Stump and Stem
Stump and Stem
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Fixing farming sims through the power of cooking | Aardvark Agriculture Devlog #3
Relationships, story progression, economies, basic gameplay.... Will we be able to make all of these things work with a cooking mechanic? It's too early to say for sure, but right now I can at least talk about what we hope we can do with it.
tumblr: stump-and-stem.tumblr.com/
cohost: cohost.org/stump-and-stem
Переглядів: 803

Відео

Digging a path forward | Aardvark Agriculture Devlog #2
Переглядів 2,8 тис.Місяць тому
You can now dig in the ground for tubers (tubers are not in the game). I know the last video ended with a teaser about cooking, but it turns out there was a lot more to be said about that than I realized at the time, and we think this stuff is a little more important to talk about first anyways. So next time I'll tell you all about cooking! tumblr: stump-and-stem.tumblr.com/ cohost: cohost.org/...
An artist tries to program | Aardvark Agriculture Devlog #1
Переглядів 21 тис.2 місяці тому
In this video, Stem goes over how they made our armadillo and then is promptly crushed by the weight of basic programming! After two videos about theory and art, I promise it'll start to look more like a video game in the next one. tumblr: stump-and-stem.tumblr.com/ cohost: cohost.org/stump-and-stem
A farming and cooking sim full of cute animals! || Aardvark Agriculture Devlog #0
Переглядів 1,2 тис.2 місяці тому
An introductory devlog for our experimental farming/cooking game 🌻 We've been at this for a little while now, so there's a lot more to come! This short peek is just to give you a taste before we dive into the more specific aspects of the game. We hope you'll stick around to see more! tumblr: stump-and-stem.tumblr.com cohost: cohost.org/stump-and-stem BGM is from Harvest Moon 64

КОМЕНТАРІ

  • @timmygilbert4102
    @timmygilbert4102 День тому

    Programming isn't hard, it's all the other incidental knowledge needed to solve problem, like vector math, that's killing 😅

  • @mordecaialba
    @mordecaialba День тому

    This reminds me of the cooking mechanic in Eastward!! There's a little slot machine you play whenever cooking to determine the quality of the dish in the end ^_^

  • @dragonfrootloops
    @dragonfrootloops День тому

    I would love to play a farming sim with more in the cooking side of things! I dunno if you've seen the game Fantasy Life (its a 3DS game) but they had mini games for crafting most anything, but I especially loved the food one, maybe check that out for ideas? These concepts look awesome though, keep up the good work!!

  • @bbomb11
    @bbomb11 День тому

    Cooking is looking awesome! I love your approach to development, and everything looks great, even the just placeholder stuff! I can’t wait to see more!!

  • @thatsjustpeachy6689
    @thatsjustpeachy6689 День тому

    CAN I GET A FUCKING CARROT??

  • @dekushrublily
    @dekushrublily 2 дні тому

    "POTATO: Vital to the existance of all life." Agreed! 👍👍

  • @dekushrublily
    @dekushrublily 2 дні тому

    i really like this philosophy.

  • @avahenson4565
    @avahenson4565 2 дні тому

    This reminds me a lot of the sims 2 cooking style, but in the sims their is the added mechanic of using different cooking methods. That was one of my favorite games to cook in because finding new recipes was fun but you never really failed, kind of like the system you designed.

  • @hjay5534
    @hjay5534 2 дні тому

    I really like your devlogs, they're so... methodical? They're fun and interesting to listen to, how you've considered and designed different options and how you've reached the conclusions you do :) As I've seen mentioned in the comments, a minigame might get old if you have to do it all of the time. But I also think it could be a fun addition. One idea could be a risk-reward type thing? After you've made the dish the first time, you can make it without the minigame for normal quality (or something), but if you play the minigame you could do it well and get a better quality dish - or a worse one if you do badly. I think that could be fun? But then, you'd have to have different quality of dishes, which is another mechanic added, scope creep, so maybe not =P

  • @Stewerrvideos
    @Stewerrvideos 2 дні тому

    Dont let the numbers of views fool you. These videos are so good.

  • @Jhonxay
    @Jhonxay 2 дні тому

    The food definitely needs to be juggled on the pan during the animation!!

