Early Access Update #25 – Animals Pt.1

Friday evening/Saturday morning, depending on where you are in the world. It can only mean one thing! It’s update time. Something a little different this week, I’d like your feedback on something so there’s a straw poll link at the end. We’ll cover that when we get there, just a heads up not to skip the end! 🙂

Right, grab your tea and let’s go.

So 0.2d is here at its mainly bringing a few pre-cursor updates to animals. In last week’s update I showed fish and a small update to the sheep, so check that our here if you missed it. All that’s really left to show are wolves! First though, here’s a complete changelog for 0.2d, currently available through the beta channel:

  • Sheep now eat grass.
  • Animals now die if they are in water too long. They still go a bit crazy if they get in there however, better AI is on the worklist!
  • Fish now spawn in pools around the levels. (Currently just aesthetic, mechanics to follow)
  • Added wolves. (Currently just aesthetic, mechanics to follow)
  • Sheep and pigs now only spawn during midday
  • Changed the height of the background of the levels
  • Fixed a fairly large bug with item icons and crafting
  • Fixed an issue with animal AI where they would spin on the spot!

I’ve done a bit of work on the day/night cycle this week, mostly under-the-hood stuff, and I’ve defined a few day states:

Dawn – soon as the sun comes up until it reaches its highest point.
Midday – sun full up until it starts going down
Dusk – Soon as such starts going down until it’s gone
Midnight – The whole time the moon is out.

During dawn and dusk wolves will now spawn around the level. Here’s what they look like:

I was hoping to have their behavior coded as well but it’s taking a bit longer then excepted, so like the fish they’re currently just aesthetic. They do however act a little different to normal animals. Sheep and pigs are timid, meaning if you click or attack them they’ll run off. Wolves are tougher and just sit there and take it! This passive behavior will soon be replaced with offensive behavior and they’ll stack everything!

Small change here that I think makes a big difference to how the level feels. I’ve lowered the backgrounds to the tops of the mountains and hills and more in-level with the player.

While working this week I fired up an old test level and noticed the level felt much more open. The only thing that was different was the height of the level background. After applying the same to the levels I really prefer it. This screen shows what I’m talking about:

I think the later feels much more open and freeing!

Bit of a tangent here, but debugging a game is mostly a nightmare. Working on the wolves this past update was the worst yet. Wolves only spawn at dusk and dawn, and a day cycle is ~15 minutes, so am I supposed to wait until that time came around to test anything? That obviously isn’t feasible, so what you end up doing is coding dev features. For example, to speed up the day I made it so that when I hold the ‘+’ key the sun speed up 100x.

While this works, what you end up with is developer features scattered throughout your game. There as a ‘bug’ a while back where pressing the middle mouse button spawned a water block … that was a testing feature I’d forgot to turn off. The answer is a dev console. I’ve wanted one of these for a while and decided now was a good time to get working on it. Hitting F1 in-game brings up this console and allows me to type develop commands.

The following gif is a bit pants. If anyone knows how to record high-quality gifs let me know! We’re looking at the lower left. I’m using the console to modify the time of day:

Why am I telling you all this? Well, I’m leaving it in. It doesn’t do much right now, infact you can only set daytime, but over time commands can be added. I’m of the opinion if someone wants to manipulate the game in Samphi then go right ahead. Want 9999 of an item, go for it, edit the save file. That’s why it’s in plain text. When multiplayer comes these features will all be disabled though! Nobody likes cheating online.

Currently supported commands are:

  • set time dawn
  • set time midday
  • set time dusk
  • set time midnight

Have fun!

So I’ve been thinking about multiplayer lately. Multiplayer was very nearly included in the initial release, but after press played Samphi they almost unanimously felt that I should spend time polishing things instead of focusing on multiple, so that’s the route I chose. On release I said multiplayer would follow in the coming weeks …

I’m torn between wanting to pack in as much content as possible and working on multiplayer. The choice is simple:

Work on new features and put multiplayer on hold for longer
Put a hold on new features and finish multiplayer.

I want player feedback on this, and the best way I could think to do that was with a quick strawpoll. Sorry to have you following links, but if you could drop your vote it would be really helpful! It will help me see what you guys want most next.

