Thanks a lot! I'm a little busy these days but I hope to take the time soon to bring it to the next level!
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I started this terrain generator for a unfinished game. I made a standalone web version for the procjam. I plan to add some configurable terrain parameters, biomes and styling as well as export options.
I chose to use natural numbers to represent the photosynthesis (it seemed to me more logical) but indeed it's disturbing and finally with floating point numbers it will be much clearer. I'll try it (currently I am a little overloaded :/ ). Thanks!
uhhh actually the goal of the game is to guess the bomb. By putting probes. Probe indicates distance. One probe only is not enough to guess the position so you have to put several probe to find a common intersection.
Thanks for your kind words :) The game gets big and so I spent time on design and organization. The next big feature (tree evolution!) requires a lot of work on different aspects and, for different reasons, I do not develop much lately. I hope I could work more on it soon and deliver a great update! But no clearly defined time frame, sorry.
I have to check for leaves but I know there is a problem with flowers and fruits than can really kill the tree instead of just rotting and falling. I will work on this but meanwhile you already can manually cut outer branches by clicking on them (it's in the doc in Tips section but you know i struggle a bit to have a simple and clear doc..), this is not the most convenient but it can really save your tree!
I'll also add a way to reset a level, maybe it could give some resource (like wood) depending on the current tree in the level to make something with it :)
Indeed it's not really clear. I added one line about this in the Respiration section, maybe it's not enough and could be better explained but I don't want to overload the documentation (i'll do a complete guide later). Thanks for pointing this out.
yeah! Phototropism would be great. I plan to do it (even if i didn't know the word, thanks to you), something like the higher it is, the more luminosity there is, and some shadow area to simulate the other trees around, as if we were in a forest. It'll be really interesting and add some constraints in the growth of branches. Thanks!
Hi, evolution system is a big piece with several aspects, i'm working on it and i'll try to release a first iteration soon even if it's partial and not the final system yet.
Indeed, i forgot to explain that only root extremity collects water. I know it's not so obvious despite the visual hint (blue pulsing circles). I'll add it in the doc.
The top right chart is the climat of the region. It shows the evolution of humidity and luminosity range over one cycle (a year). You can see seasonality and periods of rain and drought. The actual value for a particular day will be in the range defined by the line thickness. In game, you can see a little white dot around the humidity and luminosity charts (top right) which indicates where you are in the cycle. (yeah I have to document this too somewhere).
oh no :( I'm sorry for your tree. You spotted a real problem, it's a pity that the tree dies just for a mistake.
I like your solutions, I think the "drop seeds" button is better but I like the idea of manually drop selected flower or fruit. I'll work on it soon.
Thanks a lot for your feedback!
ok I see. The white graduations (bottom left) indicates sap units, you must have energy and water bars above one graduation to produce a new unit of sap.
More precisely, you need several units of water (say 3) and energy (say 5) to produce one unit of sap. So if you collect 12 water and 9 energy you still produce only one sap and blue bar is 9 units above white line and yellow bar 4 units above.
Bars at the bottom left
From left to right:
- Consumption (brown) divided in several segments representing consumption of roots, leaves, flowers and fruits.
- Balance (red/green) red when consume more than produce, you lose sap. green for the inverse.
- Production (combination of yellow and blue bars), aka photosynthesis.
- energy (yellow) from leaves
- water (blue) from roots
Energy and water depend on weather conditions and so can go up and down, impacting the production accordingly.
Gauge at the bottom right
Your sap reserve. Impacted by the balance, i.e. it can fill up or empty more or less quickly depending on consumption and production.
You need sap to grow branches and roots. The circular indicator appearing when you extend something show you how much it will take from the sap reserve.
Why is it so unclear?
I know I have some work to make the game and interface more self-descriptive, it must be integrated to the game (because nobody reads documentation) as tutorial or tooltips. It's a bit of work.
I'm actively working on the game and i'm currently focused on gameplay and features, which are the most important. And I don't want to spend time on explaining things that might change in a near future. But I'll do it for sure.
I hope that I have helped and that you can enjoy the game! Thanks for feedback.
Thanks! yes it's not clear yet and I have to take some time to make it more understandable and progressive. Or we can say the first part of the game is to understand the game :p I plan to use local storage (but doesn't work for some browsers due to itch.io embedding). I didn't know for Gamejolt cloud storage, I think I'll give it a try! Thanks again.
Thanks a lot! I plan to add some evolution features to adapt the tree to different regions and climatic conditions. It will be things like leaves size and shape, branches characteristics or flowers and fruits types. So from one default tree type you can create many different types over generations. It's the idea :)
Indeed Botanical Box seems similar, I'll try it as soon as possible!
Be a tree! A unique and peaceful experience in a ruthless environment where you have to grow, survive and evolve to adapt to environmental conditions and disseminate all over the planet..
This is a challenging management game inspired by Nature where you have to plan, react, balance and adapt to survive.
I made a prototype long time ago and finally found the motivation to polish it and release an early version for the Grow Jam. It still in development and there are lot of great things to do! I'll do regular updates, if you like the concept (and execution) consider supporting me.
Hope you'll enjoy!
Wow! Thanks! I'm not sure about the soil visual reference indicating level of moisture, it will be too easy and the idea is to explore using your roots and the moisture level is given by each root part so you can know if the moisture level increases or not in this direction. As the trees do, they grow roots where it seems more wet based on what is currently felt. Thanks again for your feedback and nice words!
Nature is ruthless ;) It was an attempt to show how much it's hard to survive as a tree but you're absolutely right it's too challenging for a beginning, I have to balance it and make a smoother progression across regions as you said.
Go back to the world map is a planned feature (for soon). Actually the idea is to use the seeds you collected to create a new generation of tree with enhanced properties to adapt to inhospitable regions and other climatic conditions.
Thanks for feedback!
Merci ! bien joué en tous cas, j'ai l'impression que c'est encore un peu trop dur, je voulais montrer que la vie d'un arbre n'était pas facile mais j'y suis peut être allé un peu fort, il va falloir que j'équilibre tout ça ! Félicitation d'avoir découvert la fonctionnalité cachée de coupage de branches :) Je vais rajouter ça dans la doc. Encore merci d'avoir testé et fait des remarques !
Thanks a lot! Honestly I worked on it before the jam and i will keep working on it, there are so much interesting things to do. You're right a zen music and nice sounds would improve the game. I will work to make it more simple at the beginning but want to keep it challenging, it's hard to find the right balance. Thanks again for your feedback and kind words.