Floramancer - Stardew Valley meets Heroes of Might and Magic

Discussion in 'Work in Progress' started by RefresherTowel, Dec 2, 2018.

  1. RefresherTowel

    RefresherTowel Member

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    Floramancer
    A farming sim where the fruits of your labours can go to war!


    [​IMG]
    Take a dash of Stardew Valley and a pinch of Heroes of Might and Magic, add a few gallons of secret sauce, mix it well in your Cauldron and taste. Oooh, It tastes like Floramancer, a turn-based strategy farming sim! A corrupted Void influence has burst forth from the depths of Corlarn, the magical island you live on. It's spreading rapidly across the landscape, engulfing everything before it. You are a lone mage...a Floramancer. With a deep understanding of nature and the ability to use your magic to create life, you must fight the Void influence, using seeds that you find scattered across Corlarn to craft the perfect army of plant-life.

    Find seeds, plant them, grow your own brand of plant-life and storm the map with your destructive natural potential to save the very world you have helped craft!

    Ok, so first things first: JOIN THE DISCORD FOR THE GAME. I give away a free Steam game every two weeks to a lucky random member! Pick between three separate games if you're the lucky member who wins! It's also the place I'm most active, you can see updates, offer suggestions, bug squash and just chat. There's also going to be other competitions (besides the free game every two weeks) for the duration that I'm working on the project so make sure you join and keep an eye out on the competitions section.

    ALL ART IS PLACEHOLDER! I'm looking for an Artist to collab with to turn my programmer art into something beautiful, so if you're an artist and the project interests you, send me a message and we can see if we can work together.

    Now that's out of the way, let me describe Floramancer a little more. You are the Floramancer, a particular type of Mage who uses magic to help plants grow. Your land has been invaded by a corrupting force and you're the only one with the particular set of skills to help the situation. Roam the lands, fighting and gathering seeds. Then return home, plant your seeds, care for them and eventually harvest them, giving yourself stronger and stronger troops in order to rid your land of evil.

    Seeds are a vital element to Floramancer. You use them as a currency, you plant them to grow your troops, you plant them to lay traps for the enemy, you can eat them for status effects and you can also plant them to grow structures in your base.
    The land that the Floramancer lives on is called Corlarn. It is entirely randomly generated with places of interest, a variety of different biomes, enemies and their forts, events and more. You can see how the random generation is going here:

    [​IMG]
    Corlarn in all its generated glory.
    By exploring the island, you give yourself access to stronger and stronger seeds as well as discovering where the enemy bases are that you must destroy in order to win the game.

    Right now, I've been working on and off on the project for about 3 months. I've got a lot of disparate sections functioning but right now, I'm trying to piece the project into a coherent whole. In the last month or so I've gotten into the habit of working on the game every day, so progress is steady and continuous. I'm currently in the middle of coding the battle system, with maybe another week or so to go until that is ready and then I'll be getting close to releasing a playable demo. There's a lot more to the game than I can describe in just a few paragraphs, so make sure to join the discord where you can help me flesh things out and contribute to the development of the game (alongside maybe winning some sweet prizes).

    Thanks for taking the time to have a squizz at my project, RefresherTowel out.
     
    Last edited: Feb 7, 2019
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  2. willthetarget

    willthetarget Member

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    This is a really interesting idea! I'm curious about the gameplay, you mentioned in the title it's like Stardew Valley, would 1 turn = 1 day regarding flower growth and health? That also looks like a very large map! How far can the player travel in one day?
    I'm looking forward to seeing a playable build posted here.
     
  3. RefresherTowel

    RefresherTowel Member

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    Hey, thanks for having a read :)

    So right now, there's two sections to the day/night cycle. In your village, it's a pretty standard farm sim situation. Do stuff, get tired, sleep, a new day happens. But on the Overworld, I'm thinking of breaking it down into a bit more granularity for each turn. So perhaps something like Turn 1 - Morning > Turn 2 - Midday > Turn 3 - Afternoon > Turn 4 - Night/New Dawn (possibly this is where you'll get a heal maybe?). But it's something I'll have to play around with to balance and I'm not quite there yet. The map can be arbitrarily large (load times notwithstanding), so I'm considering having a Small, Medium, Large, Giant map option or something for when you start a game, which'll basically determine the game length. The player can travel fairly far in one turn right now, probably 6-7 turns to cross the continent, but that's really just for debugging/coding purposes. Gameplay-wise, I really wanted to have a sense of exploration with each new map, so I'd prefer it to be a relatively large map with you having not a lot of AP to increase the exploration time before it becomes all about growing your army to destroy enemy bases, but the amount of AP you have is dependent on your Speed attribute, so you can increase the distance you can move through the leveling mechanic.