Strawpoll Link

Thanks in advance if you complete it, your feedback is very helpful. No worries if not.

Now that the animals are draw and their spawning code is all sorted I’ll now start adding their behavior. The fish in the pools will affect fishing and wolves will attack livestock! That’s why I called this blog ‘preparation update’. It’s put a good few things in place ready for further work. So that’s what’s next. 🙂

Enjoy your weekends friends, and how about we meet back here same place next week? Cya then! Ciao.

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #24 – Animal Are Coming!

Update time friends. I trust you have your tea? Only a few things to go at this week, so I shan’t keep you long. Haven’t had as much time as I’d have liked this week, but hey ho. Let’s get to it.

Since no-one has shouted at me over last week’s build yet (v0.2c), it’s now been moved to the stable channel. If you’d like a refresher on what it brings, check out last week’s update. Tl:dr – Potatoes and crafting system update.

Fish are here! The pools of water are no longer barren; they’ll have little fishes swimming around. Here’s what they look like:

Right now they’re purely aesthetic, but I have mechanics planned for them. With Samphi I’m striving for a world that you have to look after and nurture the world around you. If you fish all the fish in a lake, then there’s no left. How can you fish in an empty lake? More on that shortly.

Small update, sheep eat grass! Just as they potter around they’ll occasionally lean down and have a snack! It will break up the grass and add a bit of variety!

Again, this will likely be tied to SOME mechanic down the line, but for now it’s aesthetic. 🙂

A big bulk of the work to be done for the next update is with pigs, sheep and wolves. I want some form of enemy in the game, and we’re starting with wolves. They’re going to spawn at dawn/dusk and attack livestock. Obviously there’s a bit of code for this, so that’s not yet implemented. Their spawn cycles are, but the code to attack isn’t.

I’ve also mentioned before that I want the dog to play a part in this, and that will come later. You can control the dog by pressing Z, and at some point I want to either flesh this out so you can attack, or strip it for a command-based system.

We’ll cross that bridge when we get to it, but just know that I’m working on adding wolves right now and they’ll be a challenge to deal with!

I’ll try keep this short, but it’s something I’ve been thinking about with Samphi. I want our worlds to be a labor of love. I don’t want it to be particularly easy to survive for a long time. I don’t want there to be an infinite supply of food or animals. I want it so that if you’re lucky enough to find a potato seed you best cultivate that bad-boy because you might not find another!

If you kill all the sheep in your level that’s it, no more sheep. You’d have to capture two and breed them to create a sustainable farm. I want it to work more like that. This will be a gradual process as the game moves forward, but it’s something I’m definitely conscious of moving forward.

Animals! I’ll be continuing this work on animals. I also said that I’ll be adding some new UI stuff and that stands. More menus are being re-drawn in the new art style.

That’s it from me. Have a great weekend friends, and see you in 7 days! Ciao. 🙂

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #23 – v0.2c, The one with the potatoes

Happy Friday friends. It’s actually 1:30am here, so technically Saturday. I really need to work on my update schedule … Anyway, let’s get to it.

In the last update I showed a bunch of stuff with both animals and plants. There was more work than expected, so this update focused on the plants and crafting update, and all animal updates will come next-time.

In the last update I discussed a common problem with crafting and showed a mockup solution. Well, that mockup has now been coded and made its way into the game. The normal crafting menu now shows all items, but shows a prompt on those that require a crafting bin.

Here’s a quick gif showing this:

It’s much clearer, and should solve the issue. 🙂

To the bulk of the update, potatoes. Potatoes are in the game meaning we now have two crops! There’s a couple of stages to planting and growing potatoes, so here’s an overview of what they can do.

To start with you need a seed potato. This is a potato that has shoots coming off of it and is ready to plant. If you ever had a bag of potatoes in your cupboard for too long and find a potato with growths (eyes), plant that sucker!

I want seed potatoes to be somewhat uncommon. While gathered the same way as wheat seeds, they’re randomly dropped when digging dirt, they have a much lower spawn rate. Wheat is ~1 in 5, and seed potatoes are 1 in 100. If you have the gatherer skill unlocked that drops to 1 in 80.

