I’m keen for animals to be the central element of the game, not just a means to income. Animal management plays a huge role in Tales of Autumn, mainly because other games have always left me wanting more. A design challenge I’m wrestling with is trying to keep the various paths independent and optional, with the intention that players can invest their time where they like (and effectively decide their own feel!), but interlink them enough to encourage them all! I’m also shooting for a different pacing and feel - I think the mechanics I’m adding naturally present a different mindset for the players that want to partake. In summary, I’m focussed on and going deeper into areas of the genre that, in my experience, I’ve always felt could have been explored more.
So how is Tales of Autumn different from Stardew Valley and those trying to repeat it? Stardew’s success has certainly inspired hundreds of new projects, including mine. We’ve since turned it into a December tradition, starting a new save and playing it most evenings until Jan/Feb and then putting it aside until next winter, with a hope that yet another content boost arrives in the meantime! By chance Multiplayer came out roughly the time that my daughter wanted to look at a few games, and we started a 3 player family farm that will go down as one of my favourite memories. I bought it on release day and was immediately hooked. It’s just brilliant, and Eric’s story is inspiring beyond all others.
It’s a longer post, but I’ve a lot of points I want to include, and I think it important to talk specifics here, and then you can make your own call.įirst up, as I’ve said elsewhere, Stardew nails this genre. I made a rather minimal version to use for myself but I'm looking forward to suggestions.A friend pointed out I should address the elephant-in-the-room topic next - how Tales of Autumn isn’t yet anther Stardew Valley clone.
Contributingįeel free to contact me if you find bugs or have other issues. Special thanks to ConcernedApe for making such a beautiful game. Dependenciesīig thanks to Pathoschild for providing the API and being a massive help on the Stardew Valley Discord Server.
To uninstall it, simply remove it from the Mods folder.
Visual Studio automatically copies the mod into the game's Mods folder when hitting Build (Ctrl+Shift+B).Īlternatively, unpack the zip from the releases page into the mod folder. Obviously, this mod is not compatible with Ran's hearts. Multiplayer is not tested as I no one to try out with but it should work in theory. This works with all NPCs the game considers to be dateable (meaning also custom ones). To highlight the difference between the purple and iridium, I copied the golden box. I tried to imitate the game's look as close as possible, meaning I used the same color palette and the light coming from the side.
However, only bachelors/bachelorettes have hearts in the original games (at least in DS, the part I played the most).īecause I am probably not allowed to use Ran's assets and I'm too shy to ask, I had to do my own pixelart.įor a first time, this is not bad, I kinda like it how it turned out. I liked the idea of replacing the friendship indicator with hearts like in Harvest Moon. Replaces friendship jewels of dateable characters in Stardew Valley with Harvest Moon inspired hearts Background