    I'm also interested in having non-battle interactions with the enemy heroes, so things like them taking items that you could potentially have gotten off the map (with notes or some other communication to let you know who it was), kidnapping villagers, etc, to try to give some depth to the exploration and the enemies.

    I've just finished getting the pathfinding system functioning for the battle arena and hopefully I'll have at least some test damage happening by the end of today, which is really the first step to getting a playable demo. Once I've got the arena functioning to the point where it's at least playable, I'll probably upload a little demo version with your party being generated by the computer and just having some exploration of the overworld + battle arena as accessible areas. So, my guess is a week or two before a demo, but in real-dev time, that might mean a month, I'm not too sure.

    Oh and before I forget there's only 13 hours left on the competition on my discord to win one of either Dead Island, Hollow Knight or Sniper Elite. There's also only 6 entrants...So whoever wants to join the competition has a good chance of winning the game ;)
     
    Last edited: Dec 4, 2018
  4. RefresherTowel

    RefresherTowel Member

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    Previous discord competition has a winner, so the next competition is starting up. Simply join the discord, go to the #competitions channel and emote with the competition bot to enter. Pick between Kerbal Space Program, Darksiders 2 or Duck Game if you win! These are all personal favourites of mine and I'm excited to be giving one of them with whoever wins. Winner is drawn two weeks from now, so make sure to get on it.
     
  5. RefresherTowel

    RefresherTowel Member

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    Got finished with the very barebones of the Battle Arena. All art is still completely placeholder, but the basic idea for combat is that it has three phases:

    Planting Phase

    During this phase you plant your troops, traps and shelter using the seeds you have in your inventory. Each seed type has it's own growth rate and it will germinate after a number of Growth Phases. Troops that survive combat will be returned to your inventory, anything else will be used up.
    > This phase leads into the Growth Phase.

    Growth Phase

    During this phase the seeds you have planted go through a growth cycle. Each seed has it's own number of growth cycles it needs survive for before it will germinate and become active on the field.
    > This phase leads into the Combat Phase.

    Combat Phase
    During this phase you will move and attack with your troops based on how many Action Points they have. The enemy will also get their turn to attack after yours.
    > This phase leads into the Growth Phase if any enemy troops still have HP, otherwise it ends on the Battle End Phase.

    There's always going to be revisions and changes, but that's the basic idea that I have so far.

    The gif below shows me planting my seeds during the Planting Phase, then one seed growing to full during the Growth Phase, then me attacking a bunch of enemies with that one seed during the Combat Phase, into another Growth Phase when my guy runs out of AP then a final Combat Phase where I get every enemies HP to below or equal to 0. Then it finally ends on the Battle End Phase.

    [​IMG]
     
  6. RefresherTowel

    RefresherTowel Member

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    Got a few tracks done for the background music, and some pixel work as well:

    Floramancer Style 1:
    [​IMG] [​IMG]

    Floramancer Style 2:
    [​IMG] [​IMG]

    Void type enemy:
    [​IMG] [​IMG]

    Right now I'm working on the village area, doing a lot of boring data entry for items and things like that so that the stats are there for when you are planting your seeds. Hoping to get that done by the end of the week and then maybe another week of fixing/connecting everything together, and I should have a rough vertical slice of the game going.
     
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  7. RefresherTowel

    RefresherTowel Member

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    Managed to get around to doing enough data entry that you can plant seeds in your village now, hoorah. Also did a fair bit of work around designing the UI (though it's not in its final form yet).

    [​IMG]

    There's two times when you can plant seeds in the game; during battle and in your village. If you plant seeds in your village, they'll grow into a plant and start producing seeds of that type which you can harvest (these are stored separately in your Seedbank). During battle, you can plant both seeds you have found and seeds you have grown, but the seeds you have grown will have significant stat advantages.
     
