Harvest Online is an online, 2D MMORPG. The premise is similar to Harvest Moon games, however has quite a few twists and features to make it more realistic for online gameplay. Players will start by buying a small farm, building resources and expanding until they are able to upgrade. Players will also have the option the use other in-game systems (such as trade, guilds, professions, etc) to enjoy the game. Players will have access to their own personalized farm, as well as being able to visit friends in-game and at their farm.
On top of the systems mentioned, the farming system will include all features you have come to expect from farming games. Plant/Harvest crops, raise animals, and barter with the locals for the best deals on your produce. There will be multiple towns accross the world, each with its own unique environment and trade goods/exports. Exploiting the games economy will be a good way for new players to find interesting ways to get started creating a new farm. The game will also eventually include an in-game Cash-Shop, which will include in-game items to speed up the process, as well as provide certain bonuses.
Currently the development team is quite small, being myself as the Lead Programmer, and two others working as the Creative Director, and another Developer. The biggest issue the game is currently having is developing the games graphics, of which any kickstarter money is going towards. If you have any questions that you wish to ask the development team, please send an email to the address provided below. Please note that any images seen in the screenshots are not final, and all the tiles/sprites will be redone prior to release, as well as the games User Interface.
The rewards listed are subject to change, and the delivery dates will be as soon as the content is available. I'll update them as regularly as possible to give accurate information. If you have any suggestions for rewards, feel free to send an email with your suggestion. If we are able to meet the base goal, I will expand the rewards section to accommodate.
- $300 - Basic goal to get a working Beta out with limited functionality/graphics.
- $400 - Extended game functionality (Working professions for Beta), as well as additional content to visit during the Beta. Two new areas will be unlocked, a woodland forest, and a mine.
- $550 - Along with some additional game-play features such as single-player options, and advances graphical settings, will also include weather effects in game.
- $800 - Additional Seasons will be added to the game. Now not only play the game in the basic summer season, but be able to visit various types of areas with different weather/crops/animals.
- $1000 - Along with additional content for the other parts of the game (more crops, animals, etc), will also unlock extensive new areas in game and a harvest quest-line for solo players. Questing in the game will be very limited to quests relating to your farm and bonus rewards. However with the Harvest Quest-Line we will introduce various story elements into the game to make it a much more immersion and dynamic world to explore and build your farming empire in.
With every goal we pass, I will add new future goals. Currently the lowest estimate for the game is to be able to fully publish the basic form of the game. However there are many more goals to acheive! Listed below are some goals that will be added later. All stretch goals will be available on the updates section, and at the top of this section.
Risks and challenges
Potential setbacks for this project include a number of factors, such as natural disaster, server mishaps, etc. However looking forward the challenges I see are as such;
1. Finding an artist to create the games GUI, and various images.
2. Getting a dedicated host that is consistent and fast.
3. Expanding the project to meet player needs.
The first challenge I am hoping to meet using the money gained using kickstarter. With the money, I should be able to find a freelancer artist who will create the graphics quickly and cost-effectively. The second challenge is currently being overcome using some local resources, being that I can host it myself until we have a playerbase that is too large (roughly 200+ players at any one time). Any extra money from kickstarter will be saved to go towards future infrastructure costs, so that should curb most of the challenge of this. Finally as we get more players, I will have to find ways to meet changing demands of the market, and the players. I am hopeful that any problems that arise I can deal with quickly and effectively.Learn about accountability on Kickstarter
- (40 days)