I'd love to know more about what sort of content you all like to see in these devlogs. Do you want me to go into even more detail than in this video, show more code, etc, or do you prefer the less technical devlogs? Let me know!
It would be nice to see the birth of a feature vs the end result, like you showed at the end of the video with the tree system, where your initial thoughts were to have a merchant give you compensation for the amount of trees... so it would be nice to see the overall thought process of a feature, and who knows, maybe we will like parts of the iteration you were on the edge of and provide even more feedback that way. Great work once again!
If you're looking for other benefits for keeping trees to provide more of a decision for the player, here are a few that could be interesting: 1) A system where the player could tap certain types of trees for sap to make (and then sell) syrup. 2) Bees forming hives in the trees from which the player can harvest (and then sell) honeycomb. 3) Trees attracting nesting birds so that at random times birds fly in and out of the trees and there's a bit of background chirping noise. (Not for an in-game resource benefit, but purely for a charming aesthetic benefit.) 4) Trees that produce fruit/nuts.
And imagine, this project started almost 2 years ago as a "small break project" from the city building game! I really admire your work and perseverance! Keep up!
A few things I think might improve the tree-falling-over animation: - Leaving a stump in it's position while the tree is falling over - A larger explosion of leaves when the hits the ground - Removing the leaves after it hits the ground and letting the log sit there a little longer before fading out - Leaving some leaf items on the spot the tree fell - Maybe some screen-shake when the falling log hits the ground Great devlog as always! Keep up the good work :)
You could also use an easing function to make the progress bar for chopping trees increase in "chops", instead of the current linear increase. Just for a tiny bit of extra flair. So many great details already!
Just a tiny suggestion - I think usually evergreens are softwood and trees with leaves that fall each year are hardwood, so in the example of different speeds of chopping down they should be the other way around.
Loved this devlog as well. Honestly, I think you should make your devlogs however you feel like. The things that I enjoy most from your devlogs are: 1) hearing your thought process and seeing your design choices take shape in the game you're making 2) getting excited alongside you as your project is getting closer to being done bit by bit I'm not a programmer, so the code-related stuff isn't something I'll remember or make use of myself, though I'm sure that many people watching might have found it very useful. And I certainly don't mind it at all! So as I said, it's up to you and how you want to make your devlogs :D
I'd love to see more videos like this, not just code but the way you design a gameplay feature, models and art etc. - but they don't need to replace the existing "here's what I've been working on" style. You could call them deep dives, to differentiate from the dev log videos
A video about how you manage tasks and how you created these tasks like what features were needed and in which order they would be implemented would be helpful. Great devlog as always 👍
Probably a small thing, but I think it'd be nicer if the logs spawn in your inventory after the tree hit the ground and disappeared, rather than at the moment the tree begins to fall over.
Great video. Loved the more in depth style. I think the name for the efficiency stat does fit. If the rake where less efficient it would mabye miss some leaves or destroy or tear the leaves or something and if they get more efficient they would destroy less leaves
I loved the in-depth devlog, your game looks beautiful. It's fascinating to see all the technicality that goes into it. I'm used to making games in GMS2, so it's cool to see what game dev is like using a lower-level language.
I used to watch you a ton in the early days. I’m not sure you remember my name but I like to think you do 😅. I haven’t checked in in a while but I’m glad you’re doing well man. It’s great to see you’re still building amazing things. In part due to your channel I got interested in programming and I’m now studying AI in college so this video is super helpful!
Hey man. I've been watching you for a while and I have to say that you make great videos and I enjoy watching them. Keep up the good work. Here's an idea to have an incentive for keeping trees: compost emits CO2 and trees absorb it at a given rate. Depending on that you can label you produce as BIO and have a price multiplier at the market.
I’ll watch any video you put out because I am genuinely excited by your creativity. But to give you an answer to your question; If you have the time to dive into more technical topics (even just gameplay mechanics like in this video), I sure would get some great insight out of that. I hope I speak for more than just myself by saying this.
