Devlog #2 — Roots, Sounds, and Control: Expanding the World
The last update focused on laying the groundwork — this one is about bringing life and interaction to Seeds of Tomorrow.
From ambient soundscapes and controller support to smarter villagers and crop management, the world is starting to feel alive in motion and sound.
🌾 Farming & Growth Systems
The crop system was completely rebuilt from the soil up.
It now runs on a centralized Crop Controller, streamlining growth, harvesting, and saving.
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Unified crop logic through
CONT_Crops -
Growth data pulled dynamically from CropData
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Proper save/load integration for crop states and time
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Added new crop types
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Introduced draw culling for performance on crops and trees
Crops now grow, save, and return — like a real living field.
🧱 Jobs, Pawns & Player Control
The job system was reworked to be expandable for all pawns — villagers, NPCs, and the player.
This also allowed a full player character rebuild, including:
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New animation engine linked to the job system
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Smooth lerped tree-chop animations
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Proper harvest and pickup actions
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New stump and tree-state logic with removal support
Villagers and players now share a common foundation for all actions — paving the way for cooperative settlement life later on.
🧑🌾 Builders, Traps & Wildlife
Village life is starting to take shape:
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Added Builder NPC, unlockable via progression
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Introduced small animal cages and rabbit traps
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Rabbits now breed when conditions are met (Hunger > 20, Rabbits > 1)
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Added Rabbit item and empty-trap jobs
There’s now a rhythm between work, reward, and the living world.
🔊 Sound & Ambience
The world now has a voice thanks to the new CONT_SfxManager:
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Ambient world loop
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Chopping, digging, walking, and tree-fall sounds
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Fire crackle and waterfall ambience
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Menu music and temporary artwork
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Audio timing synced with animation frames
Every action now feels grounded in the environment — not just seen, but heard.
🔥 Crafting & Building Systems
A huge leap toward a living settlement:
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Added Crafting Bench and Crafting Menu
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Menu layouts reworked for clarity
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Added Fire as a craftable item with lighting and sound
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New inventory functions using amounts
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Building placement upgraded — now fine-tuned for accuracy
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NPC Builder system reworked: player confirms placement with E or Right Trigger
The world is now constructable piece by piece.
🎮 Controller Support & Accessibility
The biggest structural addition: full controller integration.
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Menus now navigable with controller
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Player movement and chopping fully supported
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Building placement fine-tuned using Right Stick + Y / RT
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Inventory and interactions optimized for analog input
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Villagers now respond correctly to controller-based events
This paves the way for a console-friendly experience down the road.
🏕️ Villagers & Wildlife Behaviour
Villagers are no longer aimless wanderers:
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They now move into empty tents rather than walk past them
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Wildlife spawners and villager spawners populate the world dynamically
The village feels just a little more alive with each build.
🪲 Bug Fixes & Stability
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Main menu fully functional and controller-aware
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Fixed tile interaction errors
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Refined build placement alignment
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Corrected stamina logic
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Optimized save/load flow
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General performance and animation timing fixes
🔧 Next Goals
- Expand controller functionality to every system
- Refine villager AI behaviour
- Improve notifications and dialogue structure
- Finalize core crafting loop and resource economy
🌱 Closing Thoughts
This phase transformed Seeds of Tomorrow from quiet prototypes into a breathing, playable world — crops grow, fire crackles, villagers build, and controllers feel natural.
The settlement is still small, but for the first time, it feels alive.
More soon, as we move from systems into stories.
Thank you for following along 🌾
Seeds of tomorrow
Rebuild life after the fall. Grow crops, shelter survivors, and nurture a new beginning.
| Status | In development |
| Author | Ghost |
| Genre | Survival |
| Tags | City Builder, Crafting, Farming, Pixel Art, Relaxing |

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