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TIGSource ForumsCommunityDevLogsAquaculture Land - A Freshwater Aquafarming Management-Simulation Game
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Gaban
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« on: July 17, 2019, 09:10:54 AM »


Hello,
I'm Gaban from Maulidan Games. We're an indie game studio based in Indonesia, focusing on developing management-simulation games for PC. Right now we are developing a new game called Aquaculture Land.

We already released Aquaculture Land on Steam Early Access. You can check the store page here.

We also have an itch.io store page for Aquaculture Land. Check itch.io store page here

----------------------------------------------
Latest Update
It's Here Now! Try The Career Mode of Aquaculture Land! - Version 0.8.1

Other Update
Update 0.7.11(Build 1) - New Thematic Pixel Art UI is Now Up on Main Build!
Update 0.7.8 (Build 2) - More Stable and Optimized Build
Update 0.7.9 (Build 1) - Chinese Localization
Update 0.7.11 (Ex-1) - Big Update! Achievement, Custome game, New Tutorial, and New Order System is Up!
----------------------------------------------
Latest Devlog
Devlog 11 - Fulfill Your Customer Needs Through Customer Request

Other Devlog
Devlog 01 - Hatchert & Fishing Pond
Devlog 02 - Fishing Pond New Look, New Feature to Move Fish, Water Plant
Devlog 03 - Breeding Process & Storage
Devlog 04 - Market Demand & Reliability Status
Devlog 05 - Order Demand & Market Demand
Devlog 06 - System Upkeep (Pond & Equipment)
Devlog 07 - Translation & System Balancing (Breeding & Fish)
Devlog 08 - Visual Feedback (Experimental)
Devlog 09 - Making a Thematic UI with Pixel Art Style
Devlog 10 - Meet Your Customer on Town Map

----------------------------------------------

What is this?
Aquaculture Land is a freshwater aquafarming management game with sandbox style mechanic and 2D pixel art visual design. Player will act as a businessman that runs a freshwater fish farm. They will manage all things related to fisheries, produce some high-quality products, fulfill the needs of customers to get benefits, and develop the business.

Features
Pond-Based Fish Environment (Sandbox Style) - You can build your own pond for fish farming. You can manage your pond condition to meet the best condition for the fishes.

Pond Equipment - To manage pond condition, you need to add some equipments such as aerator, purifier, and generator.

Diverse Types of Commodities with Each of Its Unique Characteristics - You can raise many types of fishes, crustaceans, and mollusks with each of its unique characteristics to create a diversity in their farm.

Feeding Your Fish - Fish will get hungry sometimes. You can feed them to make sure they stay alive.

Employee/Worker - Worker will do the farm job for you. By default, worker will automatically do their job such as maintaining equipment, feeding fish, etc. But you can choose whether to make them stay self-initiative or player-directed in doing something.

Business Time - Manage your resources efficiently and produce high-quality fish, crustaceans and mollusks to keep your business running!
There are two options for you to get money. Customer order and market selling. First, you can take some order from customer that need some certain fish to be sold. Second, just check the market price statistics and look for what kind of fish that has the highest price, then raise that fish and sell it to the market.


In this current state, there won't be any goal or quest, you can make your farm in any way you want. We already have done the main loop such as build pond, nurturing fish, harvest fish, and then sell it to market or through customer order. We also already did some update based on feedback and suggestions from our player.

Aquaculture Land development will be more towards management games like Megaquarium or Kairosoft rather than games like Stardew Valley or Graveyard Keeper.

We also have a future update about fishing pond. So, besides you can sell your fish to customer or market, you can make your customer to catch some fish and you will earn some money from it.

Beside fishing pond, there is a feature that we're preparing for next big update too. It's about breeding feature. With this breeding feature (or hatchery feature), player can breed their choices fishes to increase the fishes basic status. So, to make a superior fish product, player can use this feature.


Because we still on early access state, if you guys have feedback or suggestions, feel free to tell us. That will really help us to make the game better. You can tell us here or in our steam discussion section

From now on, besides on steam store page, we will also post our devlog here.

You can also follow our twitter because we often update our progress there:
https://twitter.com/MaulidanGames

We will do our best for Aquaculture Land. And hope you will support us from now on and join in our journey to make Aquaculture Land better.

Have a nice day everyone  Coffee
« Last Edit: June 18, 2020, 06:41:39 PM by Gaban » Logged

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Gaban
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« Reply #1 on: July 20, 2019, 08:47:17 AM »

Devlog 01 - Hatchery & Fishing Pond


Hello guys.
How’s your day?

Today's devlog will talk about our new features, fishing pond and hatchery. These new features will be in our next big future update.

You guys can check Aquaculture Land steam store page here: https://store.steampowered.com/app/858630/Aquaculture_Land/

So, without further ado, let's check it out!

Fishing Pond
The main purpose of this feature is because we got feedback that said it takes a long time to receive some money, which is when you succeed in selling your fish. But, as long as you wait for your fish to get big enough to be sold, you got no income. The problem is you still need to pay some routine expenses even when you don’t get any income. We make this feature to solve that problem. This fishing pond will be your steady stream of income. So, while you waiting for your money from selling fish, you will still get some income from your fishing pond.

