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Friday Progress Report 153

The crop system and "moddability"



For us making the game moddable is very important, we love mods and we do also make mods for games we really care about. And we want to make the work modders as easy as possible, in this post i want to explain some of the aspects of the Crop system and how we are making it easier to mod and also report the progress on the entire system.

All the content data of the game exist in xml files, which are very easy to mod. The crop system starts in the Plants.xml file where the most vital data of a plant resides.



Above you can see a bit of the Strawberry entry in the Plants.xml file, the most vital info is in the first lines between the variation tags, this links to the prefabs, one prefab for each crop plot size. Normal crop plots are M(medium) sized, while plant vases will be S(small), and large plots for trees and such are L(large) for each size a different prefab is used with different seed stack costs and a different amount of plants, for example: planting a turnip in a vase will cost a single seed stack and grow one turnip, growing turnips on a farm plot costs 4 stacks and produces 4 turnips for each farm crop.

We have little to no experience in modding with Unity prefabs and how make the game recognize and import modded prefabs properly, so until we study and implement it, modders will have to work with our existing models and animations.

Next in the file come the plant needs, nutrients consumed, water, soil PH and such, and beyond that comes the bulk of each plant entry: the Stages of growth.

Each plant has 7 stages, starting from Seedling and ending in Fully Ripe, each stage has its own temperature needs, animation, drops (harvestables) and many other details which allow our plants to have such unique properties like different harvestable parts in different stages, in the stages where the plant has harvestable parts you can see the link to Crop entries (in the case Crops.Strawberry) this links the Plants.xml with the Crops.xml.



Many plants like Potatoes release seeds which are ready for planting, but some like Tomato give fruit instead, right now the removal of seeds from fruit is not implemented, this will happen in the cooking screen, and will be part of the cooking system (ingredient preparation).



While crops that use prefabs are working right now the crops that use the grass system are not working yet because the connection between the Crop system and the Grass system is not finished, and grasses can only drop Hay for now, they do not drop items yet, so no harvests even on wild grasses for now.

The development is quite slow on the farming feature due to the complexity of integration between all the systems involved and making as much as possible in ECS (Unity's Entity Component System) which is quite hard to use, but extremely potent for optimization which is also a very important aspect for developing a game which will allow huge crop fields without dropping below 60 frames per second.

For the farming feature to be classified as complete we have to solve all those problems and make it easy to mod as the cooking system is right now, this is taking a bit longer than expected and I cannot give a definite answer one when it will be done, but i can promise that as soon as we finish this feature we will drop a new free demo here and on Steam so you can try it out too!

Oh and there is also the Steam workshop, we want to make use of this wonderful feature, but we have no experience with it, and it might not ready on the end of year release.

Friday Progress Report 152

I had to take 5 days off, so we didn’t make much progress this week, I am fine now, but unfortunately we won’t be able to release a demo at 5/5, we will do it as soon as we finish the farming system, but it may take more than two weeks, so no promises for now.

There isn’t much to report as we have been making UI elements and nothing is fully finished, my brother has finished most of the farming system features, but showing them on the screen (UI) is taking a while.

Sorry for another small update, we will have something to show next week.

Friday Progress Report 151

Quick Crop Report

All crops except Grapes are ready (just need making the seed and the crop entry in the xml file, its easy stuff)

UI Report

We started working on the new UI tooltips, the plant tooltip contains all relevant info about a plant, the universal tooltip will be context relevant and will give the most relevant information about anything in the world, be it a plant, a crop tile, a critter or whatever



Sketches:



Now for a more personal update, i haven’t been feeling well recently, i got shortness of breath and diarrhea, but no cough nor fever, might be nothing, but could be the kung flu, going to the doctor later today, everyone else here is feeling fine. Stay safe out there.

Friday Progress Report 150

Slopped Tiles edition

More progress this week! The new format for the crops xml is done, we are trying to make things intuitive for modders later on, working with both performance and moddability in mind sure makes things complicated.



Crop Status report:

Turnip, Carrot, Potato, Lettuce, Cabbage, Corn, Strawberry: All done (missing seed bag icons for now)
Tomato: same as turnip and others, but is currently glitched, we are trying to figure out why (its not related to the need for trellis)
Beet, Sugarbeet, Onion, Garlic and Soybeans: Model, Materials and Data mostly done, need Animations and finalizing the Prefabs
Cucumber & Greenbeans: Same as beet and the others, but will require a special shader for the growing animation, will also require trellis
Barley, Wheat, Rye and Oats: work as wild grasses, the grass system is still not integrated with the crop system yet.
Grapes: Put in low priority list



Crop System report:

Planting: done
Growing through the 7 stages: done
Watering, Nutrition and other soil aspects: working on it
Harvesting: will be done after the previous
UI: (tooltips, panels, etc…) i will work on those after i finish the crops

We want to release a new demo in about 3 weeks, but it might take longer to finish this system.

Friday Progress Report 149

[previewyoutube][/previewyoutube]

New crop system is evolving, the tiles now merge properly and we can grow crops again. We remade it to integrate the tiles with Unity's Entity Component System (ECS), We are trying to use ECS as much as possible because of how much it improves performance. The tiles also follow the terrain, so slopes won't block your tile fields.

Just finished the Greenbeans plant



Only 2 crops left: Soybeans and Grapes

Since there is quite a lot to make we might leave grapes for later, and maybe they won’t be in this demo, but if we have time we will add them in.

After i finish Soybeans model i will make all animations for the second batch of crops and all XML files that detail the properties of each plant, its needs and features.

Then i will work on the UI, the plant and the seed info panels. There is not much else to say this week.