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Other than just options to make or erase in the recipe list I'd like an option that just tries to set all of the ingredients on the table and sets the temperature and cooking time so that I could easily adjust the recipe, maybe with some sort of option to replace existing recipe.
All prepared spices being called spice mixes by default even if they have just 1 ingredient is weird, maybe if there's just 1 ingredient call it X powder or something. Also dunno how exactly you are doing the graphics but it would be nice if each spice mix looked different(by changing the hue of the image or something).
Might be nice if the game recognized when a lacking ingredient in a recipe is something that you could create(ie. recipe needs dried garlics and I have fresh garlics) and then maybe offer to make it.
What if instead of exact gram requirements the recipes were stored as just ratios like have 4 grams of X for every gram of Y, that would make it easy to scale things based on how much ingredients you have.
Sorting options for the ingredients would be nice with main one I'd want being shelf time.
Also are you sure about calling the final game just Everyday Life? It's not a very serchable name, I would either add some kind of subtitle or change it to Everyday Fairy Life or something.
This is how i will probably make the "make recipe" option when i transfer the cooking system to the final game, instead of making it instantly, it will be more of a step-by-step process, which will also take how you want to prepare the ingredients into question, so you can have dishes with same ingredients and tools used being completely different through the method used to prepare it.
Since there are over 15 spices and there is no hard limit to the amount the game can have, it would become very hard (expensive) to make icons for them all or modify the icons to make the spice mix easily recognizable, this is why i allow you to choose the recipe name, you can classify your custom spices by name.
The step by step cooking process i will make for the final game will have auto-craft for requirements
Scalability on recipes is a nice idea, i will probably have it in the final game.
Search options will probably be there too
Faeries are just a small part of the final game, i prefer the more generalistic name Everyday Life for the final game.
Thank you for the feedback
For the spice mixes basing the icon mainly on the strength of the strongest flavor could work.
You can just keep cooking the same thing over and over to raise your skills but that probably won't be a problem once the quality and time spent start mattering more.
After doing that for a couple of days on a new game I did manage to somehow end up with 720g of popcorn oil that has at least 50 on all nutrients, cooking log would have been nice to figure out how exactly I managed to do that since I couldn't figure out how to do it again.
Kind of a minor thing but the red angriness icon is hard to see on red haired fairies, maybe add a black border or something to it.
A log for cooking could be added to the final game, it thought it would be too much detail, but i guess i was wrong
If you are curious about Everyday Life you can find more details on my devblog, i did a simple roadmap when i released the 1.10 version
https://fablesoflaetus.com/110release/
You can also find lore and details of the weekly development in the blog, im making a report tomorrow
Trying to somehow remember the settings based on ingredients also crossed my mind but it probably would be too troublesome in various ways.
Not sure if this is actually a bad thing but I find myself not using recipes that much since the ingredients I have and their amounts are random enough that it's usually easier just to make something close enough without a recipe(scalable recipes probably would help some with that). Before I knew exactly what to aim for this bothered me more than now that whatever I end up getting I can just eyeball the flavours and probably mash something acceptable together.
Having to scroll the recipe list unless I remove old recipes isn't ideal, having new recipes at the top would be better but even better might be if number of recipes visible selectable at once was somehow increased a lot, just using the icons would allow having at least 10 times more recipes visible and in case knowing which one is which for recipes that share an icon becomes a problem you could just add a number or some other identifier on top but of course without sorting you could rather easily remember based on just position.
How do you plan to show food scores in the final game? Depending on how much trial and error you are fine with I can imagine at least 3 ways to handle it, you could just not reveal the score until you've actually given the food to someone but that would really beg people to savescum or you could decide who you are cooking for and then show it just like now or you could for each food show a list of everyone(or just the top 3-10) in order of who would like it the most.
Crafting queue would be nice, I sometimes forget to set my workshop to craft stuff. Having the queue replace the Craft Item button when active seems like the most logical place to show it(assuming you want to keep the building UI for the most part as is for the final game). I imagine it'd be horizontal version of the building inventrory where you could click things to remove from queue and a + icon at the end to add new items to the queue. Also moving items out of a building that's crafting would sort of need to be possible if queues were added.
