Update 0.2.0
- Initial Demo release
- Implemented Gardener, Creative and Simulation game modes
- Implemented Kodama and Yamabiko models and rigs
- Implemented ground area-of-effect hotspot indicators
- Implemented consumable fertilizers and tester kits
- Implemented radial menu and sub-menus UI
- Implemented mana bar and garden level UI
- Implemented genes discovery system
- Implemented plants occlusion culling
- Implemented player gloves model
- Implemented world conditions
- Implemented currency system
- Implemented mana system
- Implemented wild plants
- Implemented herbicides
- Implemented world grid
- Implemented casting plant growth
- Implemented casting plant seeding
- Implemented casting plant conjuration
- Implemented casting grass area/aura
- Implemented casting growth area/aura
- Implemented casting plants conjuration area/aura
- Balanced plant genes mutation rates
- Plants cost now mana to seed or conjure grown specimen in Gardener game mode
- Plants depletion rate of resources in soil while growing now depends on genome
- Plants health now decrease from herbicides depending on herbicide resistance
- Plants generate now mana depending on plant complexity and node types
- Plants stress level is now as high as the lowest plant condition deficiency
- Plants emit now particles when new genes are available for discovery
- Plants leafs, flowers and fruits size is now affected by plant health
- Plants can be now moved with shovel only to empty mounds
- Plants leave now an empty mound after moving with shovel
- Plants increase now stress level if conditions are deficient
- Plants cut at first node can be now removed with shovel
- Plants health now decrease depending on stress level
- Plants die now when health reaches zero
- Plant seeds can be now only cast into mounds
- Plant growth speed is now affected by plant stress
- Plant leaves droop rate depends now on plant health
- Plant leaves start withering now if plant health falls below ⅔
- Plant conditions deficiencies are now visible on random plant leaves
- Plant cuttings selling price depends now on node type, genome and health
- Plant cuttings left in containers are now sold for currency at the end of the day
- Plant genes can be now discovered by clicking on plant with undiscovered genes
- Plant nodes require now shears, pruners, woodsaws or axes to cut depending on node
- Wild plants spawn now at the end of the day
- Wild plants have now high stress resistance
- Wild plants respawn now and spread when fully grown
- Game mode Creative enables infinite mana and disables plants resources/conditions
- Game mode Simulation disables mana, seeding plants costs currency instead
- Game mode Simulation disables any casting
- Player casting growth costs now mana
- Player casting conjuring costs now mana
- Player casting aura is now toggled with Alt key hold
- Player casting area is now toggled with Shift key hold
- Player casting area radius can be now controlled with mouse scroll
- Player casting anything provides now mana to wild plants in closest proximity
- Garden soil now dehydrates over time and at end of the day
- Garden soil dehydration rate depends now on soil grass coverage
- Gardens have now 5 default native plant species to seed, conjure and/or modify
- Gardens have now 5 invasive plant species that spawn and spread depending on garden level
- Tools and consumables in garden return now to player after selecting in radial menu
- Tools, consumables and plant cuttings in garden despawn now at the end of the day
- Tools and consumables area of effect can be now controlled with mouse scroll
- Tools have now models with targeted animations
- Consumables cost now currency to use
- Fruits can be now collected by hand
- Grass can be now planted with consumable seeds
- Scythe can be now used to mow wide area of grass
- Rakes can be now used to remove cut or short grass
- Hoes can be now used to remove growing annual plants
- Decomposed annual plants can be now removed with shovel
- Watering cans and canisters now deplete contained water
- Watering cans and canisters can be now refilled with water sources
- Last 3 selected plant species/tools/consumables are displayed now in radial menu
- Filled containers in garden don’t return now to player hands after selecting in radial menu
- Plant Creator can be now opened through plants sub-radial menu
- Plant Creator has now hidden conditions edition box
- Fixed plants generation for specimens with cut nodes
- Fixed fruits and flowers animations
- Improved cursor accuracy when interacting with plant nodes
- Redesigned new garden selection menu
- Refactored ground mounds to use procedural terrain system
- Refactored unlockable plant parts and variations system
- Refactored in-game objects handling by player
- Refactored plant health and stress system
- Refactored and optimized plant shader
- Refactored time-lapsing
- Deprecated daily rewards
- Deprecated plant creator obtainable gene gems
- Deprecated plants billboarding and LoD rendering
