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Friday Progress Report 329



The town remodeling is finally done, the meshes have been fixed, collisions redone and all UV maps remade, I managed to optimize it reduzing the number of triangles by about 25% despite there being more stuff.



The biggest overhaul was on the library interior, it now has built in terrariums and aquariums as well as a basement, the circular stairs were also remade and there is more space to read the map in the wall that shows the planned content.



The tavern now has a balcony in the same floor as the custom player's room so you can jump of it into the roof of the shop area to reach Catarina's and the other shops faster.



I also added more shortcuts and paths like stairs behind the clinic to get up the wall.
Now I have to create the fbx file and transfer it to Unity (yuck) where I will need to create the new materials using the textures I made (mostly by modifying other textures), replace the whole city mesh, reapply the scripts, reposition furniture, check collision, redo the navmesh, etc... There is still plenty to do before the new city is playable.



My brother made progress on the bamboo, they can now grow, being harvestable as edibles while in the shoot form and harvestable as wood (placeholder) when it becomes an adult plant.

V0.61.0.0

Changes:
Multiple performance improvements and underlaying changes to existing systems in preparation for a new feature

Bugfixes:
A severe issue with tiling and planting
Fixed an issue when saving and loading with a fishing pole in hand
Fixed an issue with tooltips

Technical:
Update the underlaying ECS to 0.51

Friday Progress Report 328

I began applying the new wood and stone textures and correcting even more UV errors, and now most of the town is done, I just need to make some new interior textures like walls with baseboard instead of just flat walls, I will probably finish this week, then will begin the proccess of reimporting the entire town to the main scene and testing the new collisions.



On more exciting news, the new spawn system finally spawns something! My brother is using the bamboo for testing, and the bamboos are already being remade into interactable forageables, bamboo wil always spawn as edible shoots, and will grow into adult plants over time, the adult bamboo will now be harvestable into soft wood (placeholder until we make bamboo building parts), shoots will only grow on spring, so if you harvest too much the area will be empty until next spring. Right now they are missing collision, so my brother is working on it.

Friday Progress Report 327

Now that I have settled on the stone wall texture I have started making variations to add details, like the castellations, the old version also had details in the castellation texture, but it was very hard to see.

We will also replace the old ugly trees for a more stylized and cute type from the Unity store (Dreamscape Nature: Meadows), it is more resource intensive than the old tree models, so we will only replace the tress in the playable area for now, the large forest will remain the same for now.

We will also replace the bushes and the large fey trees.

The spawner graph now works vertically too, allowing us to spawn things inside the caves and on the cliffs, so expect the caves to be a lot less empty in the exploration release.

Friday Progress Report 326

I tried crafting my own textures, but they didn't look good to use on the large city walls (making good height/normal/occlusion maps is a pain), so I am trying materials from the Asset store, also instead of using a single flat texture I am mixing them up, the walls now use 3 textures splitting by the water level.


(the castellations and the floor are still textureless in this screenshot)

I want to add a lore more detail by switching up textures through the city and make it less flat.



While I try out some texture combinations my brother has been finishing the forage/creature spawner graph, now all points that can spawn critters or forage will exist in a graph that will be pre-generated instead of generating/randomizing during gameplay, speeding up loading times.



Again it has been a slow week, sorry for the lack of updates.