist/games/behind_the_horizon

-------------------------------------------------

Behind the Horizon is now live and you can play it. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------



2020 06 23 10 01 24

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54

Hello Community,

Behind the Horizon is now live and you can play it. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------

2020 06 23 10 01 24

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54


Compatibility of demo savegames

Many players will be happy that you can now use savegames from the demo V1.1 in the main game. Please copy the "Savegame File - Save0-4" into the "Save" folder of the main game and load it normally.
Older savegames from versions before 1.1 should not be used, because the world has changed in many places.

Dear Community,

Behind the Horizon is now live and you can play it. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.

The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.

To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.

Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.

I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:

Jadawin1.itch.io

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

Jadawin1.itch.io

--------------------------------------------------------------------------------------------------



2020 06 23 10 01 24

2020 07 05 06 29 51

2020 07 05 07 00 14

2020 07 05 06 59 05

2020 07 05 07 05 54


Dear Community,

now the time has come, the release is close and on September the 11th the time has finally come. I have been working on Behind the Horizon for over 3 years, often all night long. Now that the game is finished I want to give you the opportunity to play the game. Of course there is still something that could be extended and made more detailed and then this project would never end. A nature simulation is a never ending construction site where you can add more and more things.
The epic story is complete and feels good. The tension starts slowly and then rises and finds its end in one of two possible endings. Since the beginning is also about building the farm, housing and getting to know the world and the inhabitants of Woodhome, it is good not to feel pressured to push the story forward.

I have thought about the payment model for the release for a long time. Basically, I would have liked to leave it up to you to decide what you want to pay for the game. But after I read many reports about other developers, who in the end only got a single donation on 500 downloads, I decided differently. So the current demo with the first chapter is still available for free to get to know the game a bit.
To download the whole game you have to pay at least a minimum price, but you can also give a little bit more.
Behind the Horizon is comparable in size and complexity to many commercial games even if the graphics are not as polished and flawless, there are many completely new game mechanics inside, a huge world created with enthusiasm and love, in which you can feel at home and which you like to explore and a thrilling epic story, which is all about the fate of the player.
I had a lot of fun, but also a lot of frustration and work with the game, because to set up such a project on your own and to program the complete game yourself is anything but easy. If I had known what dimensions everything would take on, I would have lost my courage.

The savegames of the demo are not compatible with the release version. Please start a new game to begin your journey :-) !

Now I still wish you a lot of fun with the game and I am looking forward to any feedback. If you feel like writing a review in the community forum at itch io (https://itch.io/board/13293/recommend-a-game) or in other game forums, it would help to make my game more popular :-) !

If you find any bugs, please write me too. I have set up an own forum for this on itch io:
https://jadawin1.itch.io/behind-the-horizon/community

The game has been running for a year without crashing and I have played the whole game several times, so everything should work. Of course there might still be some minor bugs.

Here you can download the current demo and the game in German and English language:

https://jadawin1.itch.io/behind-the-horizon

-------------------------------------------------------------------------------------






ChangeLog V1.1 Release Version
(old savegames of the demo can be used for the new demo version)

Release of the game on 11.9.2020 - the new demo is already available today!
(for the release version a new game must be started. Demo games can unfortunately not be continued).

Bugs:

Bug in the event "Lassagne in the evening" fixed

No more water is drawn from water fields

A bug in the growth of animals has been removed

Some potential problems when using the teleport in closed areas have been fixed.

Enlarged the starting area of an event in a cave.

No more duplicate messages about a dead animal.

Adjustment:

Changed Aleena's dialogue background music

The prickly pear bush can now only be bought in the oasis.

Donkeys now eat up all the ground cover little by little and then improve the soil (all soil types)

Pigs are now improving the soil a little faster, donkeys and horses a little slower than before

When using the teleporter stone to the farm, the music from the farm will now occasionally start.

Nutrient and water crystals return less nutrients and water respectively, so the rain spell, water buckets and farm animals that fertilize the soil have their place and farming is not made too easy.

Animals now hold still briefly when tamed with a spell

The player's old position is now only saved when using the teleport spell and not when travelling between stone circles or using the teleport stone.

The soil improvement of the plants was revised and adapted to the type of plants

Tooltip window has been enlarged to fit all texts.

NPC crafting stations are now private.

When fighting higher Demons that prevent teleporting the player can no longer save the game.

Quarries now produce now less stone and ore.
 
Emerald wood stumps and hollow trunks now give less emerald wood.

Loot now stops in front of walls so that everything can be collected.

