1. Edengrall
  2. News

Edengrall News

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.

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.