If you haven’t done so, remember you can still pre-order Wild Season at http://www.wildseasonthegame.com. We’re currently offering early access beta and 10% off on pre-orders!

Hey guys its! [insert cheesy music here] Dev Diary time!

This time with the 4th installment of the Wild Season DevDiary we have some exciting stuff to review! So lets get right into it!

With Christmas & New Years around the corner this is the second to last build we will be distributing! (The last build of the year will come just before Christmas! And will be the last Alpha Build before we officially Enter Beta (tan tan taaaan!)

The sprint officially ended on Friday 5th of December with the following accomplishments!

Keyboard rebinding! (Remap your keyboard to controls you want!)

First iteration of the Mini map! (still a little buggy and no global map yet though)

Buff / Debuff System

Added a bunch of character schedules (not live yet)

Ability to buy key animal types (chicken, sheep, cow, Horse, Dog). Once the mechanics are polished we will add more types & variations.

Ability to harvest from animals with tools (milker for cows, shear for sheep)

ability to speak or “handle” the animal with care

ability to push animals

ability to pick up chickens

Turned on Farm area debris generator

Did some work on the mine

Visual Improvements throughout the town

Improved Saving

On that note, this sprint we’re planning to work on the following:

Improve the mini-map /work on the global map

Adjustments to buff/debuff

fix animal bugs found in last sprint

Weather system for storms

Polish the story-telling tools so our writing & game-design team can implement more story content during the beta (including re-doing the intro sequence based on your feedback!)

As usual! The team has been hard at work bringing Wild Season to life!

With so many things going on! This week we’ve decided to skip the feature focus and show you a little bit more in detail about what we’ve accomplished as its very visual!

So lets start with the Minimap:

As you can see here on the screenshot, all screens will have this little map at the bottom to help you navigate the screen you’re in. We’re also working on a global map to tell you where you are compared to the world! This should help all those alpha testers that kept getting lost in the alpha testing! Its still a little buggy though! As some alignment and sizing issues need to be ironed out, but for the most part its there! (I just found a major issue in the mac version so screenshots will be a little sparse)

Animals

We also did some work on the animals, polished them up, got the mechanics working. You can now buy, and care for animals!

For those tho missed it, this was our #screenshotsaturday pic we released on twitter and facebook. As you can see we still have a few things to tweak (moonwalking cows, animal limits, and 2D turning). But you can buy, pet, talk, brush, and extract produce from them! (once we’re in Beta, we’ll also be looking at adding more varieties and animal skins (beta & alpha testers we’re lookin at you for ideas!)

Buff/Debuff

So I discussed this in the last Dev Diary:

As you guys can see, we added a little section next to your avatar head to showoff what statuses are currently affecting you (in this case, you’re sick, starving and drunk…well done!). Each adding its own multiplier effect to stamina and/or exp gains.

Aside from that we did some other world and back end work

Control Remapping

Its here! Remap the controls to a way that’s comfortable to you! Alpha backers! We’re looking for feedback on this! Please also send us screenshots of your configurations, so we can opt for the best setup out of the box, to reduce fiddling when the commercial version comes out!

Mining

We previously showed you some of the ores in mining (with lots of educational feedback!). so here’s a little more work from the mines, including a level map, and some animations. Our mining format will change slightly, in that you wont be digging around looking for stairs. Rather you will need to work your way town the screen to the stairs to the next level, as the mine has existed for a long time, but “rocks and debris regularly fall”, blocking your way deeper into the mine.

Graphics

Finally here is a small selection from the graphics we finished this week! Including an inventory icon for the clownfish (aka Nemo!), and some status icons for the animals

Working Things Pending List:

Finishing Mining

Fishing

Quest log/notebook

Relationship Engine

Story Engine (& story encoding)

Property Upgrades

Animal Breeding

Marriage

Kids

Helpers

Lots and Lots of polish!

Thats it for this week!

If you haven’t done so, remember you can still pre-order Wild Season at http://www.wildseasonthegame.com. We’re currently offering early access beta and 10% off on pre-orders!