Then, how you make this fishing pond? The fishing pond comes from your fish pond. Basically you just need a pond (old one or make a new one) then just register it to become a fishing pond and voila you get your fishing pond. And if you register the fishing pond from an empty pond, you can transfer fish from your other pond to the fishing pond. Things to note, fish that can be transferred into fishing pond only level 2 fish.

After you have a fishing pond, customer will come and he will be fishing in the pond with the fish he wants. Every fish that customer catch will give you some money. You can also do promotions to attract customers. Or you can make your fishing pond more attractiveness so customers will come to your place (we still figure it out how to increase attractiveness, whether using decoration or something. Maybe you guys have suggestions about this? :D ).

Hathcery
The second feature is hatchery. This feature comes when we want to give “Quality” to fish status. This feature is used for increasing the basic status of fishes. So, to make a superior fish product, you can use this feature.

In the game, you will use service from your colleague that works on the hatchery industry to breed your fish. You just need to choose which fish you want to breed and what kind of status you want to increase. Basic weight, growth rate, resistance status from something bad, and others, those are kind of basic status you can increase.

Every process of hatchery will need breed points. You can get this breed point from nurturing your fish. Every time your fish grows, you will get breed points.

Things to remember, after your hatchery process is done, only the fish seeds basic status will increase. If you have same fish on your pond, that fish status won’t increase.

We hope these two features will make the game more exciting and more enjoyable to play. And of course more fun too. We already make a list of feedback and suggestions for feature we’ll add to the game. And we choose to work on these two features first. We’ll do our best and hope we can finish these features soon so you guys can try it. There will also chance that you guys need to play the game from the start (new game) if we already add these new features. Because these new features will change some components from the game and that will affect your save file.

Okay, that's it for today's devlog. What do you guys think about the new features? Or maybe you have suggestions for those new features, feel free to tell us here or on steam discussion

Have a nice weekend, guys Wink
Cheers  Coffee
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Gaban
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« Reply #2 on: July 22, 2019, 08:04:00 AM »

Devlog 02 - Fishing Pond New Look, New Feature to Move Fish, Water Plant


Hello guys.
How are you today?

Today we still talk about fishing pond. This past week, our artist team made a new design for fishing pond. So, there will be a different look between your normal pond and your fishing pond. We also add a feature to moving out your fish from one pond into another. And some water plant design to show you. Without further ado, let’s check it out!

Fishing Pond
So, actually, our artist team make two designs for how fishing pond will look like. Then we decided to use this design. We chose this design because it’s suite better than the other one.


We decided to make this kind of look because we want to make fishing pond and normal pond looks different. So, you can easily distinguish between fishing pond and normal pond. At first, to distinguish between fishing pond and normal pond, we only used a piece of board with fishing sign on it for fishing pond. But, we thought that fishing board (or sign) is not enough to show or to distinguish between fishing pond and normal pond. That's why we tried to change the appearance of the fishing pond.


We are still looking for a good and smooth way to show the process when you change from normal pond into fishing pond (it won’t be that instant).

Moving Fish
After we have planned a fishing pond feature, we thought that it will be bad if every time you run out of fish on your fishing pond, you must change your fishing pond into normal pond to nurturing some fish. After your fish big enough, you change your normal pond into fishing pond again. That will take too much step for you, right? Or you could change your other normal pond into fishing pond while you're nurturing some fish, but that's kinda troublesome. That's why we come with this feature, moving out your fish. With this feature, you can easily fill your empty fishing pond with new fish from your normal pond.

With this kind of feature, you're not only can move your fish from normal pond to fishing pond but also you can move your fish into any pond you have. You can come with strategy to save your fish from a bad pond with move it to a better pond.


Water Plant
Actually, water plant is an old feature that already done but we decided not to show or use it when we released Aquaculture Land on Steam Early Access in early phase. Water plants will be alternative pond equipment you can use for producing dissolved oxygen for your pond. It won’t produce any noise and cheaper than aerators. It can be used for decoration too and make your pond look beautiful. But, thing to remember, it will increase your pond parasite. We already make several designs for water plant and each of it will have different statuses, just like other pond equipment.



There are still things to do for those new features. We’ll do our best so you can try it soon and enjoy playing it. If you have any suggestion about today’s devlog, maybe about how the change process from normal pond into fishing pond, or if you have any feedback, maybe about new design for fishing pond and water plant, as always feel free to tell us here or on Steam discussion.

Hope you guys have a beautiful day.
Cheers  Coffee
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kason.xiv
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« Reply #3 on: July 22, 2019, 08:53:55 AM »

Looks lovely! Do you have a newsletter?
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Gaban
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« Reply #4 on: July 22, 2019, 06:26:38 PM »

Looks lovely! Do you have a newsletter?

Hello,

Thank you. Unfortunately, we don't have a newsletter for now. Maybe you can follow our twitter here: https://twitter.com/MaulidanGames or maybe you can wishlist Aquaculture Land here: https://store.steampowered.com/app/858630/Aquaculture_Land/ so you will know our newest update.
We will also update in here too.
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Josh Bossie
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« Reply #5 on: July 23, 2019, 06:03:51 PM »

What an interesting twist on typical farming sims! Love this concept. Gave you a follow, looking forward to seeing you work on this
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« Reply #6 on: July 24, 2019, 12:27:59 AM »

This seems like a truly unique idea, can't wait to see the finished product! We have a lot of games about fishing or fishing mechanics in them, but barely any that I know of which is about aquaculture, actually, this may be the first one of it's kind really dedicated to it!
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Gaban
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« Reply #7 on: July 25, 2019, 07:50:10 AM »

What an interesting twist on typical farming sims! Love this concept. Gave you a follow, looking forward to seeing you work on this

Thank you so much for your support  Grin
We'll do our best for the game. If you have any suggestion or feedback, feel free to tell us.