Here’s what seed potatoes look like:

Planting and harvesting is just like wheat. Select the icon in your toolbar and right click above dirt to plant. The potatoes have three stages; seedlings, partially grown, fully grown, dead. If you hover over your plants, you’ll see their hydration bar. They need watering while in their middle stage otherwise they die.

Here’s all the 4 stages:

When fully grown, just left click and hold to harvest just like wheat!

Now that you’ve grown your lovely potatoes, there’s just one stage left before you can eat them. They need cooking. Simply drag your potatoes over a fire to cook baked potatoes:


*Apologies for the low quality! :(*

That’s potatoes! It’s been great putting another crop into the game, and carrots are next on my hitlist. Here’s a gif of the entire process to finish!

To end this update here’s a full changelog for v0.2 that just hit the beta channel:

  • Fixed an issue with crafting where you could craft empty items
  • Fixed issue where cursor didn’t change when digging stone
  • Stopped mouse wheel scrolling through hotbar when crafting
  • Updated crafting to make it clearer which items require a crafting
  • Added potatoes*
  • Fixed issue where the last inventory slot wasn’t working. There’s still an issue here. Samphi doesn’t know what to do when you run out of inventory space. I’m working on it!

*Here’s a breakdown of what what’s been added regarding potatoes:

  • Added seed potatoes that are a 1/100 drop from digging dirt
  • They can be planted and grown like wheat
  • When harvested they give potatoes
  • When used on a fire potatoes are cooked into baked potatoes

In the next update I’ll be turning my attention to the animals that I showed last update. There’s also a fairly large issue with inventory space that needs addressing. More on that next week!

Enjoy your weekend amigos, and once again, thanks for reading. Ciao! 🙂

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #22 – Back in the swing of things

You know what time it is. Grab your tea, or a cold drink if you’re in the UK (It’s bloody hot here for once), and park your buns. It’s update time.

The icon/item system has been so long in the making that I’d forgotten what it feels like to just be able to add stuff! This is the first week that that’s been the case and it’s been great. At the end of the last update, I said I’d work on wolves and a new crop and … I’ve done just that!

There’s some cool stuff coming next week, so let’s take a peak!

Before hitting some new art, let’s quickly talk about crafting. There’s always been the problem that it’s not clear that certain items can only be crafted via a crafting bench. In fact, all building materials can ONLY be built at a crafting bench and I’m on a mission to make that clearer. Here’s my current approach:

Instead of only showing building materials in the crafting bench, you can see them everywhere but there’s a small tooltip to let you know you need a crafting bench to craft it. This still isn’t perfect, in fact, I have plans to further develop the entire crafting system to make it better, but it should solve any crafting confusion in the time-being. Time permitting this will be ready for next week’s update.

Animals are coming! Wolves have been on the to-do list for a while, and while I was looking at animals I found a few old friends that never got implemented.

Starting with wolves, I’ll leave showing them in-game for next week’s update, but here’s a look at the lined up with the rest of Samphi’s animal friends:

Now, as cute as they are, wolves are the enemy. They will attack livestock around the level and it will be up to you and your trusty canine companion to keep them at bay. There will be mechanics surrounding this, like the more tired your pet the less effective they are etc. but they will come later.

While looking through Samphi’s animal sprites I found this creepy fella’.

I made this a while back. The art style is outdated so will be re-drawn at some point in the coming week, but we have a spider! They used to spawn at night time, but for some reason I removed them. I fail to remember why, but they’re coming back!

Now for something a little friendlier. Fish! The pools of water that spawn are feeling too barren, and when you fish you should be able to SEE fish. So here they are:

There are a few colorful fish available and they will spawn randomly. I planning for the different color to be purely aesthetic.

So those are the animals I’m working on. Hopefully, they will help make your worlds feel full of life! I have more livestock planned also, so this is just the start!

As well as wolves one of my other tasks was to add a new crop. I’ve been growing potatoes myself, so thought why not start there! Farming is one of the main skill tree in Samphi so will play a huge part in gameplay. Anyway, here’s the new potato plant showing all 4 stages:

Instead of grass always dropping wheat seeds, it will now randomly drop a variety. For now, it’s still just wheat and potato, but carrots are next on my list and will hopefully make the next update. It shall be a good farming update for sure!

