#Jarl – Fantasy Colony Builder

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foggy ember
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Jarl is an immersive colony builder and simulator game where player explores mystique world of the fantasy Scandinavia. As the chieftain of your fledgling Viking colony, you are tasked to find and defeat the ancient evil corrupting your lands. As your colony expands, you'll get more resources and technology, attract famous heroes, and even catch the eye of ancient gods.

The game is inspired by games like Valheim and RimWorld, and movies like The 13th Warrior.

Discord

Check out the Jarl: Fantasy Colony Simulator community on Discord - hang out with 675 other members and enjoy free voice and text chat.

red trellis
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Oh cool, I was wondering if this project would get a section

foggy ember
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Ah, you mean here

red trellis
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Yeah, I mean here 😄

red trellis
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By the way, lemme know when you're ready to do your Steam page

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I'm pretty good at writing them, and I like to help out Bevy projects where I can

foggy ember
red trellis
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Awesome stuff. Planning on early access or what?

foggy ember
snow totem
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You can count on me to do a playtest

inner badge
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Cant wait!

foggy ember
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Recording of the latest stream is available on YouTube: https://youtu.be/qrxtXE9f0hQ

In the second stream, we are chatting about February's updates, new sounds, new mobs, future plans, and implementation of pathfinding and 2D lighting.

Follow me on social media:
https://discord.gg/jarl
https://x.com/jarl_game
https://reddit.com/r/jarlgame
https://jarl-game.com

#indiegamedev #pixelart #streaming #rust #bevy #unity #godot #unrea...

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proud tangle
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@foggy ember did you find any part of Bevy insufficient for your game needs and decided to use a third party solution or code a custom one by urself?

foggy ember
proud tangle
foggy ember
# proud tangle I watched your video on youtube. Did you use wgpu only for the shaders or did yo...

Lighting is implemented as a node inside of 2d render graph. The final post processing pass combines transparent 2d outputs and BML outputs before presenting. If you are curious, here is code: https://github.com/zaycev/bevy-magic-light-2d

GitHub

Experiment with computing 2D shading, lighting and shadows with Bevy Engine - zaycev/bevy-magic-light-2d

foggy ember
foggy ember
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Quick Gameplay Video from the latest build.

foggy ember
foggy ember
foggy ember
acoustic plume
foggy ember
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@acoustic plume welcome aboard!

foggy ember
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🎉 0.1.4 Build with several bug fixes and quality of life improvements was uploaded to cloud folder

🟢 Added: MacOS support.
🟢 Added: custom cursors.
🟢 Added: new offhand torch item.
🟢 Added: FPS counter.
🟢 Added: ability to remove rugs and floors.
🟢 Added: improved HUD for mining.

🟡 Changed: more intuitive collisions with mining blocks.
🟡 Changed: placement of rugs and walls on water is disallowed. Other structures can be placed on water during playtest.
🟡 Changed: nerfed SmolderEdge item.
🟡 Changed: removed Fireplace asset (was added by mistake).
🟡 Changed: zooming is now smooth.
🟡 Changed: limited zooming range to reasonable values.
🟡 Changed: smooth camera can be disabled in config.
🟡 Changed: floors can be placed under constructed walls.
🟡 Changed: adjusted arrow speed.

⚒️ Fixed: added wall and palisade tiles (still incomplete).
⚒️ Fixed: item pickup animations.

➡️ Added configuration file.
By default, the configuration file is generated in:
Windows: %APPDATA%\Roaming\Jarl\engine.toml
Linux: $XDG_CONFIG_HOME/Jarl/engine.toml
MacOS: $HOME/Library/Application Support/Jarl/engine.toml

Example configuration file (will be created automatically on start):

window_resolution_width = 1440
window_resolution_height = 900
window_resizable = true
window_decorations = true
window_vsync = true
window_fullscreen_mode = false # Turn off fullscreen mode
window_cursor_scale = 1.66
camera_xform_blending = 0.05 # Camera smoothing
gfx_gi_denoise_kernel_w = 2
gfx_gi_denoise_kernel_h = 2
gfx_gi_direct_contrib = 0.5
gfx_gi_indirect_contrib = 0.5
gfx_gi_rays = 24
gfx_sdf_scale = 0.5
gfx_renderer_scaling = 4.0 # Pixel art scaling.
system_show_fps_hud = false
playtest_1_feadback_on_exit = false # Do not open the feedback form on exit.
foggy ember
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It's been a while since the last update. Just wanted to let everyone know – I'm heads down working on crafting system and can't wait to share more details soon 😊 🔨 🪚

split sphinx
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Still waiting for updates on crafting system, @foggy ember

foggy ember
foggy ember
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Sneak-peak of what's coming in the Jarl's upcoming second Playtest!

https://www.youtube.com/watch?v=AftMi3sBsUI

🌟 ⚒️ 💀

Sneak peak of the upcoming second Playtest

Follow Jarl on social media:
https://www.jarl-game.com/discord
https://x.com/jarl_game
https://www.reddit.com/r/jarlgame
https://jarl-game.com

#gamedev #2d #pixelart #indiegame #indiedev #pixelart #gui #gamedev #screenshotsaturday #indiedev #rimworld #terraria #valheim #pixels #pixelart #ドット絵...

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red trellis
foggy ember
queen rain
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this game looks so cool

quasi sundial
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this looks amazing, I'm so impressed

buoyant gorge
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Hi, I came here to ask how you're doing the outlines with 2D sprites, because I understand that a shader is the way to go, but it seems that if you use 2D materials you can't use sprite atlas and things like that, and I was wondering if it was worth it. But then I saw this image, is it easier to just have a second sprite with the atlas perhaps?

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foggy ember
foggy ember
foggy ember
buoyant gorge