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:

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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]

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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]

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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]

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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