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Edengrall News

Friday Progress Report 188

To make sure more players can check out the game with lower spec computers we are making new configurations in the grass shader, we will have a low grass mode, a very low grass mode and a no-wild grass mode for those willing to sacrifice all wild grass for extra FPS



(No change in FPS on my pc, but you will notice a difference if you are on low specs)

The LOD also groups up grass far away into large billboards, this saves up a lot more of performance. the lower density grasses still have some problems

I have made icons for 13 new plant traits, 3 more to go, and then… the new feature coming to plants… diseases!



Diseases will start to trigger when a plant buffer is consumed past 50%, so if you take good care of your plants they never get diseases.

At 50% buffer (yellow border icon) there will be a tiny chance of triggering a disease up to 10% per hour when the buffer is fully consumed (red border icon) . This is for any buffer, be it water, nutrient or temperature. Resilience will also have a big role in stopping diseases, right now it only increases the buffers a bit.

Diseases will occupy trait slots, and will consume existing traits if there is not more space (the new cap will be 9 traits), so make sure you keep your plants in top condition! It is easy now, but when temperature starts influencing plants this will become much harder, the player will have more tools later on, so we will make sure everything is balanced out.

Friday Progress Report 187

For those who missed it, the demo has been released, you can get it here

This demo has the cooking and farming system working, but nothing to do with finished dishes, we are going to implement food orders from the girls and selling them food, this will be the first form of interaction the player will have with them.

We are now working on an improved version with a simple game loop, the improved version will go up here on Steam, look forward to it!

Farm -> Cook -> Sell dishes to the girls -> Buy seeds and ingredients to repeat

We also want to add a few more improvements for the Farming system: Sprinklers (will be expensive as they won’t consume water nor need pipes at this time), Fertilizers, Trait modifying chemicals and the new Trait expansion, changing the Trait UI, increasing the max number of Traits in the plants from 4 to 9 and adding new Traits.

I just finished making icons for the current Traits, will now start working on the Trait UI while my brother is still working on a few more bugs we found in the demo.

Friday Progress Report 186

Merry Christmas!

Demo almost done guys! we only have a few more days, release will be between the 27th and the 30th, We are keeping an emergency build that we can release any time, but it has a few little problems so just wait a bit for the improved build!



This demo we are finishing right now is still missing some important features, so we will only make it available at our devblog, we will prepare another demo and release here on Steam together with the new trailer sometime in February.

Friday Progress Report 185



Hammer implemented, it is used to destroy trellis and tiles.

We are also adding the animations to watering can and sickle to finish the tools, I also added short descriptions.

Crops are now stable after saving and loading, big fields are working (speed up footage of crops growing below)

[previewyoutube][/previewyoutube]

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Trellis crops are also working, the vines use a different animation system and are quite efficient (most of the mesh does not move, what changes are only the textures)

[previewyoutube][/previewyoutube]

Only a few more bugfixes and improvements required for the demo release!

Friday Progress Report 184

We spent the week doing more extensive testing to the save/load system, the last thing we want is to see complains about corrupted saves, as those are almost impossible to fix after they break.

We found many problems, but already fixed them (had to redo my current test field several times due to corrupted saves though), it should be working fine now, but I will keep testing further.



Current test field, a larger field for small crops, 4 fields for grassy crops and 3 rows of trellis crops



Keep in mind, those fields are not fixed, the player will be able to make as many fields as they want, this land will be empty in the demo



I will finish some more tests and use those fields for the demo and maybe make some timelapse vids of the crops growing