It’s been a while since we spoke about web work, so time for a quick update. I have big plans for Samphi’s website. I want it to be the go to place if you play the game. Map sharing, forums, and a wiki are all on my to-do list, it’s just there isn’t much time to work on things!

Bit of an insight into my schedule, I work full-time Mon-Fri and work on Samphi on the evenings when home. Then on weekends I’m currently decorating my house and do web work on the evening. With only a few hours a week for web, you can see why progress is steady.

But hey, I did some work on the wiki last weekend! If you go to http://www.samphi-game.com/wiki/[item-name] you’ll see a work in program Wiki page for the item.

It’s a real mess right now, but the backend is working great. Time to make it prettier and populate with info.

It’s been a week since 0.2b hit the beta branch, and with one bug reported and fixed it’s time to move it to the stable branch. Have fun with it! Here’s last week’s update that contains the full changelog.

I’ll be finishing what I’ve shown here. It’s mostly just art for now, so now start the programming. God speed Mr. Frodo. Have a great weekend friends. See you again in 7 days. 🙂 Ciao.

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #21 – Chests are here … No, really, they’re here

Update time, and this one’s a doozy. Get your tea, let’s get into it.

This week’s update sees v0.2b hit the beta branch and it brings with it a whole bunch of changes. Been pretty busy this week! Let’s get the full changelog posted and then I’ll run through it bit by bit.

Here’s the complete changelog:

  • Added chests
  • Major Sprite Updates (Redrawn)
    • Updated Wheat Sprite
    • Updated Dirt/Grass Sprite
    • Updated Backing Wall Sprite
    • Updated Bed Sprite
    • Updated Door Sprite
    • Added Pig Alternate Sprite
    • Added pickaxe cursor sprite
  • Minor Sprite Updates (Removed Black Outline)
    • Updated Torch Sprite
    • Updated Fire Sprite
    • Updated Kiln Sprite
    • Updated bench Sprite
  • Re-coded animal movement, they will now try to avoid water
  • Re-coded doors
  • Updated the following max stack value
    • Update default item stack from 20 to 40
    • Dirt Max Stack 20 > 60
    • Arrow Max Stack 40 > 80
    • Torch Max Stack 10 > 20
  • Fixed item drop, does not yet apply to all items
  • Fixed issues when planting trees and wheat
  • Fixed issue with bucket not emptying
  • Fixed lighting issue with the furnace
  • Fixed a bunch of little bugs

Lots of changes, most notably the fact that chests are finally here. Let’s take a look at that!

It feels anti-climactic after all the build-up, but it’s true, the legendary chests are in the game. Bit of backstory for those who are maybe newer to these updates, chests are the reasons Samphi needed a full item system re-write. It’s a pretty sweet moment to finally see them in the game.

Their operation is pretty standard, but just to clarify, chests and the items within them belong to the level, not the currently selected player. The chest and items within it will be shared between all characters that play in that level.

This update also sees a fair few art updates. I broke these down into 2 main categories, major and minor. A major update means I re-drew the sprite, and minor means I just altered it somehow. Instead of showing each individually and having pages of images, I created a scene that demonstrates them all in one go.

The animals in Samphi have always been pretty stupid. They’re still stupid, but hopefully a little less inclined to walk on the bottom of water. They’ve been re-coded so they should actively avoid water and deal with terrain better. The algorithm behind their movement and behavior is something that’s going to be constantly improved upon, so while it still isn’t perfect, it’s certainly a step in the right direction.

The following gif show an animal taking avoiding action from the water!

Pretty simple update, and one that I’m open to feedback on, but while testing all this update’s changes I came across a few item stack sizes that I felt needed updating.

The bulk of the update was to change the default stack size from 20 to 40. This effects most items. There were some individual updates also that were as follows:

  • Dirt Max Stack 20 > 60
  • Arrow Max Stack 40 > 80
  • Torch Max Stack 10 > 20

Samphi has always had the ability to drop items, but it’s always been iffy. Now that there is max item stack, and inventory space is at a premium, I spent some time on this feature. When holding an item, hold CTRL when holding an item to drop it.