I absolutely love this format. Ironically, i found more technical stuff made the video far more entertaining. I'm also a game dev, so it could have been that I'm just a huge nerd😅
I think in general, a big improvement on the upgrade system could be to include some type of level requirement to the tools for some tasks. For example, only being able to cut "medium size trees" with a level 2 axe and only "large size trees" with a level 3 axe etc. Very similar to how Harvest Moon and Stardew Valley does it. I think that gives the player a very satisfying sense of achievement when they actually buy the upgrade. "I can finally cut down the large trees" is more satisfying and motivating than "Now I can cut the large tress faster" :) This can of course be iterated upon with many tools. I personally think these "hard checks" provide a very good motivation and something tangible to look forward to in the game. I've been watching for a while, love the game and your videos! :)
This could be implemented in a way that works with your current upgrade system as well. Like your rake becomes "tier 2" after you've purchased any 5 upgrades for it. Or When you've spent a certain amount of gold on upgrades :)
You know what could be cool? When holding a tool item, make it rotate towards whatever you're using the tool on. For example, make the rake head rotate towards the leaves you're raking up.
It would be nice to have 4-5 different cutting sounds to add variety and it doesn’t sound repetitive … Just my opinion :) Love this type of videos I hope you keep them coming!
I haven't finished the video yet, but from a design perspective I wanted to throw out that I'd much prefer if there were trees you couldn't cut down and upgrading allowed you to. As opposed to just taking longer and having upgrades increase speed. I feel that hard and tangible upgrade makes the mechanic feel more worthwhile and less like a chore you're being punished for doing without upgrades.
I think a more saturated color palette would make this game more inviting, unless you're going for the pale look in which case I'd recommend going pastel all across the board. It's really starting to take shape though, keep up the vids :)
I'll be adding fruit trees that you can farm soon :) But seeing as you'll be able to farm them I didn't think it would be much of a benefit for these "natural" trees to provide fruit when you'll have whole orchards full of other fruit trees. So the trees you can farm will just produce fruit, and the natural trees will just produce leaves.
@@ThinMatrix Trees are also good for the microclimate, so giving plants that are growing near them a small bonus would be a cool side effect and pretty easy to implement similar to paths improving efficiency :D
An idea to give pros of having trees. Take inspiration from Animal Crossing. Here you can hit trees with an axe 3 times daily and they will drop wood without "getting chopped". Same as making the player able to shake the trees so they drop sticks or other random stuff.
I like the detailed video. Some things you've probably thought about already but I noticed. Maybe you could have the tree not fall on the fence if there's one nearby? (*surrounds tree with fence then tries to cut it down*) Also, the pine trees would not drop leaves. I feel very much like Captain Obvious saying that, I'm sure it was just testing, but it looked quite odd. The raking feels like it could get very repetitive but maybe I'm just projecting, I just had to rake my yard! Keep up the great work you're crushing it!
Looking at the raking tool implementation makes me curious what version of Java you are building the game with? I noticed you dont use streams or any noticable language level features beyond java 1.6 so was just curious if there is a reason why? Also on the topic of what content I'd love to see how you do tasks on the back end like performance optimisation, architecture of your engine, game coding best practices.
The trees could also help with water retention, so you need to water your plants less often. It would also incentivise mixing trees with other plants, like with agroforestry 🤔
on tree benefits, I like how they're implemented I do also agree that a passive direct aura buff to plants probably wouldnt be fitting. *however*, rather then a direct buff, you could mark the spaces near a grown tree as "shaded" then give different plants different growing preferences. Certain crops may prefer certain environments over other enviremnets Sunflowers for example, you'll want those in a nice open area, but might get a health de-buff if they are in a "shaded" area, while also getting a health buff while in bright open space Then maybe certain root vegetables might be more resistant to such a negative effect but with a vine crop like grapes, you might be able to let them grow on the tree as for the stat name "efficiency" i think it's good, i was able to intuit what it does based off the name before you explained it
Probably a small thing but I would stick to either camel case or snake case in your game files. Mixing means always looking them up instead of typing intuitively 😊
I think the tree falling animation will look better if the fading only started after the tree has already hit the ground and is laying idle. Currently it starts fading in the middle of movement. But it makes sense for something to fade when it actually is still (frozen in history if you get what I mean)
Love your vlogs! Have you thought about adding some animals to the environment? Like birds, butterflies, squirrels etc? I think it would make the world seem more alive.
Nice detail on the implementation. I was surprised how much can be added with just an entity definition/config! BTW, the fir trees won't drop their leaves, they are evergreens, aren't they!!!
Broad strokes on the trees.. Trees house birds, birds eat pests so better crops. Too many birds (trees) means some crops get eaten (fruits) You could play with that dynamic a bit. I am not really excited about leveling up an axe.. for reducing the clicks.. it’s a chill game, so what worse am I doing with my time lol other than clicking :)
It would be cool if the trees provide shade to some plants that need it. Some plants could require more water if they are not in the shade for example...
