#ericbarone
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thantropy · 11 months ago
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Stardew Valley Resprites 9/9
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phonemantra-blog · 5 months ago
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Stardew Valley, the charming farming simulator developed by Eric Barone (also known as ConcernedApe), has become an undeniable phenomenon. Crafted primarily by a single developer, the game captured the hearts of millions of players worldwide. This success story, however, isn't just about financial windfalls and extravagant purchases. It's a testament to Barone's passion, dedication, and the sheer joy of game development. Stardew Valley Success Story A One-Man Studio Meets Massive Success Stardew Valley's journey began on Barone's personal computer, a humble machine purchased by his father at Costco. Armed with creativity and a clear vision, Barone poured his heart and soul into this pixelated world, meticulously crafting the characters, environments, and gameplay mechanics that would become the game's hallmark features. The game's launch in 2016 proved to be a massive success. Millions of players were drawn to the tranquil world of Stardew Valley, finding solace in the rhythm of farm life and the warm sense of community the game fostered. This success story resonated not just with players, but within the games industry as a whole. Stardew Valley defied industry norms, showcasing the incredible potential of independent developers and their ability to create games that captivated audiences worldwide. Beyond the Riches: A Passion for Game Development While Stardew Valley's financial success was undeniable, Barone's initial reaction was surprisingly grounded. Instead of indulging in extravagant purchases, his priority was a practical one: a new computer. "The reality is that I spend most of my time on the computer," Barone admitted. "I thought the only thing I could afford was to buy a decent PC." This self-aware approach underscores Barone's genuine passion for game development. The financial gain was not the driving force behind Stardew Valley's creation. It was the love for crafting a captivating world and the desire to share his vision with players. Freedom to Focus on Creativity The financial security brought by Stardew Valley's success has allowed Barone to fully dedicate himself to his craft. "I don't have to worry about making ends meet," he explains. "I can just focus on creativity, making games, and growing Stardew Valley, which has a huge community of people and I feel responsible for giving them a fun and delightful experience." Barone's commitment to his community is evident. He actively engages with players, implements updates and bug fixes, and even expands the game's content based on player feedback. This dedication has fostered a loyal and passionate community around Stardew Valley, cementing its place as a gaming phenomenon. Looking Forward: Building on Success Barone is currently focusing on his next project, "Haunted Chocolatier," a new game that promises to offer a unique and engaging experience. The success of Stardew Valley has undoubtedly granted him creative freedom and the resources to explore new ideas. A Legacy of Inspiration Barone's story is an inspiration for aspiring game developers. It demonstrates that passion, dedication, and a focus on creating meaningful experiences can lead to incredible success. The tale of Stardew Valley transcends conventional gaming narratives. It's a story about following your passion, creating something truly special, and staying grounded despite unforeseen success. Frequently Asked Questions: Q: How was Stardew Valley developed? A: Stardew Valley was primarily developed by Eric Barone (ConcernedApe) on a personal computer. Q: What was Eric Barone's first purchase after Stardew Valley's success? A: Barone prioritized upgrading his computer hardware, allowing him to continue creating games with more powerful tools. Q: How has Stardew Valley's success affected Eric Barone's career? A: The financial security allows him to focus solely on creativity and game development, without the pressure of financial constraints. Q: What is Eric Barone's next project? A: Barone is currently working on "Haunted Chocolatier," a new game with an undisclosed release date.