- Implemented Gardener, Creative and Simulation game modes
- Implemented Kodama and Yamabiko models and rigs
- Implemented ground area-of-effect hotspot indicators
- Implemented consumable fertilizers and tester kits
- Implemented radial menu and sub-menus UI
- Implemented mana bar and garden level UI
- Implemented genes discovery system
- Implemented plants occlusion culling
- Implemented player gloves model
- Implemented world conditions
- Implemented currency system
- Implemented mana system
- Implemented wild plants
- Implemented herbicides
- Implemented world grid
- Implemented casting plant growth
- Implemented casting plant seeding
- Implemented casting plant conjuration
- Implemented casting grass area/aura
- Implemented casting growth area/aura
- Implemented casting plants conjuration area/aura
- Balanced plant genes mutation rates
- Plants cost now mana to seed or conjure grown specimen in Gardener game mode
- Plants depletion rate of resources in soil while growing now depends on genome
- Plants health now decrease from herbicides depending on herbicide resistance
- Plants generate now mana depending on plant complexity and node types
- Plants stress level is now as high as the lowest plant condition deficiency
- Plants emit now particles when new genes are available for discovery
- Plants leafs, flowers and fruits size is now affected by plant health
- Plants can be now moved with shovel only to empty mounds
- Plants leave now an empty mound after moving with shovel
- Plants increase now stress level if conditions are deficient
- Plants cut at first node can be now removed with shovel
- Plants health now decrease depending on stress level
- Plants die now when health reaches zero
- Plant seeds can be now only cast into mounds
- Plant growth speed is now affected by plant stress
- Plant leaves droop rate depends now on plant health
- Plant leaves start withering now if plant health falls below ⅔
- Plant conditions deficiencies are now visible on random plant leaves
- Plant cuttings selling price depends now on node type, genome and health
- Plant cuttings left in containers are now sold for currency at the end of the day
- Plant genes can be now discovered by clicking on plant with undiscovered genes
- Plant nodes require now shears, pruners, woodsaws or axes to cut depending on node
- Wild plants spawn now at the end of the day
- Wild plants have now high stress resistance
- Wild plants respawn now and spread when fully grown
- Game mode Creative enables infinite mana and disables plants resources/conditions
- Game mode Simulation disables mana, seeding plants costs currency instead
- Game mode Simulation disables any casting
- Player casting growth costs now mana
- Player casting conjuring costs now mana
- Player casting aura is now toggled with Alt key hold
- Player casting area is now toggled with Shift key hold
- Player casting area radius can be now controlled with mouse scroll
- Player casting anything provides now mana to wild plants in closest proximity
- Garden soil now dehydrates over time and at end of the day
- Garden soil dehydration rate depends now on soil grass coverage
- Gardens have now 5 default native plant species to seed, conjure and/or modify
- Gardens have now 5 invasive plant species that spawn and spread depending on garden level
- Tools and consumables in garden return now to player after selecting in radial menu
- Tools, consumables and plant cuttings in garden despawn now at the end of the day
- Tools and consumables area of effect can be now controlled with mouse scroll
- Tools have now models with targeted animations
- Consumables cost now currency to use
- Fruits can be now collected by hand
- Grass can be now planted with consumable seeds
- Scythe can be now used to mow wide area of grass
- Rakes can be now used to remove cut or short grass
- Hoes can be now used to remove growing annual plants
- Decomposed annual plants can be now removed with shovel
- Watering cans and canisters now deplete contained water
- Watering cans and canisters can be now refilled with water sources
- Last 3 selected plant species/tools/consumables are displayed now in radial menu
- Filled containers in garden don’t return now to player hands after selecting in radial menu
- Plant Creator can be now opened through plants sub-radial menu
- Plant Creator has now hidden conditions edition box
- Fixed plants generation for specimens with cut nodes
- Fixed fruits and flowers animations
- Improved cursor accuracy when interacting with plant nodes
- Redesigned new garden selection menu
- Refactored ground mounds to use procedural terrain system
- Refactored unlockable plant parts and variations system
- Refactored in-game objects handling by player
- Refactored plant health and stress system
- Refactored and optimized plant shader
- Refactored time-lapsing
- Deprecated daily rewards
- Deprecated plant creator obtainable gene gems
- Deprecated plants billboarding and LoD rendering