This seems like a truly unique idea, can't wait to see the finished product! We have a lot of games about fishing or fishing mechanics in them, but barely any that I know of which is about aquaculture, actually, this may be the first one of it's kind really dedicated to it!

Thank you  Grin
We'll do our best to make Aquaculture Land become a good, fun, and an enjoyable game to play and of course, we hope people will learn something new and know about aquaculture after playing it.
If you have suggestions and feedback about the game, feel free to tell us. That will really help us to make the game better.
« Last Edit: July 26, 2019, 04:29:33 AM by Gaban » Logged

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« Reply #8 on: July 26, 2019, 09:22:27 AM »

Devlog 03 - Breeding Process & Storage


Hello,
How are you?

We already talked about fishing pond and its new look in the last devlog, and today it’s time to talk about the other feature for our next big update, breeding feature. We called it hatchery feature in the last devlog but from now on we called it breeding feature.

You can check Aquaculture Land Steam store page in here.

Besides breeding, we will also show you a new feature called storage. Why do we add storage to the game? Let’s check today’s devlog for the details!

Breeding
Breeding is a feature to make your fish have a better status. With the breeding feature, you can increase your fish seeds basic statuses such as growth, quality, and weight. You can make a superior fish product with this feature.

Using breeding feature is quite simple, but still need to be careful. You need to choose which fish you want to breed. And then select 2 fish as parents that have addition of the status that you want. After the breeding process finished, the fish seeds status of your chosen fish will change. You can save the new status as parent status that you can use for next breeding.

Only new fish seeds status that will change after the breeding process. If you have same species fish on your pond with your chosen fish for breeding, that fish status won’t be affected.

With this feature, you can do some experiment with fish seed basic status. Which basic status you need to increase to get the best fish and yields.

Storage
Storage will be a place for your fish box (your yields). In the current version (0.7.7 version), every time you harvest your fish, your fish box will be placed beside the pond. If you already have many ponds, that will look messy and unorganized. And it will block your worker path too.

With the storage, your fish box will be more organized and your farm will look cleaner. So, after this, every time you harvest your fish, your fish box will be automatically stored to storage. From storage, you can drag your fish box to your customer order or direct selling it to the market. You can also put back your fish from your fish box to the pond.

We still do some adjustments to fishing pond feature and breeding feature. We planned to release these two features on experimental build first instead of release it on the main build. We split the build for this new feature because we have many changes in the feature and we don't want to break the stable build in version 0.7.7. After we make sure the new version is stable enough we will move the experimental build to the default build.

For you who want to try the experimental build, we will make a tutorial on how you will get those build when it is ready.

Before we ended today's devlog, we want to say thank you to @Arburtus, @Rayune, and @Sardine for giving us an idea to make this breeding feature. Thank you to @Amnaa for storage feature suggestion. We want to say thank you to all of you guys who play our game, who give us feedback and suggestion so far, you guys are really helping us to make the game better. We always make a note of your suggestion and feedback. From that note, we pick and create a list of our next feature for the game. Please keep supporting us from now on. Let's make Aquaculture Land better together.

That’s it for our talk about the breeding process and storage feature. We want to say sorry because it takes quite a time for us to finished these two features. There are still some things we need to do with these features. We'll do our best to make you enjoy playing Aquaculture Land with these new features.

As always, if you guys have some suggestions or feedback about today’s devlog, feel free to tell us here or on steam discussion.

Have a nice day guys.
Cheers  Coffee
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« Reply #9 on: September 09, 2019, 06:43:32 PM »

Update 0.7.8 (Build 2) - More Stable and Optimized Build


Hi guys
Long time no see. How are you?

This past few weeks we're focused on fixing bug and optimized the experimental build. We try to make the experimental build become more stable. And finally, in this new update, the current build is stable enough. We move the current build into the main build so you guys can try it out. You can try all features from the experimental build in this latest update and of course more optimized and stable. Besides the features, we give another touch to the current build. What is that another touch? Let's check today's update out!

If you want to try and buy Aquaculture Land, you can check the steam store page here.

Fishing Pond
We got feedback that said it takes a long time to earn some money from selling fish because you need to wait for a while until your fish is big enough to be sold. While you're waiting, you won't get any income. That's why we make this fishing pond feature so while you waiting for your money from selling fish, you will still get some income from your fishing pond. Thing to remember, only level 2 fish (and above) which can be catch by visitor.

In experimental build version, visitor arrival will make the game laggy. For this update, we already did some optimized so you won't be bother by lag anymore.


Breeding
Breeding feature is a feature that you can use to increase your fish basic status. With this feature you can increase growth speed, fish weight, and fish quality. You can make a superior fish with breeding feature.

Only your fish seed status will be increased after breeding process. If you have the same fish in your pond with your breeding fish, your fish status in your pond will not increase.