The school and gym having different icons for training made me assume they were separate things. Not sure how I feel about both trainings sharing the same pool, on one hand it does mean you need to choose if you want to focus on mental or physical attributes instead of just training everything to everyone but on the other hand it means someone can't be more suited to training one way and if you put off building either of the buildings so long that you have already trained most of your fairies it's kind of meh when you do build it and it would sort of make more sense if potential for physical talent was separate from mental.
What if you had 3 types of training points, mental, physical and general that could be used for either? That way you'd always be happy to have both buildings but still need to decide what you want.
Btw the icons showing number of times a fairy can be trained with a gym are great, the way they alternate between being above and below make them very easy to count at a glance... Oh, looking a little closer turns out what I initially thought was 2 icons was just 1 icon, maybe separate them more clearly or change the icons to make it more clear or maybe you could even make it work like I initially thought.
Does nursery do anything without using the breed action?
I have 2 identical Haguta fairies :o is that meant to happen?
The recipes are supposed to simply help you, i doubt high class chefs keep checking their notes every time they cook, its something you use to learn the game
I see, maybe a search feature on the recipe book would help? I need to think how im going to make it for the next game.
I will always reveal the score for the protag, which will always have balanced tastes, now if you want to cook the ideal food for each character you will need to learn their tastes through trial and error, most the other characters will have patience and won't feel insulted if they dislike your food, and some may only give you feedback if you deepen your relationship, like real people they will keep stuff to themselves until you know each other better.
A Craft queue will be there for the new cooking system, now for the Faeries it would require some stuff on the current craft system, since it has features like auto-filter and hide stuff you cannot craft, i would have to remove this to allow proper queue order
I like your suggestion of different training pools, it could add more personality to the Faeries, like a Timid or Fragile Faerie having smaller Physical pool, nice idea.
The icon was supposed to be a weight, the icon is tiny, so no wonder you couldn't identify it. I will improve it in the final version.
The nursery gives a small attribute bonus to all newborn faeries passively, the more efficiency it has the better it also gives 9 housing, which makes it the third best building for increasing your maximum population.
Now having two identical Faeries... what kind of black magic did you use? I even had a rerandomizer that should have triggered if two Faeries get the same name, can you provide screenshots and more details? The save file too would be great (send to everydaylifedev@gmail.com)
I try the game a little it kinda very confusing and not feel very rewarding
i think i get the basic but i cooking anything without knowing if good or bad.
i will like to see a new best food or something with stats in recipe..
Well i still have a lot to learn seem have a lot potencial.
i'M good with fry pan but raw preparation always bad.
mostly 0% and 8%
except for know recipe that missing the ingregient.
maybe a filter to know those we can make.
Kilocalories fill hunger.
But no idea what nutriment do?
all different nutrients are fused into one single value for nutrition right now, in the main game each will have a different function
Once I reach around day 115, I start dying, then get a game over. Is this supposed to happen?
Also, if possible, can you make it so that we can customize our difficulties. (I know this should be possible if you mess around the notepads, but I mean a way through the game itself).
What I mean by this is:
Allowing us to adjust how often attacks pop up (none, moderate, often, extremely often)
Allowing us to adjust how often plagues or sicknesses pop up
Maybe you could make it a new difficulty called "custom".
This isn't a need, but it would be neat, although I do know this is simple to adjust within the notepads.
At mods\Village Only Mode\data\events.txt
"dayStart":0,"dayEnd":999
You can customize anything in the data folder, but i haven't written documentation for everything
Difficulties are in 'initsettings.txt', make sure you add an entry to the localization\[your language]\initsettings.txt if you add one to the data file
Here i describe how to make a mod
https://fablesoflaetus.com/report20/
And here is the events documentation
https://fablesoflaetus.com/report10/
Send me a save file of your game by email and i will try to find out whats going on with the events