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AppGameKit/AppGameKit Studio Showcase / Faraway - top-down survival game

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ReFure
AGK Developer
12
Years of Service
User Offline
Joined: 24th Feb 2010
Playing: AGK
Posted: 4th Dec 2022 11:45 Edited at: 30th Jan 2023 18:08
Faraway is a 2D top-down survival game i've been working on for over a month now. Core functionality is in place so I felt like sharing it on the forums.
I have an alpha build included which is very playable! (but there will be bugs!)
I'll keep this thread updated with new additions, features etc.

Some of the features the game has include:
- Randomly generated island to play on.
- Collect & gather resources, use them to craft items & tools.
- Progress through different tiers of tools/items to unlock items & upgrades.
- Collect ingredients, hunt animals and/or make your own farm. Cook food, process it, bake etc.
- Build structures and objects using a grid system.
- Build houses with a carpentry tool, both exterior and interior building.
- Hint system will help you learning the game mechanics.
- Day/night system with help of the L2D Light System by baxslash.
- Monsters appear at night, create a base to avoid them or fight them back.
- Find creatures around the island to hunt, and some might hunt you back! They can also be lured using a special food item.
- Animals can also breed, producing offspring!
- Full custom keybinding + controller support.*

Controller support is Windows only at the moment.

Planned features:
- A better 'night skip' when sleeping, where crops grow etc. (a1.x)
- Ranged weapons + some form of armor system. (a1.x)
- More islands to explore & build on with different biomes. (a1.x)
- HTML5 build (a1.x)

Download Alpha 1.1:
Faraway itch.io page
(For Windows, macOS & Linux. Install instructions provided on the itch page!)

Screenshots

Explore the island, gather items, hunt animals and other creatures.


Carpentry and farming.


Build using a grid system.


Day/night system.



With artwork by Butter Milk, final boss blues & MegaTiles.

This game uses the L2D Light System by baxslash,
and HealthBar Include by PartTimeCoder.
Game_Code_here
2
Years of Service
User Offline
Joined: 2nd Jun 2020
Location:
Posted: 4th Dec 2022 13:59
Looks cool, reminds me of game I used to play years ago.

virtualvillagers

If you can make it anything like that I would play it for hours.

Good job/

Virtual Nomad
Moderator
17
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 4th Dec 2022 14:21
i've played this early offering and there's a lot of fun going on already and i'm loving it.

thanks for including Save right away as i plan on revisiting often

meanwhile, if you're not using Box2D for this, consider it. if you need a hand implementing, let me know.

finally, i'd love to see it in HTML

keep up the good work!
ReFure
AGK Developer
12
Years of Service
User Offline
Joined: 24th Feb 2010
Playing: AGK
Posted: 4th Dec 2022 17:00
Game_Code_here:
Thank you! Haven't heard about that one before, cool. For this game it'll be that you control one player only. (The original plan was to make movement grid based like in old snes rpgs, but it was more fun to let the player walk free, and keep grid to the build part.)

Virtual Nomad:
Thank you so much! Very glad to hear you like it. Yes, I think it's important to start early with a save/load system so you don't have to come back later on and rewrite a lot of stuff. I also focus a lot on making future versions support old save files, so you can always come back to your save after a new update etc. And yes, Box2D is already being used here. (heavily!)

I'm gonna do some tests on a HTML5 version maybe for the next update. If things work as they should it'll be no problem getting it up and running - just need to make a HTML5 save system. I did that for my other AppGameKit game so it shouldn't be too hard.

Thanks again both of you!
Dark_ITheI _Angel
20
Years of Service
User Offline
Joined: 3rd Sep 2002
Location:
Posted: 6th Dec 2022 01:42
Looks interesting, people love crafting games like portia or 2d styles, my women play such games on a daily basis. Once you have the system in place i see no problem making it a full sellable game.

I would be honest and say the graphic style isnt much of my taste, the art is heavily lacking sometjing interesting or beautiful to look at but its very early like yOu say so i assume its going to change.

Hope you get there!

Animals
Bio Fox
18
Years of Service
User Offline
Joined: 11th Nov 2004
Location: The BioFox Bunker
Posted: 6th Dec 2022 02:51
Just downloaded your game and tried it out. You have a great, cohesive art style here that I could see becoming endearing with some extra polish. I also liked the music ad overall the game ran well. A couple of thoughts I had after a few minutes. The controls were a bit difficult to wrap my head around- meaning I had difficulty navigating the menus and figuring out how to build, etc. A simple thing like going down on the build menu took me a while to figure out. Also, the enemy pathfinding zeroed in on me HARD so that I had to cheese combat a bit by putting a tree in between me and the attacking mushroom.