  • @baksoBoy
    @baksoBoy 2 дні тому

    I love these devlogs! It is a really interesting game to follow the development of! There is one/two thing that I caught my attention that I want to mention in case it is of any help though. To be fair it doesn't have anything to do with the actual topic of this video, but at 1:02 I noticed that the rolling animation feels very slow and thus less... interesting/impactful if that makes sense? I'm not sure if that much can be done about it though to be honest, since if you speed it up too much then it might make it look like the character is skidding across the ground instead of rolling on it. I did also notice that the gravity seems to be extremely weak, since the jump takes so long to finish, which feels pretty sluggish. I assume that the gravity strength is just temporary, however I figured mentioning it just in case. In any case I'm a huge fan of your videos! They are super cozy and interesting to watch!

    • @Stump-and-Stem
      @Stump-and-Stem 2 дні тому

      Thank you for pointing that out! We're aware that the player controls are super janky at the moment, haha. I probably should have paid better attention to what random footage I threw in. The current character controller is something that we haven't touched since we first made it. It desperately needs an overhaul, but that'll be easier to make feel good when all the other stuff that you can do on the farm is put in.

  • @mike_wake
    @mike_wake 2 дні тому

    Sounds interesting! One potential catch with the mini-game approach is that since cooking is central to the game, the player will encounter it a lot. Even a cool mini-game will get old if repeated over and over, unless it changes somehow or there are multiple of them. Though I’m not saying it’s impossible, and you are clearly putting a lot of thought into it.

    • @Stump-and-Stem
      @Stump-and-Stem 2 дні тому

      For sure! In an ideal world, the minigame would feel so integrated with the rest of the game that it doesn't even come to mind (games that are entirely about cooking exist after all), but that's a tall order when blending two separate types of gameplay... We'll see what happens, I suppose!

    • @Centurp1e
      @Centurp1e 2 дні тому

      I feel this every time I see a game put in a lock-picking/hacking minigame. I think a good way around getting around mini-game fatigue would be to have it so the player would only need to do the minigame the first time they are created a new dish or category of dish (if following botw style-cooking) and then having the successful recipe save, and being able to recreate the dish without performing the mini-game as long as you have the correct ingredients. I do agree with a variety of mini-games too! since any ingredients can create a dish (though even botw has dubious food!) I could see having Cooking Mama like timed minigames for different ingredients/categories of dishes so that each minigame/segment of the recipe could be stitched together depending on which ingredients the player put together. Example: Mushroom skewers (since they were brought up in the video) you'd have a minigame segment for cutting the mushrooms (ingredient) and then say another segment for turning the skewer to cook them perfectly over the fire (category).

    • @ThemermaidPearl
      @ThemermaidPearl День тому

      ​@@Stump-and-StemI think a game that did the mini game bits of cooking well is Palia there's a divers amount of ways to produce ingredients, so every dish is fun and different because of the different ingredients in them

  • @cawareyoudoin7379
    @cawareyoudoin7379 2 дні тому

    Ooh, I really like this kind of system! I would like it if some basic recipes were made as expected, but other than that, categories like in botw make sense.

  • @Ghost_Pig
    @Ghost_Pig 2 дні тому

    Just wanted to say that I like watching your Devlogs. They are relaxing and interesting 😊 It's also great how analytic and systematical you approach everything. I am sure the project will benefit from that.

    • @Stump-and-Stem
      @Stump-and-Stem 2 дні тому

      Thank you so much! I worry a lot about the videos being boring and how the content so far as been a lot of theory and discussion of other games compared to Actual content from our own game, so it means a ton to hear this! ❤

    • @Ghost_Pig
      @Ghost_Pig 2 дні тому

      @@Stump-and-Stem IMO many Devlogs lack that kind of insight - the how and especially why things are done the way they are. Maybe it would be smarter for you to make more "trailer in disguise" marketing focused devlog videos, but I like it the way it is. But considering the performance of my own devlogs, you should maybe do the exact opposite of what I say and the fact that I like your videos is a warning sign ;)

  • @paigehoney9055
    @paigehoney9055 28 днів тому

    This looks awesome, good luck with your MVP!! Thank you for sharing your process with us :D

  • @zachnoll6245
    @zachnoll6245 Місяць тому

    My goodness, We have the same plan. Inspired by an old Harvest moon (mine is A Wonderfull Life) but don't want that game to stink so me and my brother are gonna practice with other games. Excited to see what you both come up with.