Items dropped in this way will stay on the ground for 3 minutes and then disappear. They are not saved like the rest of the level, so if you drop an important item then exit it will be lost. If y’all want this behavior changing I can do that.

There’s a few things on the changelog that haven’t been covered, and that’s because they were just small issues that I found and fixed along the way. Here they are:

• Re-coded doors
• Fixed issues when planting trees and wheat
• Fixed issue with bucket not emptying
• Fixed lighting issue with the furnace
• Fixed a bunch of little bugs

Nothing major, but every bug fixed is a step forward. 🙂

Well, that’s interesting because I’m now free. Work on chests started back in April, and for the first time it’s done and out the way. What we work on now is up to us! Back in the earlier updates I posted a list of things I wanted to complete. We haven’t looked at it in a while, so here’s where we are with it:

  • Adding Chests
  • Adding Iron
  • Adding Sheers
  • Adding Wolf
  • Adding New Crop

Going by that list, the next thing I’ll be working on are wolves and a new crop. I also have some other little things planned, but these will be the main ones! Oh, I also have an update planned that will help solve crafting confusion. Certain items require a crafting bench to create, but Samphi has always sucked at making that clear so that will be tackled next.

Thanks all for sticking through these last weeks. Progress has been slow as the item system took all my attention, but that’s done and chests are in. Onwards and upwards. Very happy with progress and look forward to getting stuck into some fresh work.

See you next week all, have a fantastic weekend. 🙂 Ciao.

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #20 – Last Minute Bugs, ARGH!

Update time friends. Pull up your chairs and get your tea ready.

First thing’s first, 0.2a has been moved to the beta branch. I’ve issued a couple of patched since launch and haven’t received any bug reports so things should be pretty stable.

So I’d really hoped I’d be releasing chests today with v0.2b but the game developing gods aren’t playing nice. Sat down to do my testing and turns out I’ve managed to not only break crafting but animal movement also. Your guess is as good as mine as to how.

Now I only need a day or 2 to fix it, but with this strict release schedule, it’ll have to wait until next Friday. If this keeps happening, we’ll look at a more flexible schedule.

A number of key art assets have been updated this past week which include building materials, crops, grass, a new pig alternate and more! It gives the game a different feel and the art is slowly moving towards my vision.
I’ll provide a full breakdown and review of assets and changes in next week’s update, but here’s a quick screenshot that encapsulated them all!

I think we’ll leave it at that. There’s no point covering this content twice, and a full update will be shown next week. Apologies for not having it ready, unexpected bugs are a pain. Do enjoy 0.2a and let me know if you find any bugs!

Well, all the stuff teased at in this small update will be here, including chests. All the content is in, there’s just bugs to iron out that I couldn’t get done it time for tonight. If you’ve followed these updates for a while I bet you’re bloody sick of hearing about chests. You and me both. 😀 They’re SOOO close. One more week friends and they’re in.

That’s all for now. Short and sweet until next time. Enjoy your weekend friends. 🙂

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #19 – It’s all about farming

Update time guys and gals. Hope you have your tea ready, I do …

So it’s been a week since we moved to version 0.2x and things have gone pretty good so far. I’ve pushed out ~4 silent patches to fix issues, but I think it’s pretty stable! Quick update to show what I’m working on this week.

My usual release schedule is to push new builds to the beta branch, leave them there for a week to iron out any issues, then push to the stable branch. Since so much changed during the move to 0.2x however I’m going to leave it in the beta branch for another week.

I’ll take this opportunity to again stress that updating to 0.2x will mean you lose save data. I explained more about why this is in the last update, but just know I did everything I could to avoid it. Really sorry about that!

The cause of all this madness, chests are almost in the game. They work for the most part, just ironing out a few issues.

It’s about time too! Now that items have max stack sizes I find my inventory is always too full! I have a solution for that however!

So not many people may know this, I don’t recall mentioning it anywhere, but you can drop items. I don’t know how stable this feature is, I’m turning my attention to it this week for the first time in ages, but if you hold CTRL and release an item when dragging it you’ll drop it.