I love this more technical style! It would be cool for the tree to fall, then pop into the logs using your particle system, which fly into the toolbar. I think you did something similar for the coins?
Добрый день. Добавьте мелких животных на участок, типа зайцев, мышей, которые иногда появлялись бы. А за участком создать лес, в котором тоже можно смотреть на животных. А так формат понравился
I'm actually quite curious about that component based JSON-like file system, since I don't immediately recognize the format from anything else. It's a nice benefit I never really thought about because it loads the components in dynamically instead of assuming that certain objects do or don't have them. One could easily define a tree that has no tree component or a new type of plant that DOES have one, since the components themselves are free-standing optional objects that can be attached. I'll have to experiment with that myself.
With the game now containing falling leaves, are you also planning on implementing different seasons (maybe as a feature you could turn on and off)? Maybe some plants can only grow in certain seasons, otherwise they need to be planted in a greenhouse (that would probably need heating and irrigation). The leaves of trees would obviously only or mostly just fall down in autumn. And I guess you could find a lot more reasonable logic regarding seasons.
Would you consider using the logs to implement something like hugelkultur? It might allow for longer term gameplay, like the beds might get better over time. It would add to the decision making around cutting down trees.
Nice video, as always :) Would love a video on how you keep being motivated. It's always been the hardest part of game development for me, always jumping from an idea to another without ever actually finishing a project. Do you think you would still be on this project if you didn't have this TH-cam channel? Has it helped motivation? If so, would you recommend it, or do you feel like it take too much time off the project? Would love a video on how you're handling all of this, the struggles and everything.
I am a huge fan of the channel, and I would love more in depth look into the code! on the other hand, why do you edit your cba config files in Notepad++ and not in InteliJ? I tend to try to use a single tool for everything I can - especially since I discovered vim mode :)
Now that you started to show more code in the videos i have realized that you sometimes write stuff like for(){} other times for () {} and i cant unsee it now and i hate it. Also at 13:36 you showed the RakingTool class and on line 29 you referance game.inventory is that like a part of the super class? or where are you getting that from. Over all i realy like this style of video please continue.
I'd love to know more about what sort of content you all like to see in these devlogs. Do you want me to go into even more detail than in this video, show more code, etc, or do you prefer the less technical devlogs? Let me know!
Maybe something about your entity component system implementation
I love the "more detail" vibe of this video; bring on more like this!
It would be nice to see the birth of a feature vs the end result, like you showed at the end of the video with the tree system, where your initial thoughts were to have a merchant give you compensation for the amount of trees... so it would be nice to see the overall thought process of a feature, and who knows, maybe we will like parts of the iteration you were on the edge of and provide even more feedback that way. Great work once again!
Personally love the technical explanation with code examples.
love the usual style, this is. a little too in detail -What sets you out from the other channels is your flow and editing
A video about your overall game code architecture/structure would be great!
If you're looking for other benefits for keeping trees to provide more of a decision for the player, here are a few that could be interesting:
1) A system where the player could tap certain types of trees for sap to make (and then sell) syrup.
2) Bees forming hives in the trees from which the player can harvest (and then sell) honeycomb.
3) Trees attracting nesting birds so that at random times birds fly in and out of the trees and there's a bit of background chirping noise. (Not for an in-game resource benefit, but purely for a charming aesthetic benefit.)
4) Trees that produce fruit/nuts.
I think it would be awesome if fruits were like a rare drop fallen from the tree, and as such they hold more waste value.
Birds are helpful as they eat insects. Keeping trees and building birdhouses can attract more birds and you would need less ferilizers.
I was thinking the same about the tapping. or i thought of like Birch wine that my friend made once. Lots of stuff you can make with tree sap
It would make sense for the bees from the beehive to give buffs to the plants.
subscriber of 9 years here - more in depth videos are fun to watch :) more plz
And imagine, this project started almost 2 years ago as a "small break project" from the city building game! I really admire your work and perseverance! Keep up!
A few things I think might improve the tree-falling-over animation:
- Leaving a stump in it's position while the tree is falling over
- A larger explosion of leaves when the hits the ground
- Removing the leaves after it hits the ground and letting the log sit there a little longer before fading out
- Leaving some leaf items on the spot the tree fell
- Maybe some screen-shake when the falling log hits the ground
Great devlog as always! Keep up the good work :)
Good input!
You could also use an easing function to make the progress bar for chopping trees increase in "chops", instead of the current linear increase. Just for a tiny bit of extra flair. So many great details already!
