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Friday Progress Report 148

I Reworked the Tomato model to work on the new more professional pyramid trellis instead of a single stick, this will be the trellis used for all medium sized crops (1 crop tile size)


I also made an arch trellis for large crops like Grapes, The player will be able to walk under it.


I have almost finished the Cucumber, we are going to use a special shader to animate it instead of making the model move itself to keep it as simple as possible, i will reuse some of it for the Greenbeans since i will use the pole variant instead of the bush one. After that i will only need to make the Soybeans and Grape (large trellis) and all plant models will be done.

My brother is finishing the new crop mesh system, should be done soon, here a screenshot of the tiles merging together

The tiles adapt to terrain and the player can cover most slopes and hills.

We want to release a new demo with the farming system next month.

Friday Progress Report 147

Turnip, Potato, Carrot, Wheat, Barley, Rye, Oats, Clover, Cabbage, Lettuce, Corn, Tomato, Strawberry are mostly done, animations, data (planned) , drops (some crops have multiple harvestable parts), i just need to finish the .xml for each crop that will control all the crop data, i will do all crops at once, so this will be done after the new ones.

And the 8 last crops were choosen:

Soybeans: 3 harvestables: Sprouts, Edamame and Soybeans, jokes aside soy is a very versatile plant, and required to make Tofu, Soy Sauce and Miso.
Greenbeans: 2 harvestables: Sprouts and Beans
Beets: 2 harvestables: Beet Greens and Beet Root
Sugarbeet: Sugarbeet is one of the two crops that can be used to make Sugar (Sugarcane is the other, not implemented yet)
Cucumber: Generic summer crop, need trellis
Grapes: the crop that requires the most investment right now, need large trellis and 60 days to grow
Onion: Very quick to raise, very versatile
Garlic: Very useful spice

The data for those has been researched and planned already, I am now making the models.

The final game will have more than 100 crops, but right now we have to focus on those 20.

I also started planning the UI, this is what i have in mind for the crop tooltip (shows when you mouseover on crops)

My brother is finishing the new crop tile system, the tiles adapt to the terrain, allowing the creation of large fields over hills and non-flat land, we don’t have anything pretty to show right now since we are using placeholders for now.

Friday Progress Report 146

Nothing much to report this time, we had to prepare for the current situation, but all is fine for now, we got supplies and no one is sick here yet, luckily the quarantine won’t affect the game development since we already worked from home before.

Now about the game: making the animations is taking a while longer than expected, and Unity is being very annoying with the crashes and the Collab system corrupting the project now and then. I hope a more stable version is released soon… Expect actually decent progress by next week.

Stay safe and don’t do anything stupid, i want you guys to be here when our game is released.

Friday Progress Report 145

Friday 13th Edition!

Crop status report:

Wheat, Barley, Rye, Oats and Clover: Integrated with the Grass system (Model and Animation done) and Data done. (Clover is not really a crop, it is used as pasture and soil recovery, better than Fallowing)

Potato: Model, Animations and Data done.

Turnip: Model and Data done.

Carrot: Model and Data done.

Corn: Model and Data half done.

Tomato: Model and Data half done.

Strawberry: Model and Data half done.

Lettuce: Model and Data half done.

Cabbage: Model being worked on right now and Data half done.

That makes 12 crops so far, they are almost done, most of them need the animations and a few need some more data (mostly the ideal temperatures for it to grow, i gotta research those), i will finish the Cabbage model today.

Here some of the model remakes:



Bolting Lettuce (flowering stage)



Tomato Plant (using trellis support)

My brother is finishing the optimizations, we are reaching 30000 plants on the screen at 60 FPS!

We expect to finish at least those 12 crops all the way from seeding to harvesting this month.

Friday Progress Report 144

The farm system reform continues, we are focusing on optimization, so far we managed to increase the number of crops on the screen needed to drop FPS below 60 (on our laptops) from about 200 crops to 3500! And the process is not done yet, my brother is still optimizing the crop system, and we estimate that we will be able to have between 5000 and 10000 crops on the screen without dropping FPS.

This will allow huge lag-free farms, the players will have more land to farm than they can be bothered to fill, i can’t wait to see the huge plantations our players will create.


Also turnip flowers are quite pretty

But this has increased a lot the required work to create each crop, so don’t expect more than 20 at early access release, while we plan to have more than a hundred different crops and plants in the end this is will take several years of updates to reach. Also the trees will require even more work, and we might not have them working by early access.