Thank you so much to Arburtus, Rayune, and Sardine for giving us an idea to make this feature.


This feature will help you reach level 2 fish faster and heavier than the previous generation. So you can harvest your fish earlier with heavier fish. But for using this feature, you need resource called breeding points. You can get this breeding point from nurturing your fish. Every time your fish grows, you will get breeding points.


For previous version, you can get breeding points from level 1 fish. But on this update, we did some balance and make only level 3 fish (and above) that produce breeding points. So whether you sell your biggest fish or use it to produce some amount of breed points, you choose it  Grin

Storage
In the previous version, every time you harvest your fish, your fish box will be lying on your farm. Sometimes your fish box will block your worker path and look like a mess. Thank you to Amnaa that come with storage feature suggestion. With this storage feature, your fish box will be automatically stored into storage so make it more organized and make your farm look neater.

The other good thing from storage feature is when you want to make your fish bigger (fish that already stored) or if you want to move your fish into another pond, you can put back your fish box into your pond.

We also add a fish box counter on storage. So, with this counter, you will know how many fish boxes you have in storage without always open the storage to check it.


French Language
For current version, we add new French language. Thank you so much for CdriX for helping us with French translation this far. You can only change the game language from setting on main menu.

There will be some texts that have a smaller size than the others because when the text is translated from English to French, it becomes longer. In this new update, we use a different font with experimental build version. With this new font, the smaller text will be better and more legible than experimental build version.


If you want to add your own language into the game, you can check Community Translation Thread in the steam discussion section for the details. We can’t do it alone. Let’s do some collaboration!

Game Tutorial
We finally add basic tutorial to the game. With this tutorial, we want to give a clue to our players what they need to do and pay attention to. Because we saw some people don't have any clue what to do. Especially for fish status and how to manage it. The tutorial will be the basic action you need to do for one loop gameplay, from building ponds to selling fish.


Resource Bubble, Electric Item Sign, and Electric Connection Toggle UI
We add little touch to toggle pond and fish info UI. We add resource bubble, electric item sign, and electric connection toggle.

Basically this toggle UI will be used to make the object visible or invisible. Resource bubble is for every resource that has bubble appearance (like breeding points), electric item sign will cover every sign on electric item (like on off sign), and electric connection is for connection between electricity source and other items.


Balancing
We changed some terms that we use for fish status. We change pond density into living space, noise into acoustic comfort, fish waste into fish waste free and etc. We're doing that to make better meaning between the pond status with the status bar.

We also do the balancing on the status of pond equipment and its prices. We do that balancing so that one equipment and another will become more useful and can be used evenly. We also do some balancing on fish status, especially on their acoustic comfort. In the previous version, some of the fish statuses are too difficult to handle. For this reason, we adjust it again so the fish that raised by the player can be more diverse and the level of difficulty perceived by the player is better.

For worker, we changed their status. We decided to delete the tenacity status. We also doing some adjustment to their status points because in the previous version, their status points are not balances enough. So, in this current version, more good your worker status, more expensive his hire price and salary.

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Finally, after a few weeks, we can update the game from experimental build into version 0.7.8. We hope with this new version, our players that haven't had time to try experimental build, they can try the new feature in this version.

Just like our plan, after this update, we will be more focus on redesign Aquaculture Land core design. From all of feedback and suggestion we received, we feel like there is something wrong with the core design. And we need to do something about it. Therefore, after this we will rarely make significant updates. But don't worry, we will still make a list for your suggestions and feedback. Maybe we will find an idea about the redesign from your feedback and suggestions. We will also still update about the bugfix. For the details about our next move, you can check this steam thread

We also give you the changelog from today's update down below so you will know more about the update details. If you have feedback and suggestions about today’s update, feel free to tell us in the here or in the steam discussion.

We want to say many thanks to all of you guys that already played our game, give us your honest review about the game, many suggestions and feedback, and other things that help us to make Aquaculture Land become a better game. Thank you for all of your support. And we hope you will still support us from now on.