Just a tiny suggestion - I think usually evergreens are softwood and trees with leaves that fall each year are hardwood, so in the example of different speeds of chopping down they should be the other way around.
Loved to see more of the code. Love the principles like using the builder-pattern for the GameSounds!
Love these more in-depth videos, showing more of the process, of the code, etc is always appreciated ;)
It's always a happy day when I see this in my home feed!
That sound and animation for the tree being cut down is so satisfying, absolutely perfect
i like this format! more plz
Loved this devlog as well. Honestly, I think you should make your devlogs however you feel like. The things that I enjoy most from your devlogs are:
1) hearing your thought process and seeing your design choices take shape in the game you're making
2) getting excited alongside you as your project is getting closer to being done bit by bit
I'm not a programmer, so the code-related stuff isn't something I'll remember or make use of myself, though I'm sure that many people watching might have found it very useful. And I certainly don't mind it at all! So as I said, it's up to you and how you want to make your devlogs :D
I'd love to see more videos like this, not just code but the way you design a gameplay feature, models and art etc. - but they don't need to replace the existing "here's what I've been working on" style. You could call them deep dives, to differentiate from the dev log videos
Exactly what I been waiting for!
I like when you show a problem you have encounterd and the way you fix it. Espeacially if the problem is niche or an edge case.
as you get closer to release it will certainly be worth putting up a steam page to passively accrue wishlists and promote at the end of your videos!
This was more in the direction I always hoped these videos would be. But, yes, I would very much like to see you go even deeper into the code.
As a programmer, I would love to see more technical stuff.
A video about how you manage tasks and how you created these tasks like what features were needed and in which order they would be implemented would be helpful. Great devlog as always 👍
Probably a small thing, but I think it'd be nicer if the logs spawn in your inventory after the tree hit the ground and disappeared, rather than at the moment the tree begins to fall over.
Good point!
Great video. Loved the more in depth style.
I think the name for the efficiency stat does fit. If the rake where less efficient it would mabye miss some leaves or destroy or tear the leaves or something and if they get more efficient they would destroy less leaves
I loved the in-depth devlog, your game looks beautiful.
It's fascinating to see all the technicality that goes into it. I'm used to making games in GMS2, so it's cool to see what game dev is like using a lower-level language.
LOVE the indepth. The txt file object system seems so useful.
Wonderful video as always man keep it up
I was in Barcelona earlier this year! I went to all those same places you visited, ha! I loved the more technical detailed video!
Honestly loved it when a ton of leaves came off as particles haha
thin matrix what a wonderful video you have created im so entertained watching this
Make the leaves regroup while brushing them off the floor ! So satisfying
Great idea!
Lovely devlog
im yet to watch this but i just want to let you know how much i love this series and your videos. keep it up
I always love your videos, but more in depth ones like this would be awesome!
Great video as always!
Would've been funny to see you arround Barcelona, I also was there last week!
Greetings from Spain! ♥
Very intresting to see also how you implement this game.
I love this type of video so much more!!!!
I used to watch you a ton in the early days. I’m not sure you remember my name but I like to think you do 😅. I haven’t checked in in a while but I’m glad you’re doing well man.
It’s great to see you’re still building amazing things. In part due to your channel I got interested in programming and I’m now studying AI in college so this video is super helpful!
Hey man. I've been watching you for a while and I have to say that you make great videos and I enjoy watching them. Keep up the good work.
Here's an idea to have an incentive for keeping trees: compost emits CO2 and trees absorb it at a given rate. Depending on that you can label you produce as BIO and have a price multiplier at the market.
I’ll watch any video you put out because I am genuinely excited by your creativity. But to give you an answer to your question; If you have the time to dive into more technical topics (even just gameplay mechanics like in this video), I sure would get some great insight out of that. I hope I speak for more than just myself by saying this.
I absolutely love this format. Ironically, i found more technical stuff made the video far more entertaining. I'm also a game dev, so it could have been that I'm just a huge nerd😅
I think in general, a big improvement on the upgrade system could be to include some type of level requirement to the tools for some tasks.
For example, only being able to cut "medium size trees" with a level 2 axe and only "large size trees" with a level 3 axe etc. Very similar to how Harvest Moon and Stardew Valley does it. I think that gives the player a very satisfying sense of achievement when they actually buy the upgrade.
"I can finally cut down the large trees" is more satisfying and motivating than "Now I can cut the large tress faster" :)
This can of course be iterated upon with many tools. I personally think these "hard checks" provide a very good motivation and something tangible to look forward to in the game.