This should help stop inventories clogging up. I’m also looking to tweak the amount of items each stack can hold. There was a good suggestion last week to use a weight system, and I’m going to look at that, but for now if anyone has any concrete suggestions for an item then do let me know. 🙂

The focus of my next update is going to be farming. I think farming is going to play a big part in Samphi so it’s time to bulk it up a little. I have plans for new animals, crops, items, and enemies to overcome! For a quick start, I’ve created an alternate skin for the pig as I did with the sheep!

I’ve also got plans for potatoes, a scarecrow, crows and a wolf! More of these items will be shown as we get to them, but just know farming improvements are on the way.

The last thing I want to talk about is farming animals. There is an item in the game currently called a fence. It’s simply a fence post, and when you place a few in a row, they create a fenced area. If you then tether (right click an animal with rope selected) an animal, you can drag them to the pen. This system is really rough right now, and will possible cause crashes, so it’s also getting some TLC this coming week.

I really want people to be able to create large, sustainable worlds in Samphi, and as soon as that’s the case things like health and hunger will play a much great part of the game. Currently, there’s no penalty for going hungry, but soon you will have to build a farm, nurse animals, and generally develop a sustainable world.

Exciting things to come!

In one weeks’ time hopefully I’ll have more to show regarding farming! We’ll also get a new build pushed to the beta branch, and will move 0.2a to stable so we’re all ready on version 0.2x to move forward!

Thanks for reading this update, hope you all have a fantastic weekend! I’ll leave you with a quick tip:

Did you know you can save the game by pressing CTRL-S just like most programs. If you do something awesome and want to save the game just hit that combo. The game also auto-saves every 5 minutes, and saves on exit!

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter

Early Access Update #18 – Hold onto your butts, 0.2a has landed

No, you’ve not read that wrong. Over a month since the last update, the item system re-write is complete and has been pushed out in 0.2a to the beta branch. We have a little bit to cover so get your cup of tea ready and sit back.

All updates over the last few weeks have documented the trials and tribulations of the item system re-write well, so I won’t cover it in much detail. The bottom line is Samphi now has a new item system that can deal with multiple item stacks. A seemingly small change on the surface, but massive in under-the-hood.

Given how much of the game changed for this, and how many possibilities it opens, I felt this was a good time to roll over to 0.2. Chests still aren’t in yet, they’re the whole reason we had to do this! but they will be next week. The game is now set up to accommodate them, I just didn’t have enough time to squeeze them into this update and we need to get testing ASAP.

Something I’m very aware of is the size of the item stacks. I think they may be too small, so I’m going to be looking for your feedback on this one. Have a play, and if you think an item should have a greater/lower stack size or stack/not stack altogether then let me know. Tweaking and getting these right will be a gradual and on-going process that starts today. 🙂

Another major thing 0.2 brings is partial language support for Italian, Spanish and Turkish. I say partial because it only effects items and their descriptions. UI text is soon to follow, however, so as we go forward this will get better and better.

I’d like to remind people that I’m always looking for translation volunteers, particularly Russian! If you’d like to help out drop me an email at greeny@greenygames.com.

I showed the new graphics in an update a while back, and they’re now in the game. For now, it’s just the settings and language menu, but I intend to roll this out to different parts of the game gradually. Please do let me know what you think!

Right, major systems explained, here’s everything that 0.2a is bringing to the table:

  • Fixed bug in menu with menu going behind terrain etc.
  • Fixed bug in settings menu where pressing ESC would leave windows behind
  • Implemented language menu in settings. Language effects item names and descriptions, more will come soon.
  • Added new art in new style in settings menu.
  • Implemented new item system. Samphi now supports multiple stacks of items and items now have max stack sizes. This means you’ll loose your items I’m afraid. 🙁 Sorry!!!!
  • The crafting system also got a big change-up, something along the lines of a 50% re-write. There’s still things I’d like to change here, but we can do them later and they’ll be MUCH less disruptive.Time for a warning. A massive portion of Samphi has been re-written here, so there WILL be issues. As usual, 0.2a will be pushed to the beta branch, and instead of keeping it there for one week, I think I’ll keep it there for 2. Make sure as many bugs are found as possible.

