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Edengrall News

Friday Progress Report 239

New build soon, just a few more bugs to fix

The AI is being stubborn, we might have to disable their needs for a while so they focus on finishing all their tasks in time, they are neglecting the fields to relax in the library



There is also a crash in the cooking system we are trying to stomp (again). If everything goes well we will have the new build up today



Sage plant modeled and textured, now need to animate and make the xml. The new mint plant has been added to the game btw.

Friday Progress Report 238

Two weeks for release, we wanted to release a new demo version today, but we found more problems with the pathfinding, the default’s Unity system is really bad, so we replaced the whole thing, it seems to be working very well, before the pathing would break halfway through some parts of the city, now we can extend a path from one side of the map to the other.

The new pathing is taking roads in considerations, smoothing all the weird zig-zag they did before on the old system.



I am a bit late when it comes to new crops, I had to take 2 days off due to health issues, but I am fine now.

The mint plant is modeled, textured and animated, I just need to set up the xml, merge the animations with our scripts and do some finishing touches. You will be able to collect leaves during Vegetative, Budding and Flowering stages without killing the plant.



Most spice plants will be similar, letting you take leaves during several stages.

Friday Progress Report 237

We are polishing the release as much as we can, my brother is fixing as many bugs as I can find, Between testing bugfixes I have been planning more content, during the next following weeks I will be adding the following crops:

Mint, Sage, Basil, Stevia, Rosemary, Chilipepper, Bellpepper, Yam, Watermelon, Cantalope, Pumpkin, Spinach and Vanilla

I have to take some rust off and remember the proper steps to make the crops, but there should be a new crop or two added by next week.



The glitched AI that made the NPCs just stand still during the last demo should be fixed, it made a nice screenshot though (When I took this screenshot she was actually trying to sleep standing here in the middle of the field for some reason).

We implemented the NPC schedule system to limit the dynamic AI in certain situations at certain times, for example NPCs should all go to their houses at night now, Karen and the kids should be going to the school every weekday morning and eating is now limited to breakfast, noon and dinner times. Things should be less wacky now.

Friday Progress Report 236

We have decided to delay the launch until January 7 because there will be a Steam sale during the period we would launch. During sales and events the Steam front page will be filled with discounts and we would not gain the benefit of visibility new releases get, so we will move the launch to after the sale.

For you guys nothing will change, the free demo will be updated to the content we would be launching and the saves will be compatible between the demo and the early access release, so you will be able to play for free no problem.

This week we started promoting the game a bit, we made a few social media posts and are trying to create some interest before the release, but we haven’t really been successful so far.

On the development side we made the save patch system, so if future updates change the data structure of save files the game will update your saves automatically, this is crucial for future proofing the game since we will be adding a lot of new content in the following years.

We are now working on the NPC schedule system as a guidance for the NPCs until the AI is fully functional, so we can guarantee they will sleep during the night, eat at noon and stay on their shops during the day. Dynamic AI is a headache…

And we added NPC crop plots, right now they are just planting turnips, one day they will choose the crops based on season and demand, but right now monoculture it is!

Friday Progress Report 235

We are preparing the new Steam demo, there are a few critical glitches that need fixing, but later today or tomorrow a new Demo version should be up here, we still have plenty to do and improve, specially on the AI until the release date, but when it comes to new features there won’t be any from now to release.

we have managed to add the surrounding areas to Edengrall, but since they are incomplete and we had to disable their grass and other terrain features we decided to keep them locked behind the wall, the play area is the same as before, it might look smaller because you can now see terrain beyond it instead of just void.



If you are REALLY curious you can disable the wall in the Cheat menu, but don’t complain if things don’t work properly over there, if you get stuck or fall off the map there is another cheat to teleport you back to your room in the tavern. If you are going out we recommend using the speed cheats too since the total area is 1.5km x 1.5km now.