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title: Gamedev In-Depth | How I Implement a New Feature | daily.dev
description: A detailed devlog showing the full process of implementing a tree feature in a custom-engine casual farming game called Homegrown. The developer walks through...
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# Gamedev In-Depth | How I Implement a New Feature

**[ThinMatrix](https://daily.dev/sources/thinmatrix)** · 19 min read · 0 upvotes · 0 comments

## Summary

A detailed devlog showing the full process of implementing a tree feature in a custom-engine casual farming game called Homegrown. The developer walks through planning in Trello, creating tree and axe components, adding log drops with different types, implementing visual effects (shaking via sine wave, falling animation with easing, particle effects), sound design, tree growth stages with sapling planting, and a leaf-raking mechanic that produces plant waste for the compost system. The video also covers tool upgrade systems that affect stats and visual icons, and closes with a project status update showing the game is nearing release.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=c18rZoi46kc>

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Tags: [#game-development](https://daily.dev/tags/game-development), [#blender](https://daily.dev/tags/blender)

[View this post on daily.dev](https://daily.dev/posts/gamedev-in-depth-how-i-implement-a-new-feature-qm4iibcah)

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