![]() "Stardew Valley Multiplayer, Console Ports Confirmed". "Stardew Valley Recruits Help For Co-op". "Musk: Holiday Tesla update adds 'Stardew Valley,' self-driving preview". Archived from the original on February 22, 2020. "Stardew Valley - Self-publishing on Switch". "Stardew Valley dev announces decision to self-publish". ![]() "Eric Barone forming team for Stardew Valley". ^ Valentine, Rebekah (December 14, 2018). "Cultivate your own pocket farm as Stardew Valley lands on iOS". "Stardew Valley is headed to iOS this month and then Android". "Peaceful farming sim Stardew Valley is coming to the iPhone". "'Stardew Valley' for Android Finally Has a Confirmed Release Date". "Stardew Valley's big multiplayer update hits Switch this week". "Stardew Valley multiplayer out now on PC". "Stardew Valley launches multiplayer beta". "Stardew Valley multiplayer details emerge, beta test coming to Steam at the end of 2017". "Stardew Valley's multiplayer update will feature local and online play". "The Past, Present, And Future Of Stardew Valley". ^ Jump up to: a b Grayson, Nathan (March 21, 2016). "5 Things You Should Know About 2016's Best Game: Stardew Valley". ^ Evans, Jill Blackmore (March 28, 2016). Archived from the original on April 22, 2016. ^ Jump up to: a b c d Dealessandri, Marie (April 8, 2016). "How did indie farming sim Stardew Valley top the Steam sales chart?". ^ Jump up to: a b c d Frank, Allegra (February 29, 2016). "Stardew Valley: Pushing The Boundaries of Farming RPGs". "Stardew Valley: Love Who You Actually Love". ^ Jump up to: a b c Lin, Amy (February 23, 2016). "Auburn native develops beloved, bestselling video game". "How a First-time Developer Created Stardew Valley, 2016's Best Game to Date". ^ Jump up to: a b c d e f Singal, Jesse (March 14, 2016). "Interview: What's next for Stardew Valley". ^ Jump up to: a b c d e Marks, Tom (March 10, 2016). "Stardew Valley's Creator Has Won The Hearts Of PC Gamers". ^ Jump up to: a b Hernandez, Patricia (March 3, 2016). "The 4 years of self-imposed crunch that went into Stardew Valley". ^ Jump up to: a b c d e f g h Baker, Chris (March 9, 2016). ^ "The Many Hidden Secrets of Stardew Valley - GameRevolution". " Home News Stardew Valley PC Wii U PlayStation 4 Xbox One Stardew Valley is changing the way you start your farm". "Steam's Latest Hit Is A Game About Farming And Relationships". The animals cannot die but, if not tended to, stop producing products. Barone also opted to not include the butchering of farm animals for meat products, encouraging players to name and tend to each animal individually in staying with the feeling he wanted for the game. To that end, he designed the cooking aspect of the game purposely to not be profitable, but instead pay back in bonuses that aided exploration, farming, mining and fishing skills. ![]() During development, Barone recognized that some players would attempt to figure out mechanically how to maximize their farm's yield and profit through spreadsheets and other tools, but hoped that most players would take the time to learn these on their own. In contrast to the pre-Back to Nature Harvest Moon (Back to Nature onwards are open-ended), which could end after two years of in-game time has passed, Barone kept Stardew Valley open-ended so that players would not feel rushed to try to complete everything possible. īarone aimed to give players the feeling of immersion in a small farming community, stating that he wanted Stardew Valley to be a fun game, while also wanting it "to have real-world messages". He programmed it in C# using the Microsoft XNA framework, while also creating all of the game's pixel art and composing all of the music. Barone spent four years working on the project, redoing it multiple times, and was the sole developer on the game, frequently spending 10 hours or more a day working on it. Barone decided not to use Steam's early access feature for development, as he felt that it was not well suited to Stardew Valley. Chucklefish took over many of the non-development activities for Barone, such as site hosting and setting up his development wiki. Shortly after the Greenlight period in 2013, he was approached by Finn Brice, director of Chucklefish, who offered to help publish the game on release. After the title was shown a great deal of support from the community, Barone began working on the title in full, engaging with Reddit and Twitter communities to discuss his progress and gain feedback on proposed additions. Barone publicly announced the game in September 2012, using Steam's Greenlight system to gauge interest on the game. Initially, Barone considered releasing the title on Xbox Live Indie Games due to the ease of publishing on that platform, but found early on that his scope for the game became much larger than originally anticipated.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |