Farm like you've never farmed before, cause this time you reap a crop of frags. This is Farmer Wars, an FPS where feuding neighbors settle the score once and for all. No such thing as the quiet country life here – choose your weapon of destruction and fight to save your property.
Hey everyone!
As works continue on Farmer Wars, we felt it was high time not only that we thanked you all for your continued interest in the game but also began updating you on our progress. So, without further ado, we bring our very first devlog!
[h2]From humble beginnings to a great start[/h2]
Like every major project, everything starts with an idea. The premise for this one was simple enough – combine a farming simulator with shooting... and lots of it. Sounds easy, right? Not quite. So how should it work exactly? Who is the fighting 'hero'? Who is he fighting against? How is he fighting them? What should you do to win... or what makes you lose for that matter? Or better yet – when it comes down to brass tacks, what does a real farm even look like, and.
Clearly, we needed a plan.
So we got just that, even if documentation for a game project is a drag, always and without fail – many, MANY pages of carefully written down mechanics that look good on paper (while the real game build is another story altogether). And so began the bumpy country road leading from ideas to genuine game features.
[h2]Concepts[/h2]
Some farm references:
[img]{STEAM_CLAN_IMAGE}/39046502/b20be83880178d1fd63a897496f87d280f54aa4d.gif[/img]
Concept maps:
[img]{STEAM_CLAN_IMAGE}/39046502/d044aa03816b0f9bae140fb9f1f8d2d6fdb5bc9d.png[/img]
As for using them in development? Things are going great on the bring-your-idea-to-life front. A bloody front at that, filled with blazing gun barrels and roaring tractor engines.
[h2]Technology[/h2]
Ahhh, Unity... You never cease to surprise me with just how strange you can get.
You want high fidelity graphics in your game? Easy enough – just choose HD Render Pipeline... Oh...but you won't be able to render any grass in a respectable manner... How do you like them apples?
Yeah, so the learning curve is a bit of an issue here. There seems to be some major features missing within HDRP... as it turns out grass is just one of them. It took some time to resolve.
[h2]Animation[/h2]
Have you ever thought about just how many animations are needed for simple gunplay? It turns out that it's a whole LOT! First presentation, deploy, reload, reload with bullet, aim, aim with scope, scope X8, run, crouch, idle, idle with empty, aim with empty, crouch with empty... There are over 150 animations for just one gun and how many guns do we have? Just over a dozen. :)
Here's a [u]simplified[/u] animation tree for [u]just one[/u] gun:
[img]{STEAM_CLAN_IMAGE}/39046502/d901a7ae1800260e44c761c291890018486e2a8b.jpg[/img]
And some level design:
[img]{STEAM_CLAN_IMAGE}/39046502/506942be2508109ffbf9f850f1fcbf30b4175edc.jpg[/img]
Gotta start somewhere. It looks quite promising, if I do say so myself.
[img]{STEAM_CLAN_IMAGE}/39046502/882c37b1c897c84ab6f90799449cf47dad4afa44.jpg[/img]
Plus, there's just nothing like a tractor race in the morning.
And that brings us to the end of the first part in the story of Farmer Wars. You've been showing our project a lot of support but also had some questions about it too, so [b]we'd like you to keep commenting with more questions. We're planning to bring you a Q&A update next time to tell you more about Farmer Wars and its development plans.[/b]
We'll answer both new questions as well as the recent ones that you'd already sent us through various social media.
Stay safe, y'all!
More about us:
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