viewBox="0 0 46.000000 89.000000" preserveAspectRatio="xMidYMid meet" style="width: 42px;margin: 20px auto;display: block;height: 42px;"> Jadawin

Indie game Developer

Behind the Horizon

a new story begins..

NM (17)

 

Hello Community,

 

the time has come again and a new major update for Behind the Horizon is available.

This time it's all about the graphics once again. I have integrated a new lighting system that creates very nice plastic effects with normal and specular mapping. Especially the caves have benefited enormously from this. The effects are less noticeable on the surface, as you are usually there during the day.


In addition, many textures (especially the paths and roads) have been improved or replaced, decorations added and transitions embellished.


The third major improvement concerns the starting map. There I went through the entire underground areas again and redesigned almost all the floors and stone tiles, so that there are now no longer any sprawling, monotonous areas. So I can only recommend everyone to try out the new starting map.

In addition, there are the usual minor adjustments and a few bugs that have been fixed.

You can read the list of all changes in the patchnotes.

Enjoy the game


Jadawin


New Trailer:

https://youtu.be/3-uGkbP0xdk

 

Today is the day and the second major update to my game Behind the Horizon goes live.

This time it is about making it much easier for new players to enter my world and to improve the communication between game mechanics and players.

In the two months since release, I noticed that there were many areas in the game where players wanted more information and especially a more direct access to them.

In this update I have therefore added [b]tooltips[/b] in many places that describe items and functions briefly and directly. There are also many new shortcuts to access game menus or functions..

Some of the new tooltips can also be switched off, in case they become superfluous at some point and only interfere with the flow of the game.

The [b]harvesting tools[/b] (sickle, basket and ladder) have been given a completely new feedback system that, in addition to their function of harvesting, they can also serve as tools to identify plants and trees and give information about them. For example, they can tell you the name of the plant, the time needed for seeds to germinate, or whether plants are flowering at this time of year, and so on.

The communication with [b]tamed farm animals[/b] has also been heavily revised and now offers the possibility to speak to the animals as usual, so that they follow you or work for you, or (from a greater distance) to call up a small window with information that shows the name of the animal, how many days it has been tamed, whether it is housed in a stable, whether it can be sheared or milked, etc..

For [b]NPCs[/b] there is a similar function and in the corresponding window you can then see the name, the profession and the affection you have collected from this inhabitant so far.

The [b]game manual[/b] has also been heavily revised and is now more appealing and it is easier to find the desired information there.


Basically, this big update is also related to the previous V1.21-V1.28 in which many other functions were already implemented in this context.

- Automatic tooltips for items in many menus were introduced there, as well as the large-scale overview of the ground conditions at your farm.
- In addition, many more quests have been given a destination area.
- The whole system of speech bubbles from the player has been redesigned and many messages now contain specific information instead of a short statement like "Impossible!".
- There is an option to add a marker on the map that is saved with the game.
- Sorting items into chests is now easier than ever, as items search for the pile to add to within all crafting chests.


In addition to all this, there are of course the usual little things like fixing small bugs that pop up every now and then.

You can read the full patch notes in the community section.


[b]And now I wish you continued fun in Behind the Horizon![/b]

Content update V1.2

With this update Behind the Horizon is enriched with some new exciting content. First of all, there are two new areas and a cave, which have been hand-designed as usual. A new NPC offers two quest lines that are integrated into the main game. The level of difficulty is intended more for the beginning.
The new quests begin at Tiffany's café after you have had breakfast with her!

During the quests, it is possible to earn a mount (!) and to get another pet that, when enchanted, also helps on the farm.

In addition, I have greatly expanded the natural events, which are specifically adapted to the ongoing season, in order to create more variety and new challenges. There are now 4 possible events per season, with two having positive and two negative effects. The events occur randomly with different probabilities and it will take several years to experience them all, because more than two events are very rare in one season.

Cats have now learned to kill mice again and mice like to nibble on vegetables in return.

The netbook mode got a lot of changes and now the game actually runs smoothly on my Acer3 netbook with 4GB Ram and Intel HD. The vegetation density of ground cover, the surrounding coverage of light sources and the light size are limited.

On top of all this, there are numerous minor changes and the fixing of a few bugs. The complete list of changes can be read in the changelog V1.2.

All old game saves can still be used and the AddOn will be installed accordingly.


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CAUTION Spoiler:
The following is a list of all global natural events and ways to counter them. If you would rather be surprised, do NOT read on here!
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