Devlog #10: Stage 1 Completed, Recap!

That's it, gang! We did it! We finished Stage 1 of our plant game featuring Pumpkin! This devlog recaps all the work that went into Stage 1, during which we aimed to get the plant mechanics working:

  1. Plant Models

  2. Plant Growth

  3. Gameplay Mechanics

  4. Workflow Optimization

And then we're going to talk about our plan for the upcoming weeks, which involves us creating a few quality free hyper-casual games :-)


Plant Models

We designed quite a few plants over the last few months. Enjoy!

It's just like Pumpkin to take selfies with all her plants.


Plant Behavior

And those plants aren't static either! We've written a lot of scripts to govern their behavior, from where and how they can be planted to what they need in order to grow to what Pumpkin can harvest from them.

Left - That's a happy apple tree with all the sunlight and water it needs. Center - Nope, a sprinkler plant will not grow in lava. Right - Nope, can't plant there because the pine tree is in the way.


Gameplay Mechanics

The result of Stage 1 is a fully functional game - just not complete. So Pumpkin can pick items up, plant seeds, put items down, run around, walk, etc.

A lot of work was put into Pumpkin's animations to make them as cute as possible. Did you notice her Naruto run? XD

In addition, the basic UI functionality is there:

The Inventory UI allows you to swap items between the hotbar and the full inventory.

The Seed Printer UI allows you to buy seeds from the seed printer.

Throughout our design, we wanted to be considerate of the player's experience. So we tried to provide as much feedback as we could to the player to confirm that operations occurred as expected. For example, this animation plays when the player buys seeds, confirming the player's purchase.


Workflow Optimization

Not all the work we did in Stage 1 were visible. Quite a lot of it was optimizations in workflow so that we can do more work efficiently. The following is just a short list of what we've been up to behind the scenes:

  1. Plant generation Instead of manually adding the necessary plant scripts to a model to create a plant prefab based on the plant's properties, we can click a button to add all the components at once. This extends to adding all the components to all the available plants simultaneously.

  2. Action system Different things happen in a game. You pick up something. You put down something. You select something. You click something. Different things react differently to the same action that you did. We designed a system that took into consideration all these details and allowed us to work with it painlessly.

  3. Social media Instead of manually taking care of every aspect of social media, we wrote scripts that do most of the labor, such as keeping us updated on our followers.


Hypercasual BONANZA

With the end of Stage 1, we're shifting gears, taking a short break from Pumpkin and her plants. For the next two weeks, we'll be working on some quality free hyper-casual mobile games that we've been wanting to make for a while!

So make sure to follow us @AngryGoatGames on Twitter for updates!

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