Everyday Lite

Everyday Lite

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luisedgm  [developer] Dec 12, 2017 @ 5:42pm
Feedback Thread
The main purpose for the creation of Everyday Lite was to release my cooking system and faerie village systems to be tested quickly, the feedback will be used to created an improved version of both systems on the main game "Everyday Life". Please provide feedback of the mechanics in this thread, i would like to hear both likes and dislikes.
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Showing 1-15 of 22 comments
Mauno Dec 14, 2017 @ 6:54am 
So far this seems awesome and the kind of thing I might have ended up making some day.

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.
Last edited by Mauno; Dec 14, 2017 @ 6:57am
luisedgm  [developer] Dec 14, 2017 @ 12:19pm 
Thank you for taking time to write all of this

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
Mauno Dec 14, 2017 @ 1:28pm 
I'm starting to get more curious about what exactly will the final game involve. Anyway some more thoughts:

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.
luisedgm  [developer] Dec 14, 2017 @ 1:46pm 
Did you say... popcorn oil? oh boy more stuff to fix...

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
Pancake Dec 15, 2017 @ 8:57am 
So, infrastructure allows you to build more buildings. How come we're only able to build enough buildings that fit on our screen? I'm playing on a laptop, and although I can build more buildings, I can't due to not being able to scroll down. Is this on purpose (since it's a demo), or is it my resolution that's causing me problems?
Last edited by Pancake; Dec 15, 2017 @ 8:57am
luisedgm  [developer] Dec 15, 2017 @ 9:00am 
I must have forgotten to add a scrollbar for the Job panels, im sorry, this will be addressed on the next update
Pancake Dec 15, 2017 @ 9:03am 
Alright, thank you very much! :D
Mauno Dec 16, 2017 @ 5:39pm 
Being able to save and load temperature and cooking time settings would be nice(maybe like control groups in rts games(ie. ctrl + number)). As is I rarely bother adjusting them and if I need to I'm slightly annoyed about it.
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?
Last edited by Mauno; Dec 16, 2017 @ 8:16pm
luisedgm  [developer] Dec 16, 2017 @ 7:14pm 
The way cooking time will work on the final game will be very different, will be real (ingame) time, you will not cook instantly like it is right now, so i will have to tinker more quality of life and time saving settings after i finish planning the new system

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)
Kristy Blackclaw Dec 23, 2017 @ 9:10pm 
I prefer a tutorial step by step than a guide but that will do.

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.
Last edited by Kristy Blackclaw; Dec 23, 2017 @ 9:12pm
luisedgm  [developer] Dec 24, 2017 @ 1:55am 
Raw preparation recipes have a huge focus on freshness, you can see the ingredient freshness in the mouseover tooltip
Kristy Blackclaw Dec 24, 2017 @ 4:47am 
even they very fresh i only get 10% max
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?
Last edited by Kristy Blackclaw; Dec 24, 2017 @ 6:21am
luisedgm  [developer] Dec 24, 2017 @ 1:13pm 
you need to balance the tastes to get a good score

all different nutrients are fused into one single value for nutrition right now, in the main game each will have a different function
Pancake Dec 26, 2017 @ 7:38pm 
I'm playing on village mode, right.
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.
Last edited by Pancake; Dec 27, 2017 @ 12:18am
luisedgm  [developer] Dec 27, 2017 @ 3:47am 
This is weird, the event that regenerates your hunger should keep working until at least day 999
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
Last edited by luisedgm; Dec 27, 2017 @ 3:48am
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