    • @Stump-and-Stem
      @Stump-and-Stem Місяць тому

      Ooh! I wish you the best of luck, I hope we can play your game someday! I haven't gotten around to AWL yet in my to-play list, but it seems like it's got a lot of depth that modern farming sims have really missed out on. Fantastic pick!

    • @zachnoll6245
      @zachnoll6245 29 днів тому

      @@Stump-and-Stem They recently rereleased AWL on steam. They named it Tales of the Season: A Wonderful life. (also I think its weird when the game first came out you couldnt pick your gender. you had to get a whole other copy called Another Wonderful life which I ended up getting because I had lost my original. The only sad thing was I could no longer romance Nami. They combined them in the remake)

  • @frogvibesgames
    @frogvibesgames Місяць тому

    I love this little creature, so cute! Good video too

  • @Mythicalwaters
    @Mythicalwaters Місяць тому

    this is so interesting i love armadillos. could you maybe reorganzie the playlist so that the oldest is at the top and newest is at the bottom so its easier to watch ❤

    • @Stump-and-Stem
      @Stump-and-Stem Місяць тому

      ah shoot, thanks for pointing it out. Should be fixed now, but do let me know if it isn't!

  • @Sam-ub7dt
    @Sam-ub7dt Місяць тому

    Never played farming games, not really at least, but immediately intrigued by the notion of being a lil aardvark tending the farm and who can roll about So I think you already have a pretty significant hook!

  • @EthanHayez
    @EthanHayez Місяць тому

    Your artstyle is killer. Throwback to an earthy aesthetic that I dont see enough on the internet.

  • @smolblockboi
    @smolblockboi Місяць тому

    Love the lil' armadillo! Another possible solution for the free form tilling that might be worth exploring is having a subdivided grid. So you'd have your main grid for regular placement that the genre is known for and plots can snap to that but then you've got a sub grid of say half the size which, when there's overlap, allows things to also snap to that so there can be variation of placement while also avoiding micromanagement if things are slightly off. Kind of like Animal Crossing New Horizons has with furniture grids.

  • @stefanolassandro886
    @stefanolassandro886 Місяць тому

    It's looking good! Keep it up, and good luck with the non-grid approach, I have a feeling it's going to be pretty difficult to manage... but it'd sure make a good novelty for the genre! <3

  • @kbhasi
    @kbhasi Місяць тому

    (2:33) Following how I imagined your game having a 3D world but 2D UI and artwork, those little paintings look to me like they could be roughs for icons displayed within the game's UI if both of you did decide on having the UI be 2D. (4:27) I like that you're doing it freestyle instead of being locked to a grid. (1:17) (5:43) Ah yes! The temporary placeholder main menu! (1:11) (video) In my comment on the previous log you uploaded, I mentioned how the key art reminded me of picture book and illustrated novel illustration, but this time, I realise that the key art gave me ‘Frog and Toad’ and ‘Mouse and Mole’ vibes. I haven't read either of those book series, only saw some illustrations and art from those books, so I can't really identify what specific vibes I'm getting from your game art. (1:38) I didn't think about what the general gameplay loop for my game idea would be, but even though that would have different levels, I noticed one among some of my gameplay mechanic ideas and took note.

  • @MarthaWocket
    @MarthaWocket Місяць тому

    If you make movement fun that's half the battle and I saw the ball mode 🤩 I think adding a house customizer it can help with giving satisfaction loops

  • @amorachinchilla
    @amorachinchilla Місяць тому

    Love the realistic expectations set! A lot of gamedevs (myself included....) get really caught up in "it's going to have THIS feature and THIS feature and THIS feature" right from the start, which can become really frustrating when you've been working for months and have exactly one feature finished, maybe even one that didn't really need to be implemented until much much later. All that to say, the structure of "this is the bare minimum we need, so we'll focus on that first" is wonderful, while still keeping in fun little attempts at something new and creative like with the tilling mechanic. Excited to see where this goes!