See you next time guys.
Cheers  Coffee

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0.7.8

Bugfix
- Fixed visual bug milkfish display appearing 5 times in the popup market.
- Fixed visual bug on the cliff in the top left of the environment.
- Fixed fish can be deployed when the filling water work not yet complete.
- Fixed UI commodities sold in popup company profile not displaying the correct number.
- Fixed Lv1 fish can be stored when choosing store all.
- Fixed visual bug for Sharptooth Catfish in the order not displaying the right image.
- Fixed fish icon queue when stored into storage.
- Fixed bug that makes visitor stuck when their path blocked.
- Fixed worker still feeding fish when all fish are harvested.
- Fixed fish emoticon always showed bad emoticon first before change into happy emoticon.
- Fixed build tooltip still appears after right-click.
- Fixed workers stuck or don't do anything after load game.
- Fixed water icon still appears after fill water to pond.
- Fixed money doesn't increase after cancel fill water action.
- Fixed pond become transparent if make a new one with same size in the same spot.
- Fixed storage counter shows the number 1 even though it's empty.
- Fixed fish icon still appears even though the pond is empty (when you load game from 0.7.7 version save file)
- Fixed fish icon not appears in the pond (when you load game from 0.7.7 version save file)
- Fixed died fish (because of age) cause error.
- Fixed fish will disappear when storage if you doing harvest when storage is full.
- Fixed pond still highlighted after deploy fish.
- Fixed worker still doing harvest even the action is canceled.
- Fixed worker action icon still appears even after he has been fired.
- Fixed when 2 workers harvest in the same pond cause error.
- Fixed worker action icon still appears when worker doing repair action after selling action.
- Fixed pond become transparent if you expand pond but your balance is not enough to do it.
- Fixed worker don't do animation work when cutting bush.
- Fixed worker don’t do harvest.
- Fixed electricity source turn off and don’t connect to other item if you save game when the electricity source still loading and then you load that save file.
- Fixed worker don’t do any action even though the action icon already appear.
- Fixed close worker’s path to the action place cause error.
- Fixed when you sell your aerator, tile of the aerator located become walkable.
- Fixed disable key action when 17.00 o’clock
- Fixed when you save your game at 17.00 o’clock, the time will stop if you load the save file.
- Fixed you don’t receive your money back if you cancel your expand pond action.
- Fixed you don’t receive any refund if you delete your pond (with water on it).
- Fixed fishing visitors cause error.
- Fixed store all in the fishing pond (when there is fishing visitor) cause error.
- Fixed worker won’t do anything if you to often cancel his action.
- Fixed there is a transparent object that can not be done anything.
- Fixed worker position when he do actions.
- Fixed spawn bush have chance to trap workers.
- Fixed two electricity sources can connect into single aerator.

Gameplay
- Added new feature Breeding Fish
- Introduced a new resource called "Breed Point' (name may be changed in the future). Breed points are produced by fish in the normal pond every hour. This point will be used for Breeding Fish.
- Added new feature Fishing Pond & Visitor
- Added ability to change pond from normal pond to fishing pond and vice versa.
- Added new feature Storage for Commodity Box. If you load your old save data that have commodity box, all commodity box will be sold automatically.
- Added ability to move commodity box from storage to the pond.
- Added new Quality status for fish.
- Removed darken environment when change day will occur.
- Removed black screen loader when change day occurred.
- Removed worker behavior to going home when the day changes.
- Enlarge environment view.
- Speed up the default time.
- Changed autosave process to every 3 days.
- Added basic tutorial.
- Added new language, French.
- Balancing for pond equipment and fish status.

UI/UX
- Added new display for quality status in the fish status display.
- Added new UI for breed point.
- Added new UI for Popup Storage
- Added new UI for Breeding Fish
- Updated UI for timer bar.
- Updated UI for fish details.
- Moved UI for selling commodity to popup storage.
- Added info version text in the save slot.
- Added fish box counter to storage.
- Added warning icon on balance when your balance is insufficient for routine expenses.
- Adjusting some words size when translating into French.
- Added new environment.
- Added Resource Bubble, Electric Item Sign, Electric Connections toggle UI
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« Reply #10 on: September 25, 2019, 06:59:03 PM »

Devlog 04 - Market Demand & Reliability Status

Hi guys.
How's your day?

For this week, we are still balancing the Aquaculture Land system, especially for pond equipment and market. We made little adjustments to how the market works and also the status of pond equipment. So you can be more challenged and enjoy playing Aquaculture Land. What are the adjustments made? Let's take a look at this update.

Market Demand
One way to get money in Aquaculture Land (for now) is to sell your fish to the market. Actually, to get a large amount of money through the market is quite simple. You just need to nurture the fish that has the highest maximum selling rate, then after the right moment (when the fish has a good market price) you only need to sell the fish through the market. Due to the absence of reciprocity from that, we think the player will only focus on nurturing one type of fish (fish with the highest selling price). Therefore, to make the player not focus on just one fish, we come with market demand idea.

With the market demand feature, the more often a fish is sold to the market, the lower its selling price becomes. So, if the player only focuses on selling 1 type of fish to the market, the less money he gets from selling that fish. We hope with this adjustment, the fish that will be used by the player will be more varied.

Reliability Status of Pond Equipment
We also make adjustments to pond equipment. We plan to provide reliability status to pond equipment. So, in addition to doing maintenance on electricity sources, later players will also do maintenance on pond equipment.

The main purpose of giving reliability status to pond equipment is to increase the upkeep that needs to be done by the player. Because for now, we realize the upkeep that can be done by players on the existing system is still too little.

So, later on, for electricity sources will have two kinds of maintenance, refuel and repairs. While for pond equipment, player only needs to do repairs for the maintenance.


In addition to the two things above, we also plan to balance customer orders and all matters related to income and expenses.

A few days ago, we got feedback that said that Aquaculture Land is still too easy because to get a large amount of income is very easy, but it is not matched with equal expenses. And we also agree with that. And one of them is about balancing customer orders. So for future updates, besides staying focused on redesigning our core gameplay, we will also be balancing in several things.

With this devlog, we change the game build version into 0.7.8(Build 3). In this new version, we have a little change with the BGM. We try to make a playlist of BGM for the game. So you will not only hear one song all the time, but you will hear several different songs in turn.

And right now, we also have an itch.io store page for Aquaculture Land. You can check the store here: https://maulidangames.itch.io/aquaculture-land

If you guys have some suggestions or feedback about today's update or Aquaculture Land, feel free to tell us. We always make a note for every suggestion and feedback you give us.