Animals that live in a barn now have a chance of 2 eggs/milk/wool
The soil type now reduces or increases the germination time by up to +/- 2 days depending on the quality of the soil.
When enchanting animals, the spell will now immediately indicate if the animal is still too young.

Soils:

The experience points of the levels of the earth have been raised slightly

Graphics:

Bridges are now also shown on the minimap

Instructions that were too large for the window were shortened

Now different mouse pointers for dialogues, communication with plants and animals

Mouse pointer interaction now coloured

There are now 6 (instead of 3) differently coloured cats and dogs, so that you can better distinguish your own pets.

Seeds of the Agave are now more visible.
Seeds of the coffee perennial are now more visible.
Cucumber plant with cucumbers now easier to recognise.

World
Various problems during floods eliminated
Adapted some walls in the caves and added a switch so that the area remains accessible even if the player teleports out.
Minor improvements all over the world map.

------------------------------------------------------------------

My game site on itch.io:

https://jadawin1.itch.io/behind-the-horizon

Hier könnt ihr euch über das Spiel in deutscher Sprache austauschen  :-) !

Behind the Horizon community · Created a new topic Bugs

If you find a bug in the game you can post it here.  Great would be an exact description and perhaps also screenshots . If you can, it's best to keep the savegame, because this is the fastest way to fix the bug.

Behind the Horizon community · Created a new topic Feedback

Here you can share your experiences with my game Behind the Horizon and thus also give valuable impulses as to what you particularly liked or what you would like to have improved.


Hello, community,

today I want to tell you something about the epic story in Behind the Horizon. Of course, I don't want to put spoilers in here. The story unfolds around the player and his destiny and connects his development on the outside with his spiritual development. In the linear five chapters the player learns more and more about the nature of the world and the magic that fills all living things with life. With the power the player gains, the responsibility for his actions also increases. In the final chapters there are huge changes in the world and finally the story comes to a full circle in one of two possible endings.

In addition to the epic main story, there are numerous quest series, which partly extend through several chapters. The quests are focussed on the people in Woodhome and the Oasis, and the player learns a lot about the inhabitants and has to make some tricky decisions. All inhabitants can be talked to and most of them play a role at some point in the story.
Of course friendship and love cannot be missing in a game like Behind the Horizon, but I won't write anything more about that now.

----------------------------------------------------------------------------

You can find the latest version of the demo (Chapter 1) on my itch io page. There you´ll find also much more Informationen and Development News.

Jadawin1.itch.io

The release of Behind the Horizon is coming closer and closer (September 2020) and today I would like to take you with me for a day in my game. We' ll take care of the farm's plants and animals, walk through the living wilderness of the world, visit one of the many dark caves and in the evening we' ll visit Woodhome.
The world of Behind the Horizon is 100% handmade, without repetitions and without artificial game extensions. It is alive through the simulation of nature and changes dramatically throughout the epic story. The story is driven by cutscenes, dialogues with the inhabitants of the world and also by books and writings, while the farm and role-playing part of the game blend in harmoniously and provide a lot of variety.

Video:

You can find the latest version of the demo (Chapter 1) on my itch io page. There you´ll find also much more Informationen and Development News.

https://jadawin1.itch.io/behind-the-horizon


Hello, community,

today it's all about the music and sound effects in Behind the Horizon. Most of the music used in my game is public domain or open music and the rest was composed by myself. Essentially, these are the guitar pieces (with and without vocals). I tried to choose the music according to the mood of the area and for areas that are often entered (like Woodhome or your own farm) I used light, pleasant melodies. All in all I took great care that the appropriate music fits to the area, the cutscene or the NPC (in dialogues).
In addition, there are different ambient sounds depending on the time of day and season, which are of course best heard when no music is playing. In the caves you can hear for example falling water drops and in the forest in the evening in summer the crickets chirp.
The numerous other sound effects, from the interface, the fights I got from various sources. Partly public domain and open music, but also self-created effects or sound effects cut out of videos are included.
In total there are more than 200 sound effects and 50 pieces of music that have found their way into the game. In addition there is also the ambient music for forest, plains and caves. An complex system (based on time of day, season and vegetation in the surrounding area) decides which background music is used.


You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


Changelog 1.07
old games can still be used (just copy them into the save folder)

Nature simulation:
Introduction of seepage. Every soil type now has the property of seepage, which tells you what percentage of the added water will seep away. Stones, gravel and sand have the highest seepage values. Heavy clay and clay soil have the lowest. The seepage puts the soil composition and the development of the soil even more in the focus and makes it more laborious to cultivate on sand or sandy soil.