You're off to a great start! I'm excited to see what else you do with this project. Good luck!
Blue Herb Software - http://www.blueherbsoftware.com
ReFure
AGK Developer
12
Years of Service
User Offline
Joined: 24th Feb 2010
Playing: AGK
Posted: 6th Dec 2022 16:59
Dark_ITheI _Angel:
Thank you for the comments, appreciated!

Bio Fox:
Thank you for the comments as well and also for downloading and playing!

I agree on the controls. I started out trying to make the controls as simple as possible, but with so many systems, it got more difficult. They can be a bit frustrating to me as well. Noted your comments down!
I am planning to explore how to make the controls more simpler, and especially: introducing them to the player for the first time.

As of now, I only included a simple control screen you can press while either free-roaming, or in the build / crafting menus. (to open this, press F2). It also updates the keys based on if you've customized the controls in the options menu.

On the pathfinding, haha - yep, it is very very simple at the moment. Planning to expand it a lot more in the future. Though, I really appreciate the comments and i've noted things down!
Bio Fox
18
Years of Service
User Offline
Joined: 11th Nov 2004
Location: The BioFox Bunker
Posted: 6th Dec 2022 20:35
Glad to provide some feedback! I'll check back in at some point and see how you're progressing.
Blue Herb Software - http://www.blueherbsoftware.com
ReFure
AGK Developer
12
Years of Service
User Offline
Joined: 24th Feb 2010
Playing: AGK
Posted: 24th Jan 2023 23:25 Edited at: 25th Jan 2023 22:40
Alpha 1.1 is soon to come - been tackling a lot of hard-to-find bugs and adding some new functionality like:
- a proper hint / tutorial system in-game, will replace the guidebook
- animals can now move through map pieces, and also follow the player if the player has a lure food item.
- animals can now breed and produce offspring
+ many other new functions, some items, a build + a new animal.

For the bug fixes: creatures now finally save properly, as do item drops!
+ many more fixes..

Here's some teaser screenshots, the update should be ready in a day or two - just need some last testing first
I've also put new screenshots in the first post here, and on itch.

EDIT:
Will hold on releasing the alpha until i've gotten the Mac app signed properly, it might be ready till the weekend.

Hint system:


Animal breeding:
ReFure
AGK Developer
12
Years of Service
User Offline
Joined: 24th Feb 2010
Playing: AGK
Posted: 30th Jan 2023 15:41 Edited at: 30th Jan 2023 18:08
Alpha 1.1 is now out for Windows, macOS & Linux!

As AGK:S now has M1/ARM support, the mac build is now universal supporting both Intel and M1 computers.
I've also included a linux build of the game for download, tested running on Linux Mint 21.

Downloads can be found on the itch.io page. I've updated the first post aswell.

Changelog
FEATURES:
- Added proper in-game hint / tutorial system.
- Added animal breeding. Animals of the same race can now breed on their own by staying close to each other, producing offspring.
- Added new build: Shelter. One-time use 'bed', requires leaves & sticks.
- Added new item: Foodmix. Can be used to lure animals.
- Added new item: Bones. Drops from skeletons.
- New animal: Cow
- New save system. (old saves will be converted)
- Item drops now save properly on each map piece.
- Creatures can now move through map pieces.
- Monsters can now be ran away from.
- Scared animals will now turn normal again after a while.
- Ability to change the player view distance (zoom).
- Changed the crafting recipe for fences.
- Chicken can now drop feathers at various times.
- Potatoes now drop randomly from harvesting a flower (with a hoe).
- Slime drop rate is now a bit higher.
- Player collision tweaks and adjustments.
- Update log now available in menu + hint options.
- Added scripting system for scripting console commands.
- AI tweaks.

BUG FIXES:
- Fixed creature saving, now creatures save properly on each map.
- Fixed a problem where having multiple of the same built object would return in only being able to interact with one of them.
- Tooltip gets properly removed when exiting build/crafting menus.
- Fixed missing category number on workbench / foodbench.
- Health bar now returns on every load if it was present.
- Fixed a bug where some textures would spawn up to the left of the map, causing others to become invisible.
- Fixed beer craft recipe to use wheat and not carrots.
- When loading a game, placed objects do not spawn "under" carpenter walls anymore.
- Fixed some sounds not working.
- Other small fixes.

macOS:
- Native support for Apple Silicon (M1) computers.
- Disabled controller on Mac for the moment as AppGameKit has removed support for it. (unsupported library)
Virtual Nomad
Moderator
17
Years of Service
User Offline
Joined: 14th Dec 2005
Location: SF Bay Area, USA
Posted: 31st Jan 2023 00:44
that's a lot of progress, ReFure. i'll try to find some time soon and give it another run.

meanwhile, congrats and keep up the good work!

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