Have a good day guys.
Cheers!
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« Reply #11 on: September 26, 2019, 07:53:03 PM »

Devlog 05 - Order Demand & Market Demand

Hi,
How is your day?

This week is still about balancing for the Aquaculture Land system. As we said in the last devlog, besides we're focused on redesigning the core gameplay, we will also focus on balancing in several things. One of them is the economic system that exists in the Aquaculture Land.

We talked about market demand last devlog, today we will discuss it again and we will talk about order demand, balancing on customer orders.

Order Demand
Customer orders feature is one way that you can use to get money in Aquaculture Land. When we later add market demand to the game, we think that players who did grinding by selling fish to the market will turn to customer orders. Therefore we need to do balancing for customer orders.

We will do balancing on how often customer orders will come and the distribution of ordered fish will also be more adjusted to the state of the player at that time. The weight of the fish that needs to be met, the time for order completion, the quality of the fish, and the things that affect the order will be balanced.

For now, customer orders are impressed as a feature that is used only to level up. Without punishment when a player fails to fulfill an order, players can take any order or reject it without hesitation. Therefore, another thing we will do for balancing is to add deadlines to each order. If the player cannot complete the order on time, that will affect the next orders.

We will also plan to categorize and make customers, who will send orders, have a characteristic. One example is a customer who works at a luxury restaurant will give orders in the form of high quality with a small amount of fish but has a very short time for completion.



We hope with giving balancing to the orders, the game will be more challenged for the players

Market Demand
Market demand is one of balancing methods that we will apply to the market to reduce player that continuously sells only one type of fish to the market to easily obtain large amounts of profit.


If the player too often sells the fish to the market, then the price of the fish will gradually decrease and will not benefit the player. You can check market demand condition in the market menu. If the graph is red, that means the fish price is decreasing. The fish price will increase if you do not sell the fish to the market within a certain time.

With this market demand, we want to make players do not only focus on getting profits through one type of fish but a variety of it depending on the market demand.

We also do balancing on the market price to make players feel more challenged and come up with more varied strategies to keep their farm running and keep getting the best profit.


We are aware that it will take a little while for everything to become balance. Therefore, in the future, there is a possibility that we will continue to make adjustments for things that we feel are not balance. We will try to make this game more challenging to play.

So if you feel that for the current version there are still things that have not been balanced, you can tell us. And also if there is feedback or suggestions about the game, feel free to tell us.

Okay, that’s it for today’s devlog. There are still a lot of things we need to do for the game but we will do our best to make the game better.

Have a good day.
Cheers!
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« Reply #12 on: October 04, 2019, 05:41:38 PM »

Devlog 06 - System Upkeep (Pond & Equipment)

Hello.

Today's devlog will talk about the upkeep system, one of the ways that we use to balance the Aquaculture Land system. We are still trying to make the system more balanced so that it is more enjoyable to play. This time, the upkeep system that we tried to implement in the game is upkeep in ponds and equipment.

Pond Upkeep
In the current version, weekly expenses that charged to the player are only from the worker's salary. To balance income and expenses, we try to add upkeep to the pond in the form of maintenance money for the pond. Calculation of upkeep that needs to be paid from one pond based on the size of the pond. So, the bigger or more ponds you owned, the more expenses will be spent by the player for the upkeep system.


Equipments Upkeep
For pond equipment, we balance the price and status of each equipment. We do this to make each equipment different from one another, not only in terms of price but also in terms of usage. Just like ponds, we also add upkeep to equipment. Upkeep that needs to be paid for equipment based on how expensive the equipment you have. So the more expensive equipment you have, the more upkeep you will need to pay. But the more expensive the price of equipment, the better the status of the equipment.


We will continue to balance the system for the next few weeks. We will try to ensure that the next version is balanced enough before updating the game. We hope after we update the game with a more balanced system, it will make you enjoy playing Aquaculture Land.

So, that's it for today's devlog. If you have suggestions or feedback, feel free to tell us.

Have a great day.
Cheers Coffee
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« Reply #13 on: November 10, 2019, 08:48:19 PM »

Devlog 07 - Translation & System Balancing (Breeding & Fish)

Hello.

In today's devlog we are still talking about balancing. In the previous devlog we discussed the system upkeep in ponds and equipment, this time balancing for fish and breeding. There is a discussion about translation too.

Unlock Fish
We made a slight change to the flow to unlock new fish. We try to balance the system by add cost if you want to unlock new fish. Besides having to reach a certain level, you need to buy a license for the fish to be unlocked. The player also needs to pay a sum of money each month for each fish license he buys. It's like a tax for the fish license.


Breeding Cost
For the current version, you can use the breeding feature when you reach level 7. You will earn breeding points when the fish reach level 3. With these breeding points, you can use the breeding feature and make your basic fish status increase.

We changed the concept slightly by adding costs to breeding. So besides using breeding points, you need to pay some money to use breeding feature. As with breeding points, the amount of money that needs to be paid will increase each time you breed the same fish.


Localizor
Translation is one of the ways that we use to make a collaboration with the community. We already made a thread about community translation in the Steam discussion before (you can check it here).

Right now, we're doing a collaboration with a translation platform that will make the flow of community translation become easier. The platform name is Localizor. With Localizor, you just need to sign up and choose your translation language. We have prepared all the words that need to be translated. Just translate the words into your chosen language and let the community vote if your translation is good enough or not. We hope with this kind of way, we can add more language to Aquaculture Land faster so you can play Aquaculture Land with your own language.

