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Edengrall News

Friday Progress Report 330

The new city materials are almost all done, I had to go back to the .blend file and correct a lot of minor mistakes as i was adding and checking the materials, I also had a lot of trouble with the Height and Normal maps, but they look fine now.



In this screenshot you can see the new gardens and the new entrance to the Library

On the new forage system my brother managed to greatly improve the optimization, the forage now has a custom shader similar to the grass, making it much faster than the default Unity shader, he implemented LoD (you can see the LoD models in the back slowly gain more detail as the player approach)



He also properly finished the growth part of the code, now each plant grows individually and their age is properly tracked



All of it is being made to be compatible with any other forageable plant, so as soon as he finishes the forage system we can have cat tails, violets and dandelions using the same system

V0.61.1.0

Bugfixes:
Confirmation boxes no longer can spawn offscreen, now it always consistently appears on the center of the screen on all resolutions

Changes:
Changed the talk scene text box width to match every single other game in the market

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.