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bryan-aiello · 10 months ago
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Fantasy Life Simulator: A Guide
I am a die-hard fan of fantasy role-playing games. In fact, my family completely forgot I existed for six months while I played Baldur’s gate until my fingers bled. Rehab was great (rehab being Pathfinder: Wraith of the Righteous; which I had not even heard about until jonesing for more of that sweet, sweet, RPG life.) As free as I felt in Baldur’s Gate though it made me long for something that…
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enkeynetwork · 1 year ago
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networthbiozone · 6 months ago
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Meet Eric Barone, the mastermind behind Stardew Valley! 🌾🎮 From a computer science grad to a game development sensation, his story is a true inspiration. Want to know more about his journey and net worth? Click to discover the magic behind this gaming genius! 🌟💰
#networthbiozone #networth #CelebrityNetWorth #CelebrityBio #ericbarone
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kellyselly17 · 2 years ago
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Sooo i made this for my friend's birthday! It's Elliot from Stardew Valley (she has a sick and creepy obsession with this long hair smelling fish guy 😂) I took me 18 hours to finish but it worth it! I love and she also liked it, I think! #stardewvalleygame #stardewvalleyfanart #stardewvalleyfarmer #stardewvalley #stardew #pelicantown #elliot #farm #florest #vilapelicanos #fanart #longhairguy #woods #ericbarone #concernedape #chucklefish #game #gameart #games #gamefanart #gamenpc #npc #elliotstardewvalley https://www.instagram.com/p/ChXq2u1pbMc/?igshid=NGJjMDIxMWI=
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conejo1997 · 5 years ago
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¿A qué edad te enteraste que el creador de @stardewvalley_official es un papucho? 😍💕 #stardewvalley #ericbarone #indiegame #pixelart (en Ciudad Jiménez, Chihuahua, Mexico) https://www.instagram.com/p/B8MlULNAkSx/?igshid=74mub9c49thj
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emma-boo-wearing · 7 years ago
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Stardew Valley:
Genre: RPG, Simulation. Platform: PC/Mac, PS4, XBOX One, Nintendo Switch. Year of Release: Feb.2016
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Summary: Stardew Valley is a 2D Minecraft meets Harvest Moon. You, the character, start sitting by the side of your Grandpa on his deathbed. He gives you an envelope and tells you to open it when the time is right. The next thing you know, you are working a boring job with presumably no aspiration in life. Opening that envelope takes you to Pelican Town, a small country town with more than enough love to share. You have inherited his farm, and everyone around you wants you to be apart of everything that Pelican Town has to offer. You are learning to maintain a farm, slay monsters, buy and sell resources to make a living and, make friends. It’s easy to lose yourself in a calmer life. There’s no trouble that can’t be dealt with. And unless you make it so, there’s no hostility. Stardew Valley has been a wonderful experience, I have loved every moment, although slow to start, I’m now 15+ hours in and there’s still so much I haven’t even started exploring in this game.
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Core Mechanics: Player, Farming, Mining, Relationship.
MDA: Player: the movement and the immersion of the player are the main aspects of this. The grid-based movement helps with everything in the game. It is designed to accompany this player and this movement. The immersion is being able to see yourself as your character. The character is open, bare, a blank canvas and you influence everything they do. You feel included in the game and the story because of the player you have made to be here.
Farming: The grid based map is ideal for farming. It gives you a layout, you know where you can farm and harvesting/planting/watering your crops can easily become rhythmic. There is not checking that you are standing in the right place, diagonals and facing the right way because these are all done for you. It feels natural. With the Player’s movement, it is easy and becomes second-nature almost instantaneously.
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Mining: Gathering resources in the cave, or fighting off monsters. It’s the action of the game. An outlet for the player, to get away from the peaceful nature of everything else. It’s contrasting in a way that gives the player options. The mining and the farming interact indirectly, making the player feel like they have choice, their experience in this game is tailored by them, for what they want to get out of it.
Relationships: Talking to people, making friends and eventually, if you want to, getting married. The people in Pelican Town are subtle, you don’t have to acknowledge their existence if you don’t want to. But feeling apart of something, included, is what I got most out of Stardew Valley and the main aspect of that was interacting with the NPCs.
Game Loops Farm crops - gather resources - sell/buy resources - improve farm/town - build relationships - explore dungeon - do quests. These are the actions that the player can do throughout the game. Your character will wake up at 6:00am, has limited energy and health, so each of these actions would be prioritised over the course of the day. Slow farming day could leave times and energy for exploring the dungeon. Time-limited quests would dictate what else could be done that day. A large portion of the day is taken up by walking from place to place. And the character has to be in bed by 2:00am or they will collapse. Collapsing results in someone nearby taking you home, but you may have already lost items or money. So it’s in the player’s better interest to get to bed on their own terms.
