1. Edengrall
  2. News

Edengrall News

Friday Progress Report 226

2 months to go…

We are finishing up both the Map and the Character Info windows, they both require calibrating some xmls and adding some more character info as well as a bit more of implementation.

I have finished the map icons for the characters that are mostly done.



The newest additions still need more work on, specially Yukari as I haven’t finished her clothes yet.

On the AI side of the things the implementations of needs and responsibilities are mostly done, we will now need to put them in xml so they can be easily accessed and modded later, we also need to make a lot of tests on the system as we barely had time to see it working during gameplay (mostly debug tests for now).



This is the mockup for the character info window, we have filters on the top left to order characters by highest or lowest friendship and the same for respect and love. Keep in mind some characters are not eligible for marriage so they will never gain Love.

Edengrall Favor is your general standing in the town, this will decay over time, decaying faster if you haven’t gained any favor recently, keeping the favor as high as possible will have several rewards, like increasing the passive respect gain all citizens have towards you, offers to help you with tasks and more friendly disposition to you overall.

On the left side will be the characters, the big square is a space for the portrait, then there are the 3 bars, friendship, respect and love, with bars and percentage, the speech balloon icon is to notify the player if he spoken with that character today, the exclamation mark is for when the npc has a task for you.

Selecting a character slot in the left shows more details in the right panel, it shows what the npc is doing, how it is feeling and where it is, if there are available tasks you can also see them here, so there is no need to waste time going all the way to the npc and speak to it to see the quests. This section also shows the npc tastes preferences in case you want to cook something for them.

Friday Progress Report 225

Yukari textures and hair, ears and tail rigging done.

She will be the owner of the Café in the shopping district, she is an excellent cook, rivaling Reiko, but when it comes to competitions she panics hard and ends up making coal instead.



I would be finishing the clothes next, but we decided to focus on finishing the UI as soon as possible so maybe we can have them on the demo for the next Steam festival.



This will be the dialog box, next will be the character relation window, showing the details of the player relationships with every character.

My brother spent the week going back and forth between the pathfinding and the responsibilities systems, not much progress since there were many bugs to fix.

Friday Progress Report 224



I have finished working on zones and regions, all the city rooms now have ownership assigned (default is “City of Edengrall” if there is no direct owner), the player will start owning a room in the Tavern, and will be able to live there for free in the first month.

I also finished the graph that links every room to each other for pathfinding purposes and all navmeshes are also done.

There are two characters I want to finish before release, Yukari (Bunnygirl) the owner of the Café and Lumina (Mothgirl) the owner of the flower/seeds shop, I will prioritize shopkeepers before other characters so the player will have more people to buy/sell to.

My brother is making progress on the AI, this week he spent making sure the progress of tasks and the current NPC objects are properly saved and loaded, and now he is working on the responsibility system, it will work together with the needs system to give characters tasks and objectives on their daily life.

Responsibilities are tasks and jobs, these can be shared between characters, running a shop is a responsibility, which can have more than one character assigned to, if one character is unavailable the other can do the tasks linked to that responsibility.

Needs are personal and take the highest priority, things like eating and sleeping.

I will try to finish Yukari in two weeks and Lumina in the next two, the deadline is very close now and we need a test build soon.

Friday Progress Report 223

Remaking the navmeshes manually has allowed us to create preferential pathing, our navmeshes now have differential weights on the roads and paths making NPC pathing algorithms to prefer them.



The full navmesh is not done yet, as the navmesh pieces from the buildings are not fully integrated with the terrain navmeshes yet, but it should be done this week. The region/room system has also been improved to work on the new navmesh and this should solve our problems with pathfinding algorithms giving up on long travels by splitting the journey into several smaller pieces.

On the npc interaction front my brother enabled the old npc interaction system he had started, and is now improving it to be good enough for launch, it needs an UI overhaul, which I will work on after I finish the navmesh.

Friday Progress Report 222

After wasting the last two weeks trying several auto-generated navmeshes and their pathing algorithms we couldn't find a single one that worked, the worst one being Unity's own, but I can't really blame the tool, as we found out navmeshes are not supposed to be used on such huge maps like ours.

Luckily my brother found a solution, following the saying "want something done right? Do it yourself!" That is right... the only way to get the pathfinding done is to manually make all the navmeshes ourselves... this means the work falls down to me, but well at least it worked on our tests, so this problem should finally be fixed.

I will also have to rework the room connections and configurations later since we decided to stop using that system until the pathfinding started working properly.

I took the region map and split in smaller meshes, working with several small navmeshes seems to do the trick



I also split the road into another mesh, so we can add a preferential path for the NPCs to walk on.

Unfortunately we didn`t get much done this week, asides from the pathfinding complications we both got the big-coof-that-should-not-be-named and it knocked us both down for a whole day, we have been good enough to work since then, but with blocked/runny noses and slight headaches, should take about 3 more days to fully recover at this rate.

Next week I will be doing the navmeshes for the buildings, since it has to be done manually...