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:

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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:

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Early Access Update #14 – Ciao, Hola, and Merhaba. Also, new graphics?

Update time friends.

Most of the work that’s happened this week is engine stuff with items, but ther’re some cool things to show including a new art direction! Let’s get to it.

Thanks to some great members of the Samphi community Samphi will soon be available in Italian, Spanish, and Turkish. There’s some work that needs doing to incorporate the translations into the game, but we’re well on the way thanks to these great people!

  • ShortyDevil
  • MrCrakgueir
  • Levent
  • dimo9854

Notice anything different about this menu?

Apt readers out there might notice something different with that last screenshot of the language selection … It’s created with a new aesthetic.
Samphi’s graphics is an uncertain subject. I’m a programmer, so all art in the game is programmer art and has gone through many revisions since the project started. Here’s a screenshot from a few years ago!

Things have come a long way since then, but Samphi still doesn’t look how I envisage it should do. As I created the language selection screen I started playing with this new aesthetic, moving towards a more pixelated, softer, somewhat more cartoony aesthetic that I’ve always envisioned for Samphi.

You can see the difference more clearly when you put the old settings menu next to a new WIP one using this same aesthetic:

I like the newer aesthetic a lot more. It’s less flat and much more how I envisage Samphi. What to you guys think?

Since these updates happen so frequently there’s often not too much to show. Same goes for actual game updates. Since they come frequently, progress is slow and gradual. Would you prefer this or prefer updates less often but more substantial. When all is said and done, the game would still progress at the same rate, but updates would feel more substantial.

I prefer this. Small regular updates so we have a regular conversation, but would just like to check that you feel the same way. Let me know. 🙂

Boring item work is all that’s due for now I’m afraid. Hopefully get chests in and a new crop in the next couple of weeks. I really want a new crop, and also want to re-draw wheat, so that’s certainly near the top of the list. Oh! I also have something cool planned with the menu, but I’ll leave that for the next update!

I’ll leave you with a fun(ish) fact. Samphi has 46 items! Thanks for reading! Have a fantastic weekend. See you in 7 days. 🙂

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 #11 – It’s all about sheep (Sheepgate)

Hi friends,

Another Friday, another update. Let’s get straight to the point, I’d hoped this update would bring chests but it’s going to have to wait another week I’m afraid. They’re 95% done, there’s just a few final things to tidy up. If I were to push them into this update however it would have been sloppy and need work next week anyway, so best to wait.

There’s still a couple of small changes to this update, and I’m nicknaming it sheepgate! You guessed it, they revolve around sheep.

So we recently added shears, and good news, they can now be used. No longer do you have to kill that poor innocent sheep to get its wool. With shears equip simply right click a sheep to shear it and the wool will grow back in a few minutes!

To accompany the game-changing shearing update, sheep have also received a small graphical update. They’re now much fluffier and have two possible colours. It’s like a whole new game!

Both of these changes are now live in build v0.1d, available now in the beta channel.

Since this update is short I figure I’ll give two small game hints. Why not!
Did you know you can shoot down beehives? When a beehive spawns fire at it with a bow and arrow. It will fall to the ground and can then be harvest for food!

Did you know sheep and pigs can be tethered? With rope equip on your hot bar right click and animal to tether it to you. It will then follow you around the level. This feature is very rough, and is intended to be used with fences so you can lead animals into a pen later down the line.

So next week shouldn’t see a new build according to the schedule, they’re every 2 weeks, but it will! I’m so close to being done with chests that there’s no point in waiting 2 weeks, we’ll just get them out. If there’s time we’ll also sneak in some other smaller updates and fixes before getting back to schedule.
So, bit of a slow two weeks I’m afraid. Haven’t got as much as I’d like done but that’s the way it goes sometimes. 🙂

Hope you all have a fantastic weekend and enjoy sheepgate!

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 #6 – Release Schedule Update and Crafting Guide

It’s been a week since we last spoke. What have I been up to I hear you ask? …. Email.

So. Much. Email. I grossly underestimated how long it takes to deal with support emails and that kind of stuff. It’s cooling down now we’re 2 weeks into release, but it’s taken up quite a bit of time this week and that’s dug into how much time the game itself has received.

I have been working on stuff, though, so let’s get to it.

In an earlier update, I announced that along with these weekly updates I would publish my latest stable build. Well, as I’ve found out this week, it’s sometimes going to take more than a week to create a stable build! Let’s talk about namegate.

In last Fridays update, I made a small change to the names of two items. Turns out this made the game collapse and on looking at the code surrounding items it needs a LOT of work: essentially a complete re-write.

Now this isn’t a problem, it actually opens up custom items, and I have my plan and I’m well underway writing it, but it means that there is no stable build to publish this week. This will almost certainly happen again later down the line, so I’m going to move the game builds to fortnightly.

These updates will still come weekly, so you’ll always know what’s been worked on, but the actual game updates will come mostly every two weeks. Now I’m saying mostly so I cover my back in case anything like this happens again, but every two weeks should be enough to ensure there’s always a stable build with changes ready to publish.

My first guide for Samphi, crafting, is now live. It’s the first draft, so may have some rough edges and need some content refinements, but it’s live.

You can check it out here.

