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Edengrall News

Friday Progress Report 202

The game will now start on this charming screen instead of the placeholder we used before, the camera pans around the city and loops with the music, there are a few issues right now with LOD and grass not rendering in some areas, but we will fix it soon.

Speaking of fix we are hammering the building system bugs, and should be working properly in a week or two.

Next is the implementation of the menus, save/load, graphical settings, audio and controls, as soon as we finish these we will polish everything and release this demo, unfortunately we won’t make in time for the Steam festival in June, but we plan joining in October with a very polished demo.

Friday Progress Report 201

This is a simplified version for this demo, in the future we want to add grid selection instead of just list selection and add more controls for moving through the pieces (right now you have to open the menu every time you want to switch pieces)

You gain access to the building menu by selecting the hammer tool (have it in hand), then use TAB to open the menu, select the piece you want and you can place them at will (as long as you have resources)



There are filters for name, piece snap point (corner, border of center) and Building parts or Props (mostly garden/farm stuff), Since pieces are so easy to add (and mod in) we expect to have a ton of them in the future, so the filters are required.

There are a few problems right now specially with roof pieces and pieces that snap to corners, we want to solve those very soon and finish this demo.

We are also implementing a main menu, save menu (so you don’t have to use only quicksave/quickload) and a better quit menu with autosave, settings will probably only be on the early access release as many parts of it like all the graphical stuff and control remapping will take a while.

Friday Progress Report 200



Nearing the next and final demo before the early access, the building system has been improved further

-It has a rudimentary support system, pieces cannot be placed floating in the air, but right now they are not realistic and do not consider weight or structural support, this will be implemented later.

-There are now 26 pieces, mostly wooden house parts.

-You can place, delete and swap pieces.

-Drag to place multiple parts at once

TODO:

-Proper UI listing all pieces.

-Material cost for building.

-Be able to start a building grid without placing a farm plot (right now uses the same grid as the nearest farm plot).

We want to finish it by next week.

Friday Progress Report 199



Planks and Nails for walls, floors and other building parts

Sticks and thread for Trellis

Pipes and metal parts for Sprinkler

Clay for vases

This is just the first tier of crafting parts and there will be many types of wood and metal later on, but for the demo these will be enough



My brother is finishing the basic support algorithms of the building system, stuff like needing to build on the ground and chain pieces together not leaving them flying like last week, we are aiming to finishing this demo in about 2 weeks and then move to the early access release starting by updating the engine and our tools and working on AI and more characters.

Friday Progress Report 198

Good news, big buildings will be possible!

We have 21 buildable pieces so far, our system works on both free grid which follows the terrain (for fences, sprinklers and such) and fixed grid for buildings, which we are testing now. We will now work on the support system so that floating pieces will only exist in our stress test 🙂



Each building piece is an entry in a xml file, a blend file, a single material file and an entry in the localization file (name and description), so adding new pieces will be trivial for modders. I will now work on the building UI.