In the Localizor, you can also translate other games like Academia, Overcrowd, Airport CEO, and others. You can collect some points (from votes you get from community) and redeem steam key.

For your information, the developer that creates Localizor is the same as the developer that creates Startup Company.

But if you don't want to use Localizor and still want to help us with translation, feel free to tell us in the community translation thread.

------------------------------------------------------------------------------

We try to give system upkeep and routine expenses to some features to make the system more balanced. Especially the economic system. We got feedback that said the economic system is still not balanced enough. It's still too easy to earn money, income and expenses are still not in balance state and something like that. That's why we try to balance the system because we want to make Aquaculture Land is enjoying but still challenging to play.

We will end today's devlog here. As usual, if you have suggestions or feedback, feel free to tell us. We will always wait for your feedback and review for the game. We will do our best to make Aquaculture Land better.

Have a nice weekend.
Cheers  Coffee
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« Reply #14 on: November 10, 2019, 08:57:32 PM »

Update 0.7.9 (Build 1) - Chinese Localization

Hello.

Today is the day! We finally released the Chinese version for Aquaculture Land. You can try the Chinese version right now.


First of all, we want to say thank you to Maple Whispering as our co-publisher that help us to make the Chinese version happened. With this Chinese version, we added some new changes in the game and also fixed bugs that happened in the previous version. We hope with this update, you will be more enjoy playing Aquaculture Land.

We will always open for your feedback and suggestions. Feel free to tell us all of your feedback and suggestions. We will really appreciate it if you can leave us your reviews about the game too. That will really help us to make the game better.

Last but not least, we want to say thank you to all of you that keep supporting us this far. That means a lot to us. We hope you will keep supporting us from now on. We will do our best for Aquaculture Land so you will be more enjoy playing it.

Have a good day.
Cheers  Coffee

----------------------------------------------------------------------------------
0.7.9 (1) Changelog

Language
- Chinese Translation (Simplified Chinese and Traditional Chinese)

Gameplay
- Added a better economic system for the market.
- Added upkeep cost for land and equipment.
- Added fish license to unlock fish.
- Added tax for each fish license that has been bought.
- Added extra money cost for breeding.
- Added reliability value for all equipment.
- Added functionality to wake worker up and speed up their walk temporary by clicking them.

Interface
- Added new look on pond.
- Added zoom functionality.
- Added skip button for tutorial.
- Updated UI for new features.

Bugfix
- Fixed visitors sometimes stuck.
- Fixed some cases where electrical item does not work after connected to generator.
- Fixed worker randomly not doing some particular job.
- Fixed tutorial did not continue when already have 40 fish inside the pond.
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« Reply #15 on: November 10, 2019, 11:08:41 PM »

Looking good! Keep up the good work
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« Reply #16 on: November 28, 2019, 07:52:01 PM »

Looking good! Keep up the good work

Hello.
Sorry for late reply. Thank you for your support Smiley
We'll do our best to make the game better. If you have any suggestions or feedback about the game, feel free to tell us.
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« Reply #17 on: November 29, 2019, 11:43:33 PM »

Devlog 08 - Visual Feedback (Experimental)

Hello.
How are you?

For this whole week, our artist team has experimented with making visual feedback for Aquaculture Land. Visual feedback is one of things that is lacking in Aquaculture Land. We realized this after watching some streamer or YouTuber playing the game. They don’t know what is happening with their farm. And we also want to make the game more juicy by adding visual feedback.

Dead Fish animation
The first visual feedback that is made by our team artist was animation when the fish died. Before, when your fish died, an emoticon bubble will come out then your fish gone (basically the emoticon will tell you your fish condition). But we feel like only show emoticon bubble won’t be enough. We still need something that will show you when the fish died. Then we try to make some animation, dead fish animation, that will come out when your fish died.



Bush animation
In Aquaculture Land, bush is something that will grow in your farm over time. If you don’t cut it frequently, bush will fill your farm and make you unable to build pond. We already make a pop-up animation for the bush. But when the bush is being cut and when the bush disappears, there is still no animation. That’s why this time we make visual feedback about it, animation when the bush is being cut and disappear.

Before


After


Tree Animation
The next one is animations for tree. Just like bush, trees also make you unable to build pond. The difference is if you cut down tree, it won’t grow again. We also make animations for visual feedback when the tree is being cut and when it fall then disappear.

Before


After


We still experiment will all that visual feedback. We still try to find the best way to show the visual feedback for every single thing that can help player to understand their current condition and to make the game juicier.

Because we still experiment with it, if you have any feedback or suggestions about it, feel free to tell us.

Have a nice day.
Cheers  Coffee
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« Reply #18 on: April 06, 2020, 03:44:22 PM »

Big Update! Achievement, Custome game, New Tutorial, and New Order System is Up! (0.7.11 (Ex-1))

Hello guys!
Long time no see.
How are you today?
Hope you guys are doing well Smiley

It's been a long time since we update our information about Aquaculture Land here. And right now we want to try to share with you again about our game, Aquaculture Land.

We already do some updates from the game, based on feedback we get so far. And today we want to tell you about those updates.
So, without further ado, here are the updates of Aquaculture Land Smiley

Achivements
Achievements have been added to the game. We want to make this achievement become something that rewards you for taking care of your fish and your farm.