Core Loop: Walk - Actions - manage time - bed
Moment to Moment: Walk - Actions - Manage Time
Level Loop: 1 level would be 1 day. 1 day is the Core Loop. (Walk - Actions - Manage Time - Bed) Session Loop: 1 Session would consist of about a week, 7 days = 7 levels.
 Innovation: Made by one person; Eric Barone, in hopes of increasing his job aspects after graduating with a computer science degree, he decided to make a game.
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Level Design: My only complaint thus far is the level design. The art is great, the size of the town, the farm and the interiors is great but the traversing from one to the other takes too long and there is little to do. Making that trip a few times a day can eat away at your available time, often being the reason certain quests aren’t completed in time.
Narrative Design: With a laid-back feel, and calming music for the farm and town it makes you feel included in the small, tight knit community that Pelican Town is meant to be. Contrasting to this is the cave (or the dungeon), you never feel overpowered in this game, you’re not supposed to and you definitely don’t feel like you’re at a disadvantage. It’s narrative is told through text, although this can be a no-no for some games, Stardew Valley keeps it short and sweet. There are only a few occasion where the text is compulsory (Being the start of the game, and the few and far between cutscenes). Otherwise, the story of the game is what you make it. You choose who to interact with, and by making friends, the game feel friendlier. People will talk to you and send you mail. Give you gifts and ask favours. If you choose to play alone, saving money or focusing entirely on clearing the dungeon then the game feels like you are more of an outcast. You aren’t getting involved and people don’t know you.
Why is it on the list? A lesson to be learned is that taking influence from an already successful and accomplished game and then making it your own, adding in what you felt was missing or changing something you didn’t like, this is a perfectly good way to make a game. Don’t clone something, but you don’t have to start from nothing and work your way up. 1 man made this game in 5 years. A first-time designer doing everything, as a student that is encouraging.
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Proof that one day, all this practice will be worth it. With the right amount of dedication.
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thantropy · 11 months ago
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Stardew Valley Resprites 8/9
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elmundotech · 3 years ago
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Stardew Valley supera los 15 millones de copias vendidas a nivel mundial
#StardewValley supera los #15millones de copias vendidas a nivel mundial - #EricBarone #ConcernedApe #videojuegos #elmundotech
El popular juego de simulación agrícola Stardew Valley ha superado los 15 millones de copias vendidas a nivel mundial. Una actualización en la página de prensa del sitio web del juego menciona el nuevo hito. “Desde su lanzamiento, se han vendido más de 15 millones de copias del juego en todo el mundo”. Es otro logro del juego. Fue a finales de enero de 2020 cuando el creador y desarrollador del…
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gaba-kawa · 5 years ago
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I was out searching for a color to paint my room and look what I found!! @ericbarone sis you better get your money !!!
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iandroideu · 5 years ago
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Stardew Valley after all receives content material replace 1.4 on #ConcernedApe #EricBarone #FarmingSim #FreeUpdate https://t.co/siMmHPmy4H http://twitter.com/iandroideu1/status/1228038787831255040
Stardew Valley after all receives content material replace 1.4 on #ConcernedApe #EricBarone #FarmingSim #FreeUpdate https://t.co/siMmHPmy4H
— iAndroid.eu (@iandroideu1) February 13, 2020
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gameartmechanix-blog · 8 years ago
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#StardewValley by #EricBarone @ConcernedApe "It Seemed Gardening Was Beyond Him"
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emmbe-officiel · 9 years ago
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Meilleurs voeux à tous pour cette nouvelle année! L'occasion de revenir sur la performance exceptionnelle d'un garçon qui aura sublimé l'année 2015 par son optimisme et sa persévérance.
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thantropy · 11 months ago
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Stardew Valley Resprites 7/9
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elmundotech · 3 years ago
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Stardew Valley surpasses 15 million copies sold worldwide
#StardewValley surpasses #15million copies sold worldwide - #EricBarone #ConcernedApe #videogames #elmundotech
The popular farming simulator game Stardew Valley has surpassed 15 million copies sold worldwide. An update on the Press page for the game’s website mentions the new milestone. “Since release, the game has sold over 15 million copies worldwide.” It’s another achievement for the game. It was in late January 2020 when game creator and developer Eric Barone announced the previous milestone of 10…
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