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Edengrall News

Friday Progress Report 325

My brother has reworked the spawner distribution, so it works much better around edges and looks more natural now.

The main reason this is taking so long is that the system is being optimized to load and unload quickly to allow for a large map on the exploration update, so the player won't have to experience frame drops while traveling when critters and folliage are spawned and despawed.

The city meshes are all done, both the visible parts and the collisions, now I am checking the UV mapping (almost all done) and then I will be making and applying new textures, now different buildings will have slightly different wall textures, so each building looks more unique.

Friday Progress Report 324



My brother is still experimenting with the cluster spawning trying to make the spawns look natural, but it is having problems on biome divisions with the clusters ending abruptly in the borders.



The city is closer to completion, the new INN and the shop district collisions are done, and I am finishing their UV maps, after the lighthouse I will only need to do the last checks and start making new textures.

This is pretty much it for this week, sorry for the lack of new content.

Friday Progress Report 323

My brother is reworking the terrain/biome system to support the new features we will need for the exploration update, specially the new spawn system, which should be a lot more precise and easy to control as it will keep track of populations and spawn them in more natural-looking clusters instead of thinly spread through the entire biome.

My rework of the town is nearing its end, the new meshes are done, the collisions are over 65% finished (the selected buildings in orange below are done)



As soon as I finish all the collisions I will just need to check all UV mapping and I will be able to finally start replacing the old city models with the new ones, and then I will work on making new textures, the whole thing is probably going to take a month.

Friday Progress Report 322

We are reviewing the roadmap again, here what our next updates will be about:

Exploration update: This hasn't changed much, but we are implementing something new, a new creature/forage spawn system that will track the amount of entities that have been spawned, and will spawn based on the season and the presence of other creatures, meaning the simulation of food chain populations. The exploration update also requires a review of the grass system to allow dynamic loading, so it will take at least 2 months.

City Remake update: I have been working on the city meshes for a while, and it is mostly done, But I do have to redo all UV mapping and make the new textures as well as the new collision models since many buildings changed. The new city will have plenty more gardens, lamp posts and a few buildings have been completely overhauled like the Museum.

Roguelite metaprogression and hardcore mode: This is new and will change drastically how the game works, when starting a new game the player will be able to choose either sandbox (game as it is right now) or hardcore where you start with a debt to pay weekly (amount rises every week), food will spoil, there will be death through suffocation, hunger and fall damage, failing to pay the debt or getting yourself killed will end the playthrough and award points based on your progress, these points can be spent give permanent bonuses on new hardcore playthroughs.

Friday Progress Report 321

I have finished redoing the base topology of the city buildings, except for the Dracari Temple and the new structures that will dot the areas around the canal and host little gardens to add more greenery to the bland parts of the town, the Lighthouse interior was completely redone, and now it has proper red stripes as all lighthouses should.
After finishing the topology I will still have to redo all UV mapping and remake the collision models.

Meanwhile my brother has been working on the cluster spawner for our new forage & critter spawn system, we aim to create a more realistic looking distribution of fauna & flora.
In this image you can see more of less how the cluster distribution will work, the white areas are where things can spawn, the script is very configurable and the size and spread of the clusters can be changed easily, so we can have different patterns for each type of forage.