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Edengrall News

Friday Progress Report 214

We have switched our saving system from SQL to binary, speeding up the saving process and removing the required SQL DLLs which were causing problems for some users, the only drawback is no easy save editors, but we might release a custom save editor in the far future or add SQL saving as an optional official mod.

Catarina model is done, we won’t add her to the game yet, we are focusing on getting the demo uploaded on Steam, so no more features nor extra content, only fixes now.



She will be the general store shopkeeper and a bachelorette, she is quite older than she looks, she is a good friend of Reiko and they like to drink together.

Now that Cat’s model is done i turned my focus to Edengrall, a few meshes and materials need fixing. I will also optimize the town models a bit to improve FPS and make a big modification to the town center to create a teleport HUB, which will be important in the future as the map is expanded



My brother is still working on the demo fixes, and we will need to test the new saving system a lot more, so it will only be on Steam by the end of this month.

Friday Progress Report 213

The final demo has been released

We need help to test it so we can upload a more stable version here on Steam later next week.

Many bugs have been fixed, but we want to be sure everything is properly polished.

We are already behind the schedule, we will be going back to development as soon as this demo is polished and uploaded.

Friday Progress Report 212

Final bugfixes, release this week

Right now the final issues being fixed are:

-Collision problems with trellis

-Some crops are not working (mostly soy)

-Maul not working properly for destroying some buildings

And some other minor problems, this might take about two days to fix, we will upload the demo as soon as these are solved, then we will try to gather some more feedback and check for more bugs before uploading the new demo on Steam



And we have implemented seed stack merging, before stacks of seeds with different traits were unstackable, now we made a system that merges the stacks, averages quality and merges traits, the system is not random, trait merging follow the following rules:

First we check for trait level, the highest level wins

If both have the same level we check for chance of spawning, the most common trait (highest chance of spawning) wins

If both have the same chance of spawning we check for chance of mutating, the most stable (lowest chance of mutation) wins

If both have the same chance of mutating we use trait ID as tie breaker

There is no randomness involved.

When the demo is done it will first be available at our devblog, we will polish it a bit more before uploading here on Steam.

Friday Progress Report 211

New demo is almost done, unfortunately we found more bugs than we fixed this week, so we might need a bit more time.



Crop alerts now show as icons, these icons use ECS and burst compiling, so their impact on performance is basically zero, we will be using this system for more stuff in the future.

While testing these I found a watering based glitch that causes crops tiles to stay irrigated permanently, we are working on it.



This is the new start screen, now it is actually looking like a game!

And finally went back to working on Catarina, finished her dress, ears and added tail



My brother’s computer is still being repaired (seems like several components were damaged, not just the videocard), but he is managing to work on the old laptop.

Friday Progress Report 210

Bug hunting and Polishing

We are still not back at 100%, but things are better.

We finished implementing all features we want for the demo, and now we want to polish the demo and make sure it works before releasing it.

Our latest feature is tooltip formatting, instead of hardcoding the tooltips we made the system more flexible to allow more complex adaptive tooltips, modders will have easy access to this too.



The current formatting options are:

$P$0$P$ => math.abs((float)value0).ToString());  This forces a positive value
$N$0$N$ => (-math.abs((float)value0)).ToString());  This forces a negative value
$1M%$0$1M%$ => ((float)value0 - 1).ToString("####%"));  This will transform a decimal value into a percentage after applying -1 to the value (1.5 => 0.5 => 50%)
$FFormat 0F$0$FF$ => String.Format("Format 0", value0); This option is for advanced formatting, it calls the C# format function and gives the modder a powerful tool.
$F%Format 0F$0$FF$ => String.Format("Format 0", value0-1); Same as above, but applies -1 to the value beforehand, good for percentages.

But unless you intend to mod the game this information is not really important.



We found plenty bugs to fix, but we think the demo will still be done this month.