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Re: Farming 101 Design Thread

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Chiefwaffles is not online. Chiefwaffles
Joined: 02 Nov 2009
Total Posts: 1138
03 Jul 2012 12:18 AM
Farming 101 was originally planned to be like andymewborn's Farming Tycoon, and Survival 303, but it turned out to have no resemblance to S303 at all. So right now it's like Farming Tycoon - Tycoon. I've already set out some of the basic design:

-Player can buy shovels, and can "dig" holes
-There is a "Main" tool (Hopperbin) with modes such as weed, plant, etc.
-The plant tool will have a "submode" for each seed.
-When you click on a hole with the plant mode, it will plant the seed corresponding to it's current submode.

-Plants will require to be watered and weeded (You can see if it requires weeding)
-Plants have 4 stages- Unmature (Sprout) , Mature (Stem), Unripe, and Ripe (Harvestable stage).
-You will harvest ripe plants, and sell the produce for more seeds/better tools

__
That's it so far. I will ask any design questions as replies. Suggestions appreciated.
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Chiefwaffles is not online. Chiefwaffles
Joined: 02 Nov 2009
Total Posts: 1138
03 Jul 2012 12:20 AM
Also, a note: Not all features are added in the game currently. (Some features explained in design question posts are only in dev build)

First design question:

Currently you can switch between modes with Q/E, But I have no idea what keys to use to switch between submodes for the plant mode. (Main tool)

Thanks.
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Chiefwaffles is not online. Chiefwaffles
Joined: 02 Nov 2009
Total Posts: 1138
07 Jul 2012 12:28 AM
Bump.
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