Feature Plans for Phase I


Plan for Future

Plan for Future
As the development heading forward, we not only need funds but also some plans to make sure we stay on our path.
So I want to list them here roughly of what features and early discovered bugs we already have in mind for the very first release phase.

  • (fixed) open inventory in cut-scene - while talking to NPC you can press 'z' to open inventory menu, which is not acceptable and we fixed it immediately. This update will be delivered on the next weekly update.
  • After hire mission completion. - the current demo doesn't let you finish tutorial yet, as you completed all the objectives of the last mission, no completion dialog goes up.
  • Sounds. - At this stage, we still don't have any idea of implementing sounds including SFX, Ambient, Conversation, and BGM. Basically muted game right now.
  • Graphic settings (disable bloom effects) - The developer's PC is much more powerful than manager's PC who is also testing the game. And the post processing bloom effect tanks the performance, however, because it improves the looks, we would put it in the setting for enabling (default)/disabling it.
  • Skill system - We planned to implement some skill progressions that costs money to upgrade.
  • Flower garden - We want to sell flowers too!
  • Merchant ship - We should be able to connect to the outer world through merchant trading.
  • 30 min play through - It is the least amount of time for having a play through at this rate of charge for any game of this quality, so we aim for that.

As you can see we still didn't put a schedule on it. That's because some features are already being worked on and we don't have time to estimate development time. In fact, we only tackle each features by duration and difficulty, we don't know an order which features will be finished, but we will try the best of our ability to deliver on time of the intended release date.

Moving towards the future, release date ahead.

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