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Edengrall News

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.

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.