announcement thread!
my next project is a gardening game







with a surreal fantasy setting,



programmable magitech robots,



an emphasis on ecology,



and existential horror components.



working title, "nectar thief"pic.twitter.com/vydFLLCyuo
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images, words, games, and other digital art. she / they. please support my work on patreon: https://www.patreon.com/vacuumflowers
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announcement thread!
my next project is a gardening game







with a surreal fantasy setting,



programmable magitech robots,



an emphasis on ecology,



and existential horror components.



working title, "nectar thief"pic.twitter.com/vydFLLCyuo
i am trying out a new approach with this game. instead of waiting until it is A Complete Experience to release it, i'll be opening the doors early and publicly.
playable releases will start with very early steps in the process. the first releases will be text only, and will focus on setting and central mechanics. later, focus will shift to visuals, detailed simulations, refinements, and new features.
i want to invite people get hands on experience starting /early/. this will help build an ongoing creative community of gardeners, sharing photos and garden layouts and swapping flower seeds over social media as the game grows.
the first public release, cycle A, will be a text based game which focuses on establishing the setting and tone of the game.pic.twitter.com/eA3LSbSSye
the next public releases, cycle B, cycle C, etc., (probably at least three or four in total), will be spatialized, but still text only. they will look something like this. with the world newly spatialized, i will begin building out the gardening and world editing mechanics.pic.twitter.com/8GVP9NxF9Z
and after that, the game will have its first graphical release, probably around cycle F. i don't know what that will look like yet, but i have 10,000 ideas. possibly it will be partially hand drawn. this will continue to grow with each successive release.pic.twitter.com/6Buhlyn7Z3
and from that point onward, development will shift toward wonderful details like fine tuned plant crossbreeding, live simulations of erosion, wind and dust, and more world building.
what i want to do here is move away from game as product, toward an open, more hierarchically flat style of development. players will be invited to be here with me during the early, weird, wonderfully buggy and wide open versions of the game, and will see it take shape firsthand.
so some of you are wondering: "hey, doesn't that first text-only build look suspiciously like the game you've been making over the last few days, which is about to come out??" why yes, you are right!
i am pleased to announce a hundred breaths to remember which is nectar thief: cycle A and it's out right now! you can go play it! https://lorenschmidt.itch.io/nectar-thief-cycle-a …pic.twitter.com/ARGpPUCDaN
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