Earth fields bordering on swamps, ponds or river water now benefit from the moisture of the neighbouring field. The water supply is replenished daily.
Evaporation in sunny weather has been greatly increased during the day.
Ground coverings plants now reduce evaporation by up to 50% depending on the density of growth.
Trees now reduce evaporation by up to 50% depending on size (giant adult trees also reduce evaporation from surrounding fields by 25%)

Adjustment:
Cacti and palm trees now have greater resistance to drought.

Trees and giant trees can no longer be replanted with a shovel, but must be sown. Seeds can still be dug up.

Some trees now have more specific preferences in temperature and cannot survive the winter directly at the farm.

The reproduction conditions of trees have been changed once again to prefer a more varied and less dense forest.

Some weapons have been adjusted in damage and speed to improve balance.

Combat spells cost a little more energy to improve the balance to melee weapons.

Nutrient and Water Crystals now give less water and nutrients than combinations of 2 or 4 crystals.

The reproduction of NPC farm animals has been increased.

Graphics:

Some seed varieties made more visible

Pear tree texture improved

Coffee bean blossom now better visible

AloeVera textures now more uniform in color

2 path textures less prominent

Bugs:

The snowmelt now also takes place in warm rainy weather.

Change of weather allows for a change of weather even if a sequence has been started in a house.
Shadowing by giant trees now covers all fields around.

Shading of fields by trees now only becomes active when the tree is medium in size.

Chickens no longer leave the brooding mode because they want to lay an egg in the nest.
Stone wall gates can now be placed directly into the stone wall like wooden gates

Localization English:

some missing infotexts have been translated

corrected several small errors in the dialogs


--------------------------------------------------------------------

The new version you can download on my itch io page:
https://jadawin1.itch.io/behind-the-horizon


Hello, community,

Today I have another gameplay video for you. This time I visit my farm, which I built in 6 years ingame time. Since everyone is completely free to design their own farm and there is a large area available for it, every farm will look different. Additionally there is the always the constantly changing nature to which you have to adapt.
Later even water can be magically transformed into land and land into water.

Have fun with the video!
 

You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


Hello, community,

today I´ll tell you about magic in Behind the Horizon. Magic and its use is closely linked to the epic story of my game, and is used not only for killing monsters in the huge hand made caves, but for many other manipulations of the world. For example, later in the game you can turn land fields into water fields or speed up the growth of plants enormously.
Graphically I have a unique animation for each spell, which shows the character of the spell visually. There are 40 different spells and animations in total.
As a magician you learn new magic formulas one by one, which are mixed from substances found in the world or produced by yourself. The finished spells can be used with enough magic power. However, every spell has a minimal consciousness value. If this value is higher than the player's, the spell can be cast, but can lead to unpredictable consequences. For example, a healing spell can deal damage, or a weather spell can cause a natural disaster. The probability of this happening is directly related to the lack of consciousness.

There are also magic crystals that directly affect the surrounding fields and change the temperature, light or even water and nutrients of the soil. This gives many exciting new possibilities to create your own farm.

Indirectly, magic also finds its way into many items of equipment, where it improves basic values such as creativity or attack. Such magically enhanced equipment can be found in large numbers, bought or even build by yourself.

Hello, community,
Today I have another gameplay video for you. This time I walk through some of the different types of landscapes from the high snowy north to the deserts in the south.

In the second part unfortunately the recording software messed up the frame rate and the video stutters. But in the game everything runs smoothly :-) !

Have fun with the video!


You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon

(1 edit)


Hello, community,

Today I would like to tell you something about the graphic in Behind the Horizon. Since I am mainly a game designer and programmer I had to start from scratch in the graphical area and often had to rely on other generous artists who provide their textures and sprites as OpenArt. Therefore there are inevitably different graphic styles in my game, which is perceived as disturbing by some. But I have found that after a short time it doesn't matter anymore and in some "magical" way ;-) everything fits together again. It's the athmosphere that carries the game and the many possibilities and stories that Behind the Horizon is focused on.

It was especially difficult to find animated sprites, which had to be available in many ariations (NPCs) for my game. The NPCs should be easily distinguishable and in the end I decided to use an OpenArt Online Sprite Generator and then manually enhance them and add animations if needed. This serves its purpose well. I would have liked to add more animals of the wilderness, like squirrels, foxes, wild cats etc... but unfortunately there was little choice and creating my own animations proved to be so time-consuming that it would have doubled the already giganitic time needed for the game.

