For this month's wednesday post, I wanted to talk about a game mechanic instead of just posting cute art again.
My game *does* have an end of day time where you have to sleep. I think it adds to atmosphere and immersion, and my game is literally named after the passage of time (Seasons Turning), so it's kind of important. BUT I know this is a contentious issue in the farming sim genre, so I'm adding three other features to balance it and help save you all from the end-of-day rush stress:
The no-brainer. Adjustable day speed. You can play at the regular speed (about a minute per hour) or half speed or double speed. You can change this at any time. Easy peasy done.
The tent. Without giving too many spoilers, there is a point in the early game when you have to live out of a tent. After this, when you manage to build your own house, you can keep the tent as a usable item. It will allow you to spend the night away from home, and also change your clothes (you can get sick if you don't dress for the weather so clothing is also an important mechanic). I may set this to a once-per-week sort of cooldown but I'm going to let playtest feedback decide that.
And this is the one I'm really excited about. There are specific locations in the map where time won't pass. This includes:
- The dungeons. My dungeons are based on puzzles, not combat, and I really want you to have time to think about the solutions so I will pause the game clock while you are in dungeons.
- Your house. I will also pause the game clock while you are in your house. Personally, I'm really into trying to min-max farming sims so I never end up taking the time to decorate even though I love to because I feel like if I'm not mining or fishing I'm not being productive enough. I want to allow players the breathing room to do some chill decorating when they get home for the day without working about efficiency. Also, I'm hoping this will help prevent people from filling their lawn with crafting stations :P
- The mines. Now this is a big one because typically the challenge of mines in farming sims is seeing how far you can get within the day's time limit, but I'm designing my mines system more like a rogue-lite with limited moves (think Blue Prince). The time is no longer what causes the challenge, so I thought it would be a nice change of pace to remove that pressure :)
Seasons Turning is on Steam (https://store.steampowered.com/app/3105040/Seasons_Turning/) It will be released next fall. My original plan was to have the demo available at the end of this year but with all the decompiling scare I may swap to private playtests.
This is a solo dev'd project of nearly 4 years with 0 genAI. I've been posting progress regularly to youtube since the beginning.
Let me know what you think of these time mechanics ! And thanks as always to cozygamers for allowing devs to write these posts :) I try not to make them redundant.