    Also, I’m really sorry about this, but your item data will be lost. 🙂 I tried everything to make that not the case, but this new system needed a more flexible saving system. I’ve always been open about Samphi save data. I don’t encrypt it or anything, I think that’s so stupid. If you want to give yourself 1,000,000 of an item, then be my guest.

    To try to soften the blow of the changeover, I’ve written an article that explains the new save data format. If you want to move your old item over, read that article and you’ll know how to add items to the save file.

    http://www.samphi-game.com/blog/2016/06/24/samphis-new-item-save-data-format/

    Now that this big update is out I’m going to spend a few days on web stuff. My website for Greeny Games has been down for weeks now, and the Samphi website is feeling derelict. I don’t post articles there yet so I want to spend some time there.

    The wiki system is going to be a big part of that also and I’d like to get it in a functioning early version very soon.

    Now that this is complete we can get back to adding content! I have chests and new crops on the list immediately, so let’s start there. I also have a cool idea for the main menu that I’d like to explore and want to continue moving the older graphics over to the new. This graphical changeover will take a while, so you’ll notice more and more changing as the updates roll through.

    Have a fantastic weekend, and enjoy 0.2! Great things are coming!

    As always you can show your support and keep up to date with development by following me here:

    Visit my websites
    Greeny Games Website[www.greenygames.com]
    Samphi Website[www.samphi-game.co.uk]

    Follow me on Twitter
    Greeny Games Twitter
    Samphi Twitter

Samphi’s new item save data format

From 0.2x onwards, the way in which Samphi saves player item data is vastly different. I apologise about that, I tried to make it cross-compatible, but the new item needs more flexibility in how it stores data and the old system just can’t provide that.

I’ve always been open about people editing their save files. If you want to give yourself 1,000,000 of an item, you should be able to. This article will outline how the new item save data works, so you’ll be able to move over your old items, or give yourselves new ones whenever you want!

Here’s how the new save file for item data looks:

icon_count=”2.000000″
0i=”37.000000″
0q=”1.000000″
0p=”2.000000″
0c=”0.000000″
0s=”0.000000″
1i=”4.000000″
1q=”1.000000″
1p=”1.000000″
1c=”0.000000″
1s=”0.000000″

Looks like nonsense at first, but let’s go through it line-by-line.

icon_count=”2.000000″

Icon count is the number of items that the save file has to load. Pretty self-explanatory! This should simply match the number of icons you have data for.

0i=”37.000000″

From here things get a little more cryptic. Starting with the first character, the number at the start of the line is the index of the item. In programming we start counting from 0, so in the line above the 0 means it’s the first icon that the game will load.

All lines start with the index; the next character determines what type of data it is:

0i=”37.000000″

Item id. All items in Samphi have an index. In this case, the id is 37 so that’s a spade item. There is a lookup table at the end of this blog showing all id’s, and once the wiki is up and running fully you’ll be able to easily find them there also.

0q=”1.000000″

item quantity. This is simply the number of items in the stack.

0p=”2.000000″

Item position. This is which slot the icon belongs in. Be sure not to give 2 items the same item position as it will cause problems in the game.

0c=”0.000000″

Chest index*. This is which chest the item is in. So for example, if you had 2 chests in your level, and you wanted the item in the first you

0s=”0.000000″

0s = chest slot*. This is the slot index for which slot of the chest the item is in.

So that’s what all the values mean! The way Samphi loads data is by first reading that icon_count value, and then counting up from 0. So, remembering we start counting at 0 in programming, let’s say our icon_count value is 3. In this case, we’ll be reading items which start with 0, 1, and 2; three overall.

Practical examples are always best, so let’s look at one. Let’s work with the same data as before:

icon_count=”2.000000″
0i=”37.000000″
0q=”1.000000″
0p=”2.000000″
0c=”0.000000″
0s=”0.000000″
1i=”4.000000″
1q=”1.000000″
1p=”1.000000″
1c=”0.000000″
1s=”0.000000″

Here we have 2 items, one is a spade (37), and the other is an axe (4). Let’s assume we want to give ourselves 20 wood. First, we need to update our icon_count value as we now have one more item to load:

icon_count=”3.000000″

Now we need to add the details of our item. Remember, we already have 2 items here, and we’re adding our third, so all lines need to start with the number 2 as that’s going to be the third one loaded. [0][1][2].

