Weāre Back 
And with more developers.
Faehna Engine is back in development. Iāve found a decent way to work on the game in a more healthy way and not get terrible burnout from forcing myself to work on the more painful parts of the game too often.
I spend like half the day just thinking about how to improve this game so itās quite difficult to keep me away from it even back when I was really badly burned out. Itās just what I like to do.
I will be primarily working on the more fun bits. Iāve massively cut down on the extra ābloatā in development work for features which were just kind of excessively complex and really didnāt need to be added. The vast majority of the game will be the same. Itās primarily smaller features I didnāt even mention previously that are being removed.
By the way, hereās a little āfun bitā if youāre interested:
If youāre curious what that was, Iām testing the new character controller. Itās very early in development but itās basically a physics-based character which reacts to being hit by objects.
Iām a pretty big fan of physics-based games. Theyāre often very fun and even though they can sometimes be a bit janky, it usually ends up being a funny sort of jank. I didnāt originally plan on having many physics-based features but it sounds like a nice way to make development (and gameplay) more fun.
Big Important Note
Yet again, the planned systems have been changed up massively to be a lot easier to make. The good news is this means it will be far far easier to develop the game. The bad news is that the whole project just got scrapped (as it would be easier to just restart than to fix the old version), but we will be back faster than ever this time, especially because we have a massive overhaul planned of the system that was taking about 90% of development time, meaning we should get it done in maybe 1/10 of the original time.
Every time we fail, we come back more experienced. No matter what, this game will be done. I promise that to all of you.
More Good News
I am now joined by BurntPencil, an artist who Iāve had some very good experiences working with on MGR. He will likely be assisting me with the art and FaeCharm, the character model. Please check out his DeviantArt above and maybe give him a commission if youād like to support us.
Speaking of FaeCharmā¦
A Bit of Bad News
FaeCharm is currently on hold. I am no longer directly working on it as it is one of the main reasons I had severe burnout. It just isnāt what I enjoy doing, though Iām quite good at it at least so I am teaching BurntPencil character modeling to assist with it.
However, we could really use a dedicated character modeler. If you have any skill in character modeling then please consider sending me a message through the forum. We can provide payment if necessary.
About the Patreon
The current Patreon will be shut down in the future. Since I am joined by BurntPencil, we are setting up a Patreon which is a 30-30-40 split with the 40 going back to development costs (such as commissioning sprite artists or paying a 3D modeler as mentioned above). The Plump Pasture Co Patreon will be made public on the day we release any game.
However, I would still recommend checking out the Patreon as I am currently paying all the development costs out of pocket at the moment, including hosting our WIP website, buying asset packs, and more. Any support is appreciated, especially since Iāve had to be off one of my important medications which is very draining for my sanity. Itās a stomach medication so I havenāt been able to eat properly in a few months and lost about 10 lbs. Even just a couple more $7 subscriptions would be enough for me to get back on my medication.
Incomplete List of Planned Changes
- Massive QoL improvements.
- This also means you no longer have to have the game open twice (one server and one client) in order to play.
- Full singleplayer support.
- Balance adjustment modes at world creation.
- Single mode (1 player)
- Couple mode (2-3 players)
- Group mode (4+ players)
- Note: The player count is only a recommendation.
- Servers will be limited to 8 active players but I recommend 4 or less.
- Dedicated server support is scrapped.
- Having the game primarily aimed at running on a server was because of old plans for the game which have since changed.
- To play multiplayer, you simply need to enter into a world and then host multiplayer.
- Note: Requires you to port forward on port 17007. I will provide a short tutorial on this when the game releases.
- Granular weight gain will be on hold.
- Due to technical limitations relating to bone movement, I am not quite sure how to make granular weight gain at the moment, so weight gain will be in stages for the foreseeable future.
- Granular just means gradual, as in, rather than being 5 set stages for example, it is a slider of 0 to 1 which includes 0.2, 0.35315, or any other decimal.
- So in other words, we are just doing weight stages.
- This is also to make the modeling easier since I am no longer working on it.