  8. Morendral

    Morendral Member

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    I really like the UI. It looks clean and functional, nice work!
     
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  9. RefresherTowel

    RefresherTowel Member

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    The full seed/plant life cycle is now implemented. Each plant type has it's own growth rate, seed production rate and number of seeds that can be produced before the plant dies. I haven't implemented the UI for the Seedbank yet, so right now I'm just placing the harvested seeds back into the normal Inventory, but once I get the display for the Seedbank done, each seed you harvest will have its own unique stats and abilities (seeds in your inventory are all generic with standardised stats according to the plant type). The image has a few jumpcuts just to keep the size of the gif down a bit.

    [​IMG]
     
  10. Jeff Short

    Jeff Short Member

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    I really like this pixel work, is this your own work or did you end up finding an artist?
     
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  11. RefresherTowel

    RefresherTowel Member

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    It's my own but I'm still very much looking for an artist, hahaha. I'm kinda hit and miss with pixel art plus the amount of time it takes a non-artist like me to make just one piece of art look halfway decent is -way- too much for me to add it on top of my workload with the coding. So hopefully I'll find someone who's intrigued enough by the game concept to give me a hand (rev-share is what I'm aiming for, but if I get to the late stages of the project and still haven't found someone, I'll be looking into ways for me to finance hiring an artist).

    And if worse comes to worst, I'll just add whatever it takes onto the dev cycle for me do the art properly. A lot of what is displayed here is literally me rushing a drawing so I can have a sprite to work with in game while I'm developing the systems.
     
  12. RefresherTowel

    RefresherTowel Member

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    So I've been working on a better way to interact with the potential actions you can take in your village. The white dots are placeholders for obstacles like rocks/trees/etc. Right click opens/closes the currently open menu and left clicking interacts. I'm thinking that once I actually get some proper GUI graphics, it'll be a bit easier to condense the info into a digestible form, with colour coding, proper placement of text, etc. Here's a gif anyhow:

    [​IMG]
     
  13. RefresherTowel

    RefresherTowel Member

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    Another quick little gif. Everything is purely data driven, no objects besides my player and a controller object. Feels good to have everything smoothly working together.

    [​IMG]
     
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  14. WarpDogsVG

    WarpDogsVG Member

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    Interesting idea. Also very intrigued by how UI-focused your early work has been. Is that a passion of yours? For me it's the opposite... I uh, don't work on UI until I absolutely positively have to
     
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  15. RefresherTowel

    RefresherTowel Member

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    Hahaha, I dunno. It's more that I can't interact with the mechanics without the UI, so I naturally fiddle with the UI as I'm building the general game and run into annoyances to do with interacting. Also, I've been spending a lot of time recently refactoring the code for everything to get it a bit more production-ready, which has halted progress on nice big changes, so little changes like the UI changes are more 'graphically impactful' to show off. Here's my latest little post on my discord though, talking about the Overworld:

    Here's a quick gif of the Overworld map being loaded. It's all procedurally generated. I've marked the Events on the map, but in the final game, most of these will not be visible (basically, any events that are simply item/seed pickups will be visible and any event that is something other than that will be hidden until you happen to wander over them). You can also see the random mobs spawn points, in red (I click on a few of them) alongside the Five Pillars, which you have to clear of Void to save the island and finally the Garden, which is where you grow your stuff. I removed my tiling script while I was working on making it more efficient/in line with what I want. Still haven't found a nice free collection of Overworld tiles to use temporarily. (Note: the size of the map is not to scale, right now each cell is 4x4 to make it easier to see the map as a whole, the final thing will be 32x32 probably).