Thing to reminder, if you want to collect the achievement, you must start the game from the beginning in version 0.7.10(2). And you need to use default settings when you play the game or you will not be able to achieve it.


Default Setting

So, are you ready to collect it all? Are you ready to start over?
Come with more strategy to get your achievement! Sell your fish as much as you can, fulfill more customer orders, get some profits in a month, and make your visitor spend more money on fishing!

Right now, there are 20 achievements that you can collect. We’re still preparing about other achievements that are relevant to the game. That’s why if you have any suggestions about achievement, feel free to tell us.

Custom Mode
There isn't much change from the custom mode that we update to the main build. Custom mode is an additional feature for Free Mode. The custom mode feature is created because we want to retain the essence of Free Mode, where players are free to play as they wish, with a progression process, where all features such as fish and equipment are locked so that players can unlock these features one by one and feel the progression.

With this feature, you can choose your starting conditions to play in Free Mode (like Sandbox Mode in general). There are several conditions that you can choose such as starting level, starting money, fish, and equipment.



Tutorial
We feel that the tutorial is one of important part of Aquaculture Land for you. Because tutorial is an introduction to make you understand how you will play Aquaculture Land. We want to make an interesting tutorial but still easy to understand for you.



We try to change some conditions from the tutorial. We locked some features that are not related to the tutorial and hope you can stay focus when following the tutorial. We also fixed a few sentences to make it easier to understand the purpose of the tutorial.

Hopefully, by making improvements to the tutorial, new players will more easily recognize the system and features in Aquaculture Land.

New Order System
Changes to the order system are our first step to redesign the core games and goals of Aquaculture Land. Later, your goal in playing Aquaculture Land is to build relationships with your customers. By completing the request that they give, your relationship level (we will call it "Customer Bond Level") will increase and as the Customer Bond level increases, you can unlock something new (fish, items, features like breeding and fishing, etc. ).

For the current version, we add several criteria to the order feature, quality and deadlines. Quality is a minimum requirement for fish that you can send for order and deadlines are a time limit that you can use to fulfill the order. With these two things, you'll be challenge to fulfill order with a good quality and lots of fish within a certain period!

There is also bond levels for customers. So in addition to getting money as a reward after fulfilling customer orders and exp points for the farm level, you will also get exp points for raising customer bond levels. But for now, we haven't added an unlocking system via the customer bond level yet, the unlocking system still depends on the farm level.





We hope this update will make you more enjoy playing Aquaculture Land. Tutorial will be one of our concern from now on. We will try to show you the best view for tutorial so it will be easier for you to understand the game. Experience of making a relationship with your customer while maintain your business is something we want you to feel in Aquaculture Land. We will do our best to be able to deliver that to you.

If you guys have any feedback or suggestions about today's update or even about Aquaculture Land, feel free to tell us. That will really help us. We always want to know what is your thought about Aquaculture Land, what do you feel about it. So, we can make it more enjoy for you when you play the game.

Check and buy Aquaculture Land here: https://store.steampowered.com/app/858630/Aquaculture_Land/

Have a good day guys.
Cheers Coffee
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« Reply #19 on: April 09, 2020, 12:44:24 PM »

Devlog 09 - Making a Thematic UI with Pixel Art Style

Hello!
How’s your day?

Back to Aquaculture Land devlog again. Still trying to make a good UI for you guys. After getting some feedback for the current UI we use in the experimental build, we try to redesign the UI (based on the feedback) to make it look better.

Current UI design in Experimental Build




Thank you so much for our fellow @Perfvillain, @Nichiya, @YoYo C, @balvaro21, @Pikarie, @K I N G C K, @ziach1, @Reynolds, @rangsmith, @Darshan Li Nair for giving us an idea what we need to do with the UI.

Most of the feedback we received talked about the color of the UI. The color is too bright and somewhat does not match with the theme that the game used. The dominant color we used for the current UI in the experimental build is white and orange. According to the feedback, we decided to try to use the color palette we use for the UI before, dominant brown.

Changed the color into brown to match the theme of the game




Another reason why we try to use brown for dominant color is that some feedback said that the color from the previous UI is better. And this color also matches the theme used.

Just before we delivered the changed UI to you, our artist team had an idea for making a pixel art UI. And with a thematic design for this time. Because we use pixel art for the game, why don't we try it in the UI too? We still use brown for the dominant color. Board and paper is the theme for the UI. So the pop-up will look like a paper note on board with buttons look like a sticky note.

Thematic Pixel Art UI we want to deliver






We decided to deliver this pixel art UI to you instead of the changed color-only UI. But before we implement the pixel art UI into the game build, we really need your feedback about it. We want to deliver a good and best UI for you. That's why we want to know what kind of UI you think are good.

So, that's it for today's devlog. We will do our best to make you more enjoy playing Aquaculture Land. And UI design is one of our concerns about it. If you have any feedback or suggestion about Aquaculture Land, feel free to tell us.

You can join our Discord server here: https://discord.gg/Fkk2wsC
And you can follow our Twitter here: https://twitter.com/MaulidanGames

Check and buy Aquaculture Land here: https://store.steampowered.com/app/858630/Aquaculture_Land/

Have a good day.
Cheers!
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