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Edengrall News

Friday Progress Report 229



we are finishing the responsibilities system, we now have hidden objects around the map (white cubes) indicating NPC job locations. The NPCs will move into these zones to do their jobs, each is configurated to a different job and one or more NPCs.



Making this is taking all of our development time, so there aren't any other features to show off right now, we expect to finish this in one or two weeks.



The map is now working, by pressing M you can see the general location of every NPC in real time, this will be useful for players trying to find certain NPCs.

Not much else to report right now, see you next week.

Friday Progress Report 228

Yukari and Catarina have been imported, clothes are configured, hair has physics, the prefabs are basically done, but the appendices are still lacking animations (ears and tails), I will be making them today, then I will only need to fill the personality and properties xml files to add them to the game with AI components.



The Dwarf was also missing a few more things to be done, I think he needed an animation for his eyes/glasses, most of his animations will be based on Adam’s since they have similar rigs, I have to check my notes about it.



My brother is still working on the AI, NPCs now seek interactable objects to satisfy their needs (Beds for sleep, chairs for eating, etc…) they can now play an animation while using the interactable. Next step is to populate the responsibilities (jobs and tasks) and make household inventories, we want to have a functional economy by release.

Friday Progress Report 227



Yukari model is done and I was mistaken about her profession, she will be the baker, not the owner of the café.

She will be available for marriage, she might look young, but she is an adult.



The NPC info screen is progressing, there is still plenty to fix and improve. Like removing the romance bar for children, finishing quest info (the Entity(722:1) thing), changing how the taste preferences are displayed (we just copy/pasted from another screen to test).

As I added the characters to the system I noticed Adam starts with zero relations with all characters, I will give a default value for friendship and respect for all characters on the start of the game, characters like Lucca will start for a decent amount of respect for Adam because his first impressions.



The map is a bit more glitched… These problems should all be fixed next week.

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.