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Edengrall News

Friday Progress Report 234

The shops have been reworked, now they have limited stock and flexible item pricing, the lower the stock the higher the price. Stocks stabilize weekly, which means every week they return to the default values.

Also the player can now sell any goods (except their the tools), so farming can be profitable without cooking, but make sure you don’t overflow the market, or the prices of your products will drop.



This is just stage 1 of the economy reform, we are still far away from a proper simulated economy as we just implemented supply, but not demand, in future updates the shop supplies will not stabilize automatically and will require action from the AI and the player.

The initial cutscene is almost done too.

The map extension has failed for now, the grass system cannot support multiple maps as it stands right now and need a proper dynamic load/unload system before we can add the surrounding areas to Edengrall.

Friday Progress Report 233

We have implemented stamina and hunger (satisfaction), you fill the satisfaction bar by eating nutritious food, and the satisfaction bar is automatically consumed to fill the stamina bar.



To make sure players don’t run out of stamina we are adding berry bushes for free Blueberries (they will eventually be crops, but right now they are forage only)



You can disable the flashing red bar in the options if it bothers you.

We are also adding a bug report function on the main menu, it allows to send a screenshot and logs to us easier and faster than ever!



The screenshot function doesn’t really like the grass shader for some reason. Press the button to add screenshots and click the screenshot to remove it.



I have finished scripting the starting cutscene and making the assets for it, it needs to be implemented now.



It will be just dialogue and still images, but will give the player some context and direction on the start of the game. There will also be a very quick guide after the flashback.

Friday Progress Report 232

Yesterday was 11/11, so we made a quick demoday build, it is VERY glitchy, but you can play with the buildable furniture if you want, the kitchen utensils are working, but the Bed does nothing for now.



Links at the devblog

We already found some problems and are working on it. The NPCs are walking around, but their needs and jobs are not properly calibrated yet, and interactions with objects are a bit buggy, specially the animations.

While my brother is fixing glitches I started making the intro scene.

Adam will start the game with the common unconscious on the beach trope for now, we are planning different starts later on, but for now this will be the default.

There will be a very short cutscene to help guide the players during a new game, but we won’t make a handholding tutorial.



We have a lot to work on this month, we expanded our work hours to catch up with the backlog.

Friday Progress Report 231



We are remaking the cooking utensils with the new art style for two reasons: First is to match the intended art style of the final game (drawn cartoony textures instead of realistic-looking materials), the second reason is a current limitation of our building system, each mesh must have a single material, so the previous Stove that had metal and wood materials now has a single material with everything on it, the problem is that this requires drawing all textures manually.



On release the available buildable furniture will be: Stove (Pan + Pot), Small Stove (Steamer), Oven, Grill, Sink (Raw Preparation), Fermenting Table, Vase (for small indoor crops) and a Bed (to sleep and speed up time), the new furniture are almost done code-wise, only thing needed is to allow them to be build on top of other building pieces, since right now they can only be placed on terrain, this and all the new textures should be done by next week.

We managed to speed up some coding stuff, but there is still a lot to do.

Our next focus will be allowing the player to sell any item to NPCs, instead of being forced to earn money through cooking quests.

Friday Progress Report 230

AI progress and Functional Furniture



We are implementing the NPC jobs, starting with agriculture, NPCs can plant, irrigate and harvest crops, most jobs on release will be on the simple side, things like opening a shop (stands behind the counter and waits for the player to come buy stuff), there will more advanced jobs later on, like setting up festivals.

My brother is also implementing functional furniture like cooking utensils and a Bed, with this the player will be able to build a house and have some functionality within.



There are only two months for release, and we are running out of time, most of what is missing is code, so I started to help my brother implementing small things, but we still a bit worried, we had to cut a lot of stuff from the December release, but everything will be implemented eventually, as we plan to continue developing for many years after release.