    [​IMG]
     
    Last edited: Feb 5, 2019
  16. Taddio

    Taddio Member

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    The way the "farm deeds" menu pops-up is really cool! It's very smooth and good-looking. The love you put in it shows, that's for sure
     
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  17. RefresherTowel

    RefresherTowel Member

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    Got some terraforming going on. The plan, as of now, is to have each seed need a certain type of soil, so you'll have to terraform your garden in order to be able to take full advantage of all the seeds you find:

    [​IMG]
     
  18. RefresherTowel

    RefresherTowel Member

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    I've done a big rejigger of the behind the scenes code to make handling a bunch of stuff easier over the last few weeks. Enemies move around the Overworld now and can attack you. The combat screen is still WIP, but it's what I'm working on right now, so there should be a bit of progress to show on it soon (the battle inventory works, planting seeds in battle works, the party data of the enemy that attacks you is read properly and the enemies -exist- in the combat room but don't do anything yet). But while that's happening, here's a gif of the garden with some actual sprites in it (though I haven't worked on the depth system yet, so the wizard walks on top of bits of the sprites):
    [​IMG]
     
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  19. NeZvers

    NeZvers Member

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    Lovely art and action ring animation!!!
     
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  20. RefresherTowel

    RefresherTowel Member

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    In the middle of prototyping out the combat system. There's three unit types: Melee, ranged and spellcasters. Melee and ranged units attack as you would expect, but spellcasters simply modify attacks that go through them. In the example below, you can see a melee unit and then a ranged unit attack through a wind class spellcaster. Wind class spellcasters add piercing damage to an attack, vertical for melee and horizontal for ranged. There's six spellcaster classes so far: Wind, water, fire, earth, charm and spore. I'm also considering ways that I can diversify the basic ranged and melee units, but I haven't attempted to implement that at all yet.


    [​IMG]
     
  21. Taddio

    Taddio Member

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    Do your units have some kind of speed stats? If the turn order is set in stone , it would seem counter-intuitive to have the melee turn before the ranged turn, doesn't it? Well, if I was a medieval/fantasy army commander, I would try to shoot the volley of arrows BEFORE my melee guys get in there, haha!
    Looks pretty solid otherwise, bro! Keep it up!

    Oh, and how did you do that loading screen? Is it just a cool-looking prop, or it actually refers to what's being loaded? Anyway, very cool!!
     
    Last edited: Mar 4, 2019
  22. RefresherTowel

    RefresherTowel Member

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    Good point, the melee attacks first because of the simple reason that I coded them first, hahaha, but it makes more sense for ranged attacks to happen first (I'll switch it over now). There is a speed stat (it's part of the determination for whether you hit the opponent with your attack) but I haven't coded an actual turn order yet, it's first come first serve right now based on instance placement (though I will probably end up using the speed stat as the determining factor for who goes first).

    The load screen is necessary (if I ever code in a fake load screen, I give permission for anyone I meet from this board to give me a big ol' facepunch, fake loading screens are a cancerous waste of the players time).

    I'm procedurally generating the world during it, which causes a freeze (the freeze lasts as long as the load screen), so it seems buggy and weird if I don't show a load screen during it. To do it, I just have two variables: load_step and loading. Loading is set to true when the room boots up and load_step is set to 0, I set an alarm for 1 step, have a switch (load_step) statement that holds each piece of the generation and then increment load_step in the alarm for each new piece of generation I do, setting the alarm to 1 again each time, until I've finished generating everything, at which point loading is set to false.

    While loading is true, I simply draw a black box over the screen and draw the text of what's being loaded. If you wanna see the steps the proc gen actually takes (it's a bit fast to actually read during the load screen) it's this:

    Picking island coastal points
    Smoothing island coastal points
    Connecting island coastal points
    Flood filling island interior with grass
    Creating height map for mountains
    Smoothing mountain height map
    Normalising mountain height map values
    Creating rivers
    Creating forest grid
    Running cellular automata on forest grid
    Placing enemy bases
    Placing player base
    Creating events
    Spawning random overworld enemies
    Load finished

    I'll probably come up with something more thematic to show before I actually release the game though.
     
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  23. Taddio

    Taddio Member

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    Clever.
    In the final build, you could do something like in World of Goo, where they would put funny/unique loading messages, that can make a boring/necessary part like this interesting quite easily.
     
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  24. RefresherTowel

    RefresherTowel Member

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    I've currently go 5/22 Special abilities and 2/6 Empower abilities programmed in, with basic combat functioning. The enemies have no AI, besides "Attack what is in front of me" (I'll work on the AI once I've got the abilities programmed in). But the skeleton of the combat system is in place and it's starting to feel good, with strategy behind your placement and movement choices. Here's a full combat round played out:
     

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