  • @Squiggl3art
    @Squiggl3art Місяць тому

    Oh I adore the free-form tilling concept! Not to complicate things as you're so early in the process, but how would watering work? Would it work something like the irrigation trenches in Harvest Moon Tale of Two Towns? In that game, you can make irrigation trenches as long as you like, but it will only water a number of tiles depending on units of water in the watering can. Or would it be more of an area of effect watering, where you water crops but its only from a certain radius around the character. That way, you can water a set x amount of times, since the water in the can would decrease the same amount per input. The first style would tie more into the free-form nature of your tilling and could make it fun to plan out the optimal distance for each row, where the second method is more familiar but might lead to grids if trying to optimize the maximum amount of plants able to be watered. Hopefully this makes some sort of sense, either way, I'm interested in seeing how you tackle watering and planting with the current method of tilling! Looking forward to seeing more updates, its been so fun to see your progress and different farm sim developments over the years on your blog :D

    • @Stump-and-Stem
      @Stump-and-Stem Місяць тому

      THERE'S ANOTHER HARVEST MOON WITH IRRIGATION IN IT?? oh man, the ds games are a huge blind spot for me, I'm really excited to play that and see how they handle it. Short answer is that we have a plan in mind for watering that is also freeform like the tilling is. Out of your suggestions, its probably closer to AOE style. Long answer is... well eventually I'll have a whole video about it so I hesitate to say, haha. Thanks! It's a delight to see you over here as well :D

  • @Amaiguri
    @Amaiguri Місяць тому

    Commenting for the algorithm. Keep it up!

  • @Michael-The-Composer
    @Michael-The-Composer Місяць тому

    Hi there, I'm Michael. I've been following this series since it started not too long ago, and I think this will turn out to be a cool game! I love that the armadillo does things manually, like digging, and picking up the backpack and watering can. It's a smart difference that makes it stand out just enough from other farming games. SELF-PROMOTION TIME: If you're looking for music for this game, I'm a video game composer. If you're interested, I'd love to chat!

  • @Porplefish
    @Porplefish Місяць тому

    Great stuff! Exciting to see the process and the different approaches to the tilled plots. Have you considered placing a spline where the plots are following the character, then you could just run a check for distance from one spline end to all nearby spline ends to see if they should connect maybe? I'm typically an Unreal developer, so I'm not sure how approachable this would be here!

  • @fishingfishka
    @fishingfishka Місяць тому

    I have a bit of a fun idea about the cooking menu. In real life, cooking can take anywhere from 15 minutes to 5 hours, so what if you include that as time management? Combined with the ingredients requirement, it could be fun to optimise, something like "Okay, so my strawberries will ripen today, and my wheat will be ready the next day, so today i can spend about 2 hours collecting strawberries, 5 hours watering the wheat and then 3 hours making strawberry jam to go along with the bread i will make tommorow!"

  • @MeMe-vz7dp
    @MeMe-vz7dp Місяць тому

    This is something not super important at this stage of development - and I’m sure something you guys have already noticed - but something that sticks out to me immediately is just how pretty the hand-painted textures are in the blender viewport, and how much they are hidden or muddled up by the in-engine materials. It may be a stronger product to let the hand-painted textures stand on their own rather than be hidden under layers of overly reflective light and shadow and materials properties. I’m loving the game process so far!! Keep up the good work!! 😁😁😁

    • @Stump-and-Stem
      @Stump-and-Stem Місяць тому

      Oh yeah, all of that is gonna change big time. We have a very strong image for exactly what we want this to look like when it's done, but there's a lot the two of us need to learn about lighting and shaders before that happens. This basic environment is serviceable enough to get us by for the moment while we make the rest of the game happen, but to be honest it's all probably going to be remodeled or repainted at some point. It may look "finished" by some standards, but to us it's all really just a proof of concept. Just something nicer to look at than a greybox, haha.

    • @MeMe-vz7dp
      @MeMe-vz7dp Місяць тому

      @@Stump-and-Stem Sounds wonderful! Yeah, messing w shaders is a whole journey on its own, the psuedo-greybox look is more than enough for now. The vids have been lovely and I can't wait to see more! 😁

  • @AnnamatopoeiaArt
    @AnnamatopoeiaArt Місяць тому

    I am SOOOO excited for updates to the game, the concept is so cool and gosh dang it I want to play a little creature! I also am interested in the free hand tilling mechanic, I worry that it might make the accidental placement of crops easier but it’s too early to say.