I've been watching for a while, love the game and your videos! :)
This could be implemented in a way that works with your current upgrade system as well. Like your rake becomes "tier 2" after you've purchased any 5 upgrades for it. Or When you've spent a certain amount of gold on upgrades :)
You know what could be cool? When holding a tool item, make it rotate towards whatever you're using the tool on. For example, make the rake head rotate towards the leaves you're raking up.
I was just thinking about when the next thin matrix video would drop. 😁
A few more months and he will move to the jungle, living on the electricity of potatos farmed by his bare hand.
Superfluous space in 0:25 line 42 triggers me
It would be nice to have 4-5 different cutting sounds to add variety and it doesn’t sound repetitive … Just my opinion :)
Love this type of videos I hope you keep them coming!
Really liked this one!
I haven't finished the video yet, but from a design perspective I wanted to throw out that I'd much prefer if there were trees you couldn't cut down and upgrading allowed you to. As opposed to just taking longer and having upgrades increase speed. I feel that hard and tangible upgrade makes the mechanic feel more worthwhile and less like a chore you're being punished for doing without upgrades.
More code, more attention! :) I really like it!
Love this, it's super informative
16:03 Yield may be a better name
Oh I like that.
Yup, one syllable which means it's easier to say and compliments the other names too (area and speed)
I think a more saturated color palette would make this game more inviting, unless you're going for the pale look in which case I'd recommend going pastel all across the board. It's really starting to take shape though, keep up the vids :)
I hope you enjoyed the visit to Barcelona ;)
the trees can also give fruit :)
I'll be adding fruit trees that you can farm soon :) But seeing as you'll be able to farm them I didn't think it would be much of a benefit for these "natural" trees to provide fruit when you'll have whole orchards full of other fruit trees. So the trees you can farm will just produce fruit, and the natural trees will just produce leaves.
@@ThinMatrix Trees are also good for the microclimate, so giving plants that are growing near them a small bonus would be a cool side effect and pretty easy to implement similar to paths improving efficiency :D
An idea to give pros of having trees.
Take inspiration from Animal Crossing. Here you can hit trees with an axe 3 times daily and they will drop wood without "getting chopped".
Same as making the player able to shake the trees so they drop sticks or other random stuff.
I think a better fitting word for "efficiency" would be "productivity"
or Yield
I love these videos!
Cool progress could be good if when you chop a tree it leaves a stump that you need to dig out
Also I'd love to see more code
I like the detailed video. Some things you've probably thought about already but I noticed. Maybe you could have the tree not fall on the fence if there's one nearby? (*surrounds tree with fence then tries to cut it down*) Also, the pine trees would not drop leaves. I feel very much like Captain Obvious saying that, I'm sure it was just testing, but it looked quite odd. The raking feels like it could get very repetitive but maybe I'm just projecting, I just had to rake my yard! Keep up the great work you're crushing it!
Looking at the raking tool implementation makes me curious what version of Java you are building the game with?
I noticed you dont use streams or any noticable language level features beyond java 1.6 so was just curious if there is a reason why?
Also on the topic of what content I'd love to see how you do tasks on the back end like performance optimisation, architecture of your engine, game coding best practices.
The trees could also help with water retention, so you need to water your plants less often. It would also incentivise mixing trees with other plants, like with agroforestry 🤔
For the new upgrade type. Instead of Efficiency, you could use Productivity
I was thinking the same thing. Wanted to check existing comments before I added another one.
on tree benefits, I like how they're implemented
I do also agree that a passive direct aura buff to plants probably wouldnt be fitting.
*however*, rather then a direct buff, you could mark the spaces near a grown tree as "shaded"
then give different plants different growing preferences.
Certain crops may prefer certain environments over other enviremnets
Sunflowers for example, you'll want those in a nice open area, but might get a health de-buff if they are in a "shaded" area, while also getting a health buff while in bright open space
Then maybe certain root vegetables might be more resistant to such a negative effect
but with a vine crop like grapes, you might be able to let them grow on the tree
as for the stat name "efficiency"
i think it's good, i was able to intuit what it does based off the name before you explained it
Probably a small thing but I would stick to either camel case or snake case in your game files. Mixing means always looking them up instead of typing intuitively 😊
I think the tree falling animation will look better if the fading only started after the tree has already hit the ground and is laying idle. Currently it starts fading in the middle of movement. But it makes sense for something to fade when it actually is still (frozen in history if you get what I mean)
If I speak honestly I like more dev stuff with Code and Output.
Also I would love to hear how you thought this feature.
Love your vlogs!
