What changed
0 fixes2 additions0 changes0 removals
addedHi everyone,I had mentioned before that the farm is one of the last buildings that are placed A LOT, while being one of the older models. As such, I first of all decided to upgrade the farm model. The model is now in the style of an actual T1 wooden building, and fits a little better with the rest of the models (today’s picture). Additionally, I created some props for a variety of fields already - wheat, vegetables, and medicinal herbs. Each of these fields now has a few associated props, and the plan is for a part of the space in the farm’s model to show these props depending on which fields have been placed. Additionally, this farm being a proper T1 building opens the path to creating T2 and T3 versions of the farm as well. These will be direct upgrades, adding the possibility of adding an additional field with each.
addedHi everyone,The additional higher tier farms, as well as the conditional props will likely be introduced together with the building upgrade mechanic - but I will upload the tier 1 farm as soon as I have finished adding the colliders and functionality to it.
Path to Prosperity changes
addedI had mentioned before that the farm is one of the last buildings that are placed A LOT, while being one of the older models. As such, I first of all decided to upgrade the farm model. The model is now in the style of an actual T1 wooden building, and fits a little better with the rest of the models (today’s picture). Additionally, I created some props for a variety of fields already - wheat, vegetables, and medicinal herbs. Each of these fields now has a few associated props, and the plan is for a part of the space in the farm’s model to show these props depending on which fields have been placed. Additionally, this farm being a proper T1 building opens the path to creating T2 and T3 versions of the farm as well. These will be direct upgrades, adding the possibility of adding an additional field with each.
addedThe additional higher tier farms, as well as the conditional props will likely be introduced together with the building upgrade mechanic - but I will upload the tier 1 farm as soon as I have finished adding the colliders and functionality to it.
Hi everyone,
As promised, I have been working to make up for the missed development time while I had no internet, so today I can tell you about upgrades to the farm I worked on.
I had mentioned before that the farm is one of the last buildings that are placed A LOT, while being one of the older models. As such, I first of all decided to upgrade the farm model. The model is now in the style of an actual T1 wooden building, and fits a little better with the rest of the models (today’s picture). Additionally, I created some props for a variety of fields already - wheat, vegetables, and medicinal herbs. Each of these fields now has a few associated props, and the plan is for a part of the space in the farm’s model to show these props depending on which fields have been placed. Additionally, this farm being a proper T1 building opens the path to creating T2 and T3 versions of the farm as well. These will be direct upgrades, adding the possibility of adding an additional field with each.
The additional higher tier farms, as well as the conditional props will likely be introduced together with the building upgrade mechanic - but I will upload the tier 1 farm as soon as I have finished adding the colliders and functionality to it.
Until next week!