  • @nicolaspeters5980
    @nicolaspeters5980 Місяць тому

    So as a gardener and game designer this free form gardening system brought a few ideas to mind. Plant spacing could be a fun and nuanced system and simplify the worry about art assets overlapping. When plants are closer together they tend to stunt each others growth preventing them from growing big (so art would never become big enough to overlap) this is esspecially noticable with root crops like carrots or beets. Plants close together also create microclimates that protect the soil from being scortched by the sun allowing for a flourishing microbial ecology, dampen wind that protects the weaker plants before they mature, but they also trap moisture with the lack of wind causing an increased potential for fungal and bacterial diseases. This coupd all create an intreging but freeform system of hpw you design a garden based on which plants you are currently growing and how much output you need from the plants. If seeds are given out based on fetch quests essentially instead of bought in bulk it would also prevent the mundanity of a large field of a single crop that is known and the solution easy by mixing up whats available both in seeds and space based on what plants you pulled up and there for need to fill that part of the soil. Anyways i hope this project goes well :)

  • @hjay5534
    @hjay5534 Місяць тому

    An update! :D Looking good so far - and it's really fun to see the game planned out like this! Your plan for your mvp sounds very good imo. If you want it even more minimal, one idea could be to not have a timer to start with, but have the player choose when to sleep and move to the next day? Though, seems like you're well on your way with the timer, so maybe not worth it to not finish it. (Though, could be an option for a speed maybe? Infinity time in a day could be nice for a very relaxed game session). And although the freehand tilling sounds like a really fun idea, I just know I'm gonna line them up in a grid anyway =P I like patterns and clean lines too much haha

  • @AScribblingTurtle
    @AScribblingTurtle Місяць тому

    I like the Idea of farming tiles being "off the grid" so to speak. Makes it look more natural. You could still treat each of these circles you placed as kind of planting pot. That would mimic the Tile Grid approach, just without the visual / spatial restrictions. Getting rid of the grid also fixes one of my biggest gripes with the GB Harvest Moon games. That is, that you can't water the middle plant of a 3x3 field once the outer plants reach stage 2. Despite that you are only able to plant in a 3x3 pattern, which means either wasting seeds and/or growing time.

    • @cawareyoudoin7379
      @cawareyoudoin7379 Місяць тому

      Well, Stardew for example solves this problem by letting you walk through most crops.

    • @AScribblingTurtle
      @AScribblingTurtle Місяць тому

      ​@@cawareyoudoin7379 Agreed, on a tile based system, that would be the easiest fix for that. However, leaving it to the player how to dig the fields would be a bit more innovative. It encourages players to experiment with planting patterns. People could still plant in a grid if they so choose. I may not like how Harvest Moon GB handled it, but on the flip side it made me think about how to arrange the fields. Thinking about the arrangement for how to water and harvest more plants per day was kind of fun, admittedly.

    • @cawareyoudoin7379
      @cawareyoudoin7379 Місяць тому

      @@AScribblingTurtle Oh, I agree it's a fun solution! And if everything is too easy, there won't be a game to play.

  • @guyinahat8930
    @guyinahat8930 Місяць тому

    Really cool video! I might send this series to some people if they ever get curious what game dev is really like, since this series is (looking) really beginner friendly for game dev concepts like MVPs

  • @lilyisfeet
    @lilyisfeet Місяць тому

    i really like the art and color choices for the game, but they get muddy when you actually put it in game :(

  • @Jhonxay
    @Jhonxay Місяць тому

    I think using some sort of unlit shader to just use the coloring choices of your art would give the game a lot more life!!

  • @NicodemusRat
    @NicodemusRat Місяць тому

    The freeform placement is an interesting twist. The idea that you don't always have your inventory fits with the character (nice animation!) but will that be good for gameplay? Perhaps if you are having to make decisions about carrying inventory vs carrying other elements it will create choices. Great to see the progress here and exploration! Kudos!

    • @Stump-and-Stem
      @Stump-and-Stem Місяць тому

      I don't remember if I ever mentioned it before, but the choice to have no inventory is something that came from our early-Harvest Moon inspirations. It's kind of a pain to have to lug things back and forth, but when I played those games, I enjoyed the way it forced me to play slower and a little more methodically. Technically, having a big storage box you can carry around gives you more allowances right from the start than those earlier games did just because you can at least move the thing closer to you when you need it. And that loops back around to the decision making you mentioned, so yeah you get the idea! :D

    • @NicodemusRat
      @NicodemusRat Місяць тому

      @@Stump-and-Stem Ah, interesting! Yeah, I was thinking that hauling and placing tools (if we count the inventory box as a "tool") will become an important element in your play flow. You've shown only two carryable things but you may have more in mind as well which could provide further choices. I look forward to seeing how this develops. Thanks!

