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Friday Progress Report 358

The fairy follows the player and has a few emotes now.


We want the fairy to be a bridge of interactions between the player and the world, she will interact with critters, fish, plants, help you with tasks, and be cute the whole time.

She gets distracted often, and if the player moves she will try to catch up



And if you are wondering if she has collision, the answer is yes



She will also grant you the multi-jump magic by default, later on you will be able to choose which movement magic the Fairy grants you.

Next week we will make the event where you acquire your first fairy, it will be simple, just talk to Tiana, it will start a cutscene and you will get to customize and name the Fairy.

We want to release the first part of the Fairy update in two weeks, you will get a single fairy, the rockstep movement magic and wallrunning. During the following weeks we will keep adding small updates with more Fairy emotes and interactions.
After we are satisfied with what a single fairy can do we will work on the part 2 of the fairy update: you will be able to acquire Fairy 2 and 3, and choose from other movement spells, this update will also come with Fairy stats, maybe we will add traits, fairy skills and personalities.
The part 3 will be the final and larger part of the update, it will increase the amount of fairies you can have from to 3 to inifinite, you will be able to raise a whole colony of them, give them jobs and even breed them (don't worry it will be SFW, they just magically pop an egg after holding hands for a while).

Friday Progress Report 357

We have finished the system to sync animations on both face and body, as well as hair "equipping" and physics.



We are still working on the hair physics configurations as each hair part needs different values for the tension and inertia for each bone. Also my brother is finishing up configurable particle generators to be called mid animation, so we can add cute particles too.



We are close to having the default faerie ingame now, by next friday we should have it following the player, doing cute animations and emoting. Then we will make the cutomization screen so you can build your Faerie and the intro cutscene where you get her.

This should be done before the end of the month we expect to release Faerie Update part 1 by April 26, we will release an update with the single faerie, then we will start working on the larger faerie colony system with several faeries.

Friday Progress Report 356

Wings, Face and Body animations are working independently on the Faerie body, but we made it so they will be syncronizable through scripts, so we can have idle loops with different durations and have everything sync when needed.



Making custom animations is a pain, for some reason the feet IK refuse to play as the animation was modeled in the editor, so sometimes look slightly different than they should... and other times they just work as intended somehow, animating is so stressful...

There was no progress on movement this week because we are both focused on getting the base Faerie done, soon we will have a cute little faerie following the protagonist ingame, maybe in a week or two.

Then comes the interactions with the Faerie, stuff like Headpats, feeding, ordering her to harvest something, as well as the faerie reacting when you do something or when it spots a shimmering critter or a rare fish, and so on.

Friday Progress Report 355



Good news, the Faerie model is done and the facerig works! We can control the eyes and make smooth facial animations instead of just swapping textures like the current NPC faces, in the future I will upgrade the NPC models so they all can have this level of facial animation.



I am now making several animations for the Faeries, so they have a large variation of reactions and idle animations for different situations, Faeries will not only have personalities, but also moods, they can get angry at you and pout or be excited and dance if you give them something delicious to eat.



My brother took a break from working on movement to make the Faerie eye control script, but before he switched focus he did manage to fix several bugs on the wall running and made it so now you conserve momentum when wall running.

Friday Progress Report 354

New Faerie model done, also wallrunning



The faeries are finally taking form, I have finished the model and made some basic textures for testing, as soon as we get the facerig working we will proceed to making animations.
We currently have only one face, but later each personality will have a different face shape.



The hair is fragmented so we can make many different combinations. there are currently 12 back parts, 13 front parts, 4 ahoges and 5 extra parts (twintails/buns)

At first there will be a single faerie, we want to make sure her animations and reactions are perfect before letting the player having more of them.

We also added a non-magical new movement option: wall grab + wall running, it synergizes greatly with Rockstep as the lv2 and lv3 of rockstep allow you to regain charges while touching the wall.



We still need to polish it, as the trasitions between waterwalk, rockstepping and wallrunning as janky right now.

After that we will add Blastdash.