In the caves I decided to use the technique of ambient occlusion, because it's simply more exciting if you don't see everything immediately and turn around a corner and discover a surprise (good or bad) there. The corresponding part of the program was quite complicated, because it should be fast enough to handle many light sources and it is calculated on the CPU. With the third attempt it worked and I think it does its purpose and contributed a lot to the atmosphere in the dark caves.

The graphical interface is almost completely designed by myself and it is colored in earth tones matching the theme of the game. I tried to make it clear and not overload it with too much information. It was also important to me that the handling is fluent and comfortable and one does not spend too much time in the inventory or other elements of the interface.

--------------------------------------------------------------------------------------

You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon





Hello, community,

Today the focus lies on the nature simulation in Behind the Horizon. In the beginning programming the simulation was my only goal and it is now the base of all other systems in my game. At first I tried a very complicated approach with many parameters, but I soon realized that this would become much too complicated for the player. So I created the simulation based on 4 essential factors. These are: ...temperature, light, humidity and nutrients. All plants have a "feel-good" area for each value in which they grow and a duration of days they can endure extreme conditions. If there is no improvement afterwards, they die.
Nutrients are in a constant cycle and are absorbed and released back into the soil after death. A lack of nutrients is the quickest way to kill a plant. Animals also belong to this cycle by eating plants and excreting them again. Some farm animals can even be used selectively to fertilize the soil.

Water enters the soil through rain or snow, but also through fog and through adjacent water or swamp fields. Many desert plants can survive almost indefinitely without water, but then they also stop growing. Depending on the type of soil, part of the water gained seeps away again and is not usable for the plants. In sunny weather a lot of water evaporates. Ground cover and trees help to minimise evaporation.

The temperature depends on the weather and the season and peaks in midsummer. Plants that prefer a cooler climate usually grow only in the north. At temperatures below zero degrees, rain falls as snow and gradually forms a solid snow cover, which also thaws only slowly. Ponds also freeze at low temperatures and can then be entered.

The light intensity changes according to the season and is of course lower under trees. Some plants do not tolerate direct sunlight in summer.
Possibilities:
To adjust these four natural values and to grow all plants successfully on the farm there are many possibilities of influence from fertilizer and water buckets to magic crystals and spells. However, you can also make a lot of things possible by observing nature and finding combination of plants which can grow in symbiosis. For example, the temperature under trees is always a bit higher than on the bare earth.
Soils:
The quality of the soil is slowly evolving because of the plants that grow on it. The quickest way to do this is for the player to plant a field himself, because the crops give the soil the most experience. If the soil quality increases by one level, its ability to store water and nutrients usually increases, and often it is possible to plant certain more demanding crops on it.
However, as a result of certain events or natural disasters, the soil can also degenerate and thus loose quality again. There are the following soil types in my game which are important for farming: rock, loose stones, gravel, sand, sandy soil, clay, hard clay , red earth and black earth. Beyond that there are the swamp and the waters and a few more, but they do not play a big role.
Plants:
There are three different plants that can grow on a field at the same time and therefore there are many more or less successful combinations. The lowest level is formed by the ground cover, followed by the cultivated plants and above that by bushes and trees. Each plant has its individual characteristics and also produces something. These can be fruits and vegetables or flowers and alchemical substances. Everything can be used in any recipe, or sold for coins. All plants sow themselves according to the direction of the wind and reproduce themselves. If a plant is harvested, it will not multiply. The life span of a plant varies from 1 year to 10 years in the game. After that the plant dies and returns its nutrients to the earth.

Conclusion:
This was a small insight into the mechanics underlying the simulation of nature. I can guarantee that every world will look different. Depending on what the player does (and there are many possibilities) and which way the plants themselves choose, the landscape changes constantly. I had already had one year where a mass death of pine trees started and large areas emptied. This area was then gradually conquered by other plants.

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You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon


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The village Woodhome

Take a little walk through Woodhome! In Woodhome live many inhabitants. They walk around, go to work, visit each other and live in harmony with nature. You´ll find many shops and craftsmen there too. You can talk to everyone and the people will tell you about their needs and problems or help you in your tasks. 


You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon

Hello, Communnity,

there is a new gameplay video from Behind the Horizon. This time it's about the fighting system in the caves. The huge areas of the caves and catacombs are, like the whole map of the game, are 100% hand designed and each cave is unique. There are small puzzles, traps and many little stories from the ancient times. Everywhere there is something to discover.

Have fun with the video!



You can find the latest version of the demo (Chapter 1) on my itch io page:

https://jadawin1.itch.io/behind-the-horizon