The next one I’m going to create is on custom textures I think as that should open up some fun screenshots and stuff as people show off their creations. Looking forward to that!

So this week I’ll be continuing with the big item update. To make the items flexible, as in I can easily change names, the system that looks after them needs some serious work. While I’m here I’m going to expose item information to a simple text file, so if you want to change the names of items and their descriptions you can do so easily.

This is a big job and will take up a lot of the dev time this week, so I’ll also try sneak in some smaller updates and get another guide out. It’s been a slow start for updates, but that’s the way it goes. 🙂 I had no idea the item code would need so much work but we’ll get this out the way then move forward. 🙂

Thanks for reading and I hope you all have a fantastic weekend! Ciao friends.

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

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Greeny Games Website[www.greenygames.com]
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Early Access Update #5 – Update, Trading cards, and Multiplayer

Hey, all! It’s Friday, in some places in the world still, so it’s time for the weekly update. Things have been so busy this week with the launch that there isn’t a whole bunch to tell, to be honest, but let’s get to it.

As I mentioned in a previous post, each Friday I’ll upload my stable build to Steam regardless of how much has changed. Well, we’re starting with one of the lightest updates I think we’ll ever have! Again, this is because it’s launch week so things will pick up quickly.

Here’re the two minor changes I’ve made:

Edit: These changes caused a crash that I’m now aware of. I’ve rolled the build back and will re-update ASAP. The game really didn’t like me changing the names of items!

  • Changed name of ‘Bench’ to ‘Crafting Bench’
  • Changed name of ‘Backing’ to ‘Wall Backing’

Since so little has changed I haven’t incremented the build number. This is just a silent update to fix two small things. More substantial updates will be here next week once I stop answering email! 🙂

I turned trading cards on! They should have been turned on from the start, but I somehow overlooked the final step to publish them. They’re set to drop every hour of play, so get playing and collecting!

I want to drop my thoughts on multiplayer while we’re here. There were a number of reasons why multiplayer wasn’t included at launch, with the two main ones been:

  • Press feedback showed more in-game instruction was needed
  • Multiplayer client would be untested

So the first point is remedied for now. If you hold [CTRL] while hovered over an item you receive a full description of it and how to use it. I also created the game guide etc. So that leaves the issue of testing, and I’m wondering on which of these two options is best:

  • Release the multiplayer version to all and state that it’s unstable and untested
  • Release the multiplayer version to the games beta branch

So, which one of these would you guys prefer to see? Release it to all and know it will fall over at some point, or push it to a beta branch.
The multiplayer client is mostly complete, so it will either come in the next update or the one after that!

That’s all for this week. Release and answering emails has taken a whole bunch of time, as is web stuff etc. so development will get somewhat back to normal next week and the updates will be a lot bigger. 🙂

Thanks for reading and I hope you all have a fantastic weekend! Ciao friends.

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

Visit my websites
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Early Access Update #4 – First Patch, Update Schedule, Sub-Forums and Guides

Phew. Launch weekend is over. It’s been crazy, especially since Desura has finally sunk. Great timing there lads! Well, since launch I’ve put a few things in place so we’ll go over them in this final update before we move to a fixed schedule.

Quick note, if anyone has any issues regarding Desura and keys etc. just drop me an email at support@greenygames.com and we’ll sort it straight away.

There were a number of bugs present at launch, sorry about that, but the good news is they are fixed. I don’t know how long it takes my uploads to reach Steam clients as an update, but it’s uploaded and the following issues are fixed:

  • Fixed bug with game crashing when using the fishing rod.
  • Fixed bug with icons when overfilling craft bin.
  • Fixed crash that sometimes occurred when moving items.
  • Moved build number from 1.0 to 0.1ea.

I want Samphi to receive regular updates, and I think Friday would be a good day for them. Each week I’ll push my last stable build to Steam. Some weeks the updates will be thin, and others substantial, but they will be regular.

With each update, I’ll also release one of these updates detailing just what the build brings and any other related news. This will start this Friday!

There’s a good number of discussions on the community hub now so I’ve created a few sub-forums so we can stay better organized. Currently, we have the following categories:

  • General Discussions
  • Suggestions
  • Bug Reports
  • Trading

New categories will be added as needed but these will see us through for a while.

On a related note, I’d like to run something past you on how to handle bug threads. Once bugs are fixed I want some way of indicating that on the discussion post. The best way seems to be to lock the thread and I’ll add one final message stating that the issue is fixed, and the build number of the version that included the fix.

What do you think of this? At first glance, it looks like a good way to distinguish between active bugs and those that have been solved, but I understand that some might not want locking out of their threads. Let me know what you think of this.

The final thing I’d like to talk about is guides. I’m putting one together for crafting, and have a few more that I’d like to create such as:

  • How to create custom textures
  • Sharing your levels
  • Farming
  • Skilling

I’m making sure these guides are the best they can be, creating lots of informative graphics etc. so they may take a while to come but know I;m working on them! If there’s anything else you’d like a guide on let me know. 🙂

That’s all I have for this update. I’ve patched most of the initial bugs, done some tidying to the discussions and am working on complimentary game material.

See you all on Friday for the next update!

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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Until next time, ciao.