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Friday Progress Report 164

Shopping Edition

I made signs for every shop in the shopping district, the INN, Library and Clinic



The Tavern one you guys already knew, but the Clinic and the Library are new.



The Bathhouse is also getting signs, but just for male and female bath.

I also planned the layout of the shops, there are a total of 10 slots in the shopping building, starting from the top:



And here is the bottom floor:



Here more info on each shop, keep in mind none of those are implemented yet!

General Store (Cat Tails)

Owner: Catgirl*

Will contain most item variation, you buy most crop seeds here.

Smithy & Mechanic (Brass Bolts)

Owner: Dwarf*
Employee: Human Girl*

Here you buy and upgrade most tools, later on when we add some sort of automation (like sprinklers/pipes) this will also be the place to buy them.

Tailor (Tailor Made)

Owner: Bianca

When we have time to make more clothing for Adam this is where you will buy it.

Fishery (Hook, Line & Sinker)

Owner: Sharkgirl*

Fishing equipment and fresh fish here.

Capenter & Furniture (The Main Branch)

Owner: Mint

Furniture for the player house when we add the option to buy/build one.

Magic Shop (Arcanum)

Owner: Devilgirl

Magical items will take a long while to be actually used in game, this place will also sell alchemy stuff in the future.

Flower Shop (Groom & Bloom)

Owner: Mothgirl*
Employee: Anna

Flowers and flower seeds here.

Bakery (Bready Good)

Owner: Bunnygirl*
Employee: Yui

Delicious bread and some ingredients.

Cafe (Maid in Heaven)

Owner: Harpy*
Employee: Angelgirl*

Using special milk supplied by Momo’s ranch and special eggs this place makes the most expensive and exquisite meals.


Characters with * are not done yet.

The reserved slot will be for the player, you will be able to purchase that house and open a shop in there, but if the building is kept for sale for 2 years another NPC will buy it.

My brother is still working on grass, but at least he managed to fix one of the biggest problems the system had, when changing the terrain around grass, all the local grass would flicker and freeze the screen for a few frames, now everything is very smooth, no more flickering. He also made rectangular grass changers, which are elements used to change which kind of grass exist in an area (before there were only spherical ones)

So yeah… the Grass saga continues… we are not out of the boat yet…

Friday Progress Report 163

First building is the museum/library. The first level is the museum with 30 small pedestals, 10 large ones and one huge in the center, plus 16 displays, those will be filled by the player and the NPCs if the player slacks too much.


The library starts at the second floor and goes up to the forth, right now the bookshelves are all empty, but since they are instances of the same prefab we will be able to modify them all at once later on when we make a script to fill bookshelves with random books.


Third Floor, almost the same as the second, but it has the bridge connections with the INN and the clinic.


The final floor has Elly's room and the storage. Yes, she will live in the library, a true bookworm dream.


View from the second floor, the huge pedestal in the middle will have a dragon fossil.


Right now you can't interact with the furniture, but eventually you will be able to sit in the chairs, pick books and read them. We will probably add steam workshop support for modders to add books with ease or something like that.

My brother has been finishing... guess what?










Yes, grass.

But he says this week is the last one... for the third time, but well can't be helped we need it working.

Friday Progress Report 162

I made those models this week, feels good to make some new items, they still lack animations and functionality, I will make them into prefabs, so implemented functionality will apply to all existing copies, so i could start filling in the interiors with those now even without animations or functionality.



I made a sign for the INN, i will need to make one for every shop later, it will make easier for the player to know what is where.



My brother finally made some progress and switched from grass to UI. We are migrating our UI from XML Layout (Unity Asset) to UI Toolkit (Experimental Unity Feature), the Toolkit is much easier and faster to develop, it is also incredibly good performance-wise, right now we have the Main UI made in the Toolkit, but everything else still uses the old system.

After some testing we confirmed the new system is great for nesting dynamic tooltips, which is a feature we need for our tooltips since they are so big, with this the player will be able to close parts of the tooltip he doesn’t need and mouseover item references inside the tooltips to open that item tooltip.

The only problem right now is that translating text in the new tooltip requires workarounds, since UI Toolkit is a new experimental feature it is not complete, so we will either have to wait a bit for the feature or use one of the not-so-elegant workarounds.

For next week I will either make more furniture, add functionality to the ones already made or start remaking the UI in the new system, my brother will be back to trying fixing the grass. (argh!)

Friday Progress Report 161

Since my brother is still stuck fixing the new grass we won’t be testing the new UI yet. So I started making more assets, the town does need furniture after all, all the interiors are empty right now.



We are going to use a similar system to the crops for the object animations, this limits each object to a single animation, but greatly improves performance, we can however split a single cabinet into cabinet object and drawers objects and each drawer has its animation for example, so this limitation won’t affect furniture.

I also wanted to make chests with some improved seeds for players to find next demo, there are plenty areas to hide them in the current map.

Friday Progress Report 160

I spent the week making descriptions, reviewing ingredient xmls, removing obsolete parts, merging unnecessary entries and so. My brother spent the whole week trying to fix a gamebreaking glitch with the grass, seems like it may take longer to get it done, he managed to optimize the system by over 35% though.

We are also restructuring the way ingredients and seeds intersect, crops like wheat that are both ingredient and seed will have information for both on their tooltip, this will require UI reforms to allow interacting with the tooltip, closing sections you don't want to see, and maybe implement nesting tooltips, where a tooltip can link to other ones, we will start working on it as soon as we finish the boring work.