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Friday Progress Report 165

Finishing the upper shopping district

I made many assets and placed most of them already, the top floors of each shop are the owner’s rooms, and these are done.

The tables will be shared between the cafe and the bakery as friendly rivals do



Bakery top floor: Bunnygirl(TODO) and Yui’s room



Cafe top floor: Harpy(TODO) and Angel(TODO) room



Flower shop top floor: Mothgirl(TODO) room



I also finished the bakery basic structure and most of the assets



This also made me notice how empty are those walls, i don’t remember what i was going to do with them, but i think i will reform this part adding balconies to the room floors, also add the wide window to the cafe.



I will be finishing the Cafe and Flower shop this weekedn, and probably most of the bottom floor shops by next friday.

About my brother and the grass system reform: it is 95% done, he only needs to fix cutting grass that broke recently and the grass crop harvesting. I asked him to explain the issue:

“If I were to explain why the development is taking so long, I’d go with a fear of technical debt. I only recently noticed I spend a lot of time doubting and re-thinking my current solution.
This is specially true for the new grass system, which separates wild grass (grown naturally) from crop grass (planted by the player), they are extremely similar, and share 90% of the code, but their differences still stop me from simply solving it with sub classes. I probably could manage to move 50% of the shared code to a super class, or restructure a whole lot of which class does what to move even more, but the effort seem hardly worth the time unless somehow a third type of grass become needed (thinking of bamboos right now). These refactorings could take place after we actually have a game.
Thinking back on the old grass system, I had even forgotten how it actually took almost half a year, maybe more to be done, since I started to work on it little after Breath of the Wild(2017) had released. Even if I now know how to make one that will work nice, it takes a while to code it all and test, especially when issues like reloading a save mid grass generation started to invalidate tiles in the middle of their generation and have some NativeArrays be lost to time without being deallocated. These little unforseen bugs keep taking my time.
Either way, I am on the final steps of making the crop grass being renderable (as it is already being generated), so it should be ready SOON™”