We’ll start with what item we want and how many of it:

2i=”45.000000″
2q=”20.000000″

Now we need to choose its slot. Remember not to give two icons the same value here. We can see that our other items have the slots 1 and 2, so let’s stick it in slot 3:

2p=”3.000000″

I’m not going to show the chest slots, as I advise putting items in chests in the game. But if you do want to tinker, just remember that xC means chest index, and xS is the slot in that chest. For this example, I’m leaving them blank, but they still need to be there! We just use 0s.

2c=”0.000000″
2s=”0.000000″

Pulling all that together we get the following data:

icon_count=”2.000000″
0i=”37.000000″
0q=”1.000000″
0p=”2.000000″
0c=”0.000000″
0s=”0.000000″
1i=”4.000000″
1q=”1.000000″
1p=”1.000000″
1c=”0.000000″
1s=”0.000000″
2i=”45.000000″
2q=”20.000000″
2p=”3.000000″
2c=”0.000000″
2s=”0.000000″

That’s the save data. A little complex on face value, but actually not too bad. There are issues like having to ensure you use the correct slot value, but I plan on creating an editor for this type of thing later down the line. Same goes for level editing, I want to build a tool for it, so there’s no point in creating a robust editing system now when it will be rendered defunct down the line.

Hopefully, this will enable you to make changes to your data and potentially restore any lost item from moving between versions 0.1x and 0.2x! Thanks for reading and all feedback is welcome. Here’s the item lookup table as promised!

ID Name
1 acorn
2 apple
3 arrow
4 axe
5 backing
6 bed
7 bench
8 berry
9 bow
10 bread
11 bucket
12 chest
13 cloth
14 dirt
15 door
16 iron ingot
17 iron ore
18 fat
19 fence
20 fire
21 fish
22 fish cooked
23 flax
24 glass
25 hammer
26 honeycomb
27 kiln
28 ladder
29 pickaxe
30 rock
31 rock sharp
32 rod
33 rope
34 sand
35 seed
36 shears
37 spade
38 stalks
39 stick
40 straw
41 sword
42 torch
43 wall
44 wheat
45 wood
46 wool

Early Access Update #17 – We’re getting there …

Happy Friday amigos, it’s update time.

Bet you can’t guess what I’ve been working on this week … Bloody icon system. Things are actually going really well, but there’s nothing to show for it since it’s all engine work.

Instead of spending a while pulling together random images to justify an update I’m just going to leave this week very thin and get right back to work. After spending so much time on this system I figure the time’s better spent on actually coding! 🙂

So, quick sitrep from me this week then I’ll be off:

  • The core of the item system has been successfully re-written
  • All function surrounding items now need to be recreated
  • Items are currently function in the game at a basic level
  • The new system is much more flexible and allows the game to move forward

So that’s where things are at right now. 🙂 Going well!

A valid question at this point is, ‘Why mess with it in the first place?’.
Well, the item system has always been janky. Samphi started as just a fun project. The goal initially wasn’t to create a full commercial game, so whenever I wanted a feature I bodged it in.

I realise bodge is a British word, so here’s the definition according to Google!

That’s how much of Samphi was built; a mess of bodges. As the icon system grew I continued the bodge, adding features however possible, but it reaches the stage where to move forward you have to start again. You can only bodge so much! That’s why the re-write.

Hopefully I’ll have the items system to show; Get some screenshots of some double item stacks or something. Some form of graphical confirmation of the engine work that’s been done. I said in the last update that I had crops and a new animal planned, which I do, but just didn’t get round to them for this week. All focus is on items for the time being.

So, short update. 🙂 There’s only so many ways of saying I’m still working on items, but rest assured they’re coming along great; just slower than originally anticipated.

Have a great weekend all, and speak to you in 7 days!

As always you can show your support and keep up to date with development by following me here:

Visit my websites
Greeny Games Website[www.greenygames.com]
Samphi Website[www.samphi-game.co.uk]

Follow me on Twitter
Greeny Games Twitter
Samphi Twitter