1. Edengrall
  2. News

Edengrall News

Friday Progress Report 192

My brother wanted to release a new demo to showcase the quest system, so we made a new quick release, you can get it at out devblog, since it is a small feature release we won't be uploading this one here on Steam, the Steam demo will also have the new trait and building systems.

We are now finalizing the new trait system, my brother made a big improvement to the old system and now traits can have multiple effects! So I can create new traits with a lot more effects like modifying the duration of plant stages AND boost the plant resilience! He is also finishing the diseases and then we will implement the new potions to help the player manage traits and heal diseases, also fertilizers.

And in preparation for the new building system I made a new tool, the building hammer (old Hammer was renamed Maul)

Friday Progress Report 191

Trait expansion implemented



Plants can now have 9 inheritable traits, most of the new effects are not implemented yet, we are working on it now, but soon plants will have a lot more variation and possible improvements.

Unfortunately my brother decided to implement it on the old UI because its faster this way… right now at least, and of course this will be a problem for the future, but for this demo its done. Note that the nested tooltips do not work on the seed tooltip, only on the Plant info screen.



Also because of the old UI limitations mousing over the traits only give the description, which is decent enough for now.

We will also be working on items to give the plants traits like Stability which locks the other traits so you can keep your ideal seeds and avoid mutation. My brother also wants to implement more stuff you can build, like fences, roads and maybe a small house, we had those planned for much later, but we will probably switch around some priorities and get it done soon.

Friday Progress Report 190

The request system is done, each girl has a list of her favorite foods which she may request in specific amounts, with or without a specific main ingredient, and the taste targets of the dish are adjusted towards the tastes preferences of the girl, so, a 10/10 pizza for Sasha might not be as good for Mint, so make sure you check the taste targets before cooking.



There was more progress on the trailer, we had a problem animating the materials, but it is fixed now (the way we create the meshes of the girls doesn’t really allow direct modification of the materials or the mesh itself externally, so we made a workaround for the trailer scene only.

We started working on the new trait system now, increasing the amount of plant traits from 4 to 9, adding many new traits and adding more information with a new trait tooltip, due to limitations of the current seed tooltip this new trait tooltip will only appear when mousing over traits in the plant panel since it already uses the new system, so until we redo the entire UI to use the new system players will only be able to inspect traits using the plant panel (pressing E on a plant) and not on the seed tooltip.

Friday Progress Report 189

We are working on a basic version of the quest system we want to implement in the future, this version for the demo will only cover dish requests and will not be based on current needs (the girls will always request food in the demo, not only when hungry), each girl has unique recipe requests and taste preferences (not implemented yet in the screenshot below)



Each request will cover one recipe and can also come with an ingredient requirement, the ingredient has to be a main ingredient, you cannot simply add 1 gram of it and be done.

This will be how the player earn money in the next demo, no more government checks every day!

After this we will work on the new trait system (the xmls and icons are done, just need to implement the changes and new effects)

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.