Have you thought about adding some animals to the environment? Like birds, butterflies, squirrels etc? I think it would make the world seem more alive.
Thanks! And yes, I'll be adding little details like that nearer the end of development :)
Nice detail on the implementation. I was surprised how much can be added with just an entity definition/config! BTW, the fir trees won't drop their leaves, they are evergreens, aren't they!!!
I always thought stardew valley in 3D would be so good! This looks so like it :) ❤
What about having fruit trees? Apples, peaches... maybe even vines? One could do an orchard or just make their garden a bit fancier
Not all plants like full sun exposure either. There could be shade-loving crops that would do better when planted near some trees.
Yreesahhhh.... Thinmatrix !!!
You may decrement the Frequence of the Chop sound when chopping heigher tier trees :-)
Broad strokes on the trees.. Trees house birds, birds eat pests so better crops. Too many birds (trees) means some crops get eaten (fruits)
You could play with that dynamic a bit.
I am not really excited about leveling up an axe.. for reducing the clicks.. it’s a chill game, so what worse am I doing with my time lol other than clicking :)
sir really like your videos keep it up
I've been wondering for a long time when you're going to release the game.
It would be cool if the trees provide shade to some plants that need it. Some plants could require more water if they are not in the shade for example...
Once you made leaves useful and not just a particle, the leaves that fall from removing a tree should land so they can be harvested.
I love this more technical style! It would be cool for the tree to fall, then pop into the logs using your particle system, which fly into the toolbar. I think you did something similar for the coins?
Добрый день. Добавьте мелких животных на участок, типа зайцев, мышей, которые иногда появлялись бы. А за участком создать лес, в котором тоже можно смотреть на животных. А так формат понравился
Holy moly, I can't wait to get home from school to have a cup of hot chocolate and watch this video. :)
Good video!
I'm actually quite curious about that component based JSON-like file system, since I don't immediately recognize the format from anything else. It's a nice benefit I never really thought about because it loads the components in dynamically instead of assuming that certain objects do or don't have them. One could easily define a tree that has no tree component or a new type of plant that DOES have one, since the components themselves are free-standing optional objects that can be attached. I'll have to experiment with that myself.
With the game now containing falling leaves, are you also planning on implementing different seasons (maybe as a feature you could turn on and off)? Maybe some plants can only grow in certain seasons, otherwise they need to be planted in a greenhouse (that would probably need heating and irrigation). The leaves of trees would obviously only or mostly just fall down in autumn. And I guess you could find a lot more reasonable logic regarding seasons.
You should seriously add directional sound. That tree cutting sound is so weird.
Would you consider using the logs to implement something like hugelkultur? It might allow for longer term gameplay, like the beds might get better over time. It would add to the decision making around cutting down trees.
A new video :D
Nice video, as always :)
Would love a video on how you keep being motivated. It's always been the hardest part of game development for me, always jumping from an idea to another without ever actually finishing a project. Do you think you would still be on this project if you didn't have this TH-cam channel? Has it helped motivation? If so, would you recommend it, or do you feel like it take too much time off the project? Would love a video on how you're handling all of this, the struggles and everything.
This would be a great game to port to mobile.
Nice
How about adding fruit trees?
Fruit trees are coming soon :)
Maybe use "dexterity" instead of "efficiency" more fitting for handling tools better
Any plans on fruit trees?
Yes! That's one of the few remaining farming features that I want to implement before release.
If you look closely it is actually on the Trello board for 'future features'
Very importantly, could you implement that when the system clock yields April 1st, Billie Talent's fallen leaves starts playing when raking them?
Just a suggestion, I would love to see the tools in a Radial Menu instead of on a hot bar. Clicking on the hotbar seems cumbersome to me.
I wonder if trees could give shade, to allow different plans to grow under them
Perhaps "efficacy" rather than "efficiency"? It means "the ability of something to produce the intended result".
what program do you use for previewing easing graphs??
I absolutely loved the video :D
Thanks! Here's the graph website: graphtoy.com/
I am a huge fan of the channel, and I would love more in depth look into the code! on the other hand, why do you edit your cba config files in Notepad++ and not in InteliJ? I tend to try to use a single tool for everything I can - especially since I discovered vim mode :)
Now that you started to show more code in the videos i have realized that you sometimes write stuff like for(){} other times for () {} and i cant unsee it now and i hate it. Also at 13:36 you showed the RakingTool class and on line 29 you referance game.inventory is that like a part of the super class? or where are you getting that from. Over all i realy like this style of video please continue.