  • @cawareyoudoin7379
    @cawareyoudoin7379 Місяць тому

    I like the idea of a more freehand approach to tilling! Looking forward to what you do next.

  • @Pabloparsil
    @Pabloparsil Місяць тому

    My unsolicited advice is: don't spend too much time learning python because a lot of what you are going to do is calling godot functions and doing things in its way. It's good that you learn the basics to not be intimidated but after a couple of weeks I'd just practice with godot itself. Btw your armadillo is very cute, keep it up!

  • @eobet
    @eobet Місяць тому

    This is why I dread moving from Unreal to Godot… I never want to code! Blueprints are way superior for an artist!

  • @LetsSmiley
    @LetsSmiley Місяць тому

    This is just soooo CUUUUTEEEEEE

  • @yummy_brot
    @yummy_brot Місяць тому

    As a programmer my ego has been boosted

  • @Dashmaster305
    @Dashmaster305 Місяць тому

    I like the storytelling and getting to see your decision making behind the scenes! Subscribed.

  • @LewdicideMouse
    @LewdicideMouse Місяць тому

    I feel good watching this. The exact same things have happened to me. Nothing is more demoralizing than a video called "how to start a game for non-programmers" say "programming is the fun and easy part anyways." 🥲 I wish you luck!

  • @jikkermanccini
    @jikkermanccini Місяць тому

    Love to see a fellow artist-turned-programmer! This project looks adorable, iIcan't wait to see what comes of it. Taking the python course was the right move; I spent far too many sleepless nights trying to muscle Godot into obedience, to no avail. Through that I developed a hatred for programming that I just have to get over if I want to continue haha. Cool to see that I'm not the only guy who drew a cute character and decided 'Oh! I want to turn this into a game!'

  • @kbhasi
    @kbhasi Місяць тому

    I just came here from a recommendation on my UA-cam homepage and I'm already impressed! (0:00) I like that 2D art style as it reminds me of some book illustrators who'd illustrate picture books ("children's books") and/or illustrated novels. I imagine that art style would be used for game artwork (e.g. Steam and Nintendo eShop pages, game icon, etc). I did also imagine the art style being used for UI elements, but only because I imagined doing the same thing with an art style I pictured for a game idea I'm working on as a side project. (0:08) The game world would be 3D. That's understandable. (0:22) That reminds me of the game idea I mentioned further up in my comment. I came up with the that after experiencing a daydream in which I saw myself playing the game and some of the in-game elements including a vague representation of what one of the main protagonists looked like. That daydream lingered in my mind and, after tracing what influenced the daydream, I decided to just develop the game as a side project so I had somewhere to pour in the inspiration and ideas I'd get as the idea displaced a fanfiction idea that previously lingered in the same space in my mind. As such, I'm the only one working on it. (0:41) That reminded me of a challenge I ended up with for my game idea, which is that in order to stay true to the daydream, I needed to have the game world be 3D and the UI be 2D. (The artwork would use a mix of 3D and 2D art) As much as I wanted to imitate the art style of the game that indirectly influenced the daydream and other games with similar art styles, I recently came up with the idea of sneaking my own planned art style, which would be a 2D art style I'm developing with book illustrations and comics in mind, into the game. I think I came up with the idea after drawing inspiration from an Aardman behind-the-scenes video which showed a character design on paper before being creating various sculpts of the character and making a cast to create multiple puppets. (0:56) That's understandable, especially for a first game. I did think of another game that did its menu differently, but that game was made by a large internal studio at a major publisher so it'd be unfair to compare your game with that. (1:15) I agree. Some of the games I drew inspiration from were in 2D, but as far as I could tell, that was just due to limitations of early '90s 16-bit (4th console gen) graphics hardware, leading the designers to build clay puppets, pose them, and capture video stills using camcorders with clean video outputs through Targa cards in their development PCs. (3:26) One of the reasons why my game idea is a side project is that my interests are more in books (including comics) and animation aimed at children, not so much video games. Following that and wanting to be an artist, that answers the question of why most of my planning work for the game have been with visuals. (7:00) I can somehow relate!

  • @Grantis
    @Grantis Місяць тому

    I’m so playing this game when it comes out