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Friday Progress Report 172

32/40 new animations converted, I should be able to finish all of these soon.



This is an example of the problem, the rigs have different proportions, so this happens. After finishing these animations I will make the original ones I still need.

My brother is finishing the Plant Traits, it is getting done much quicker than expected, something that never happened before!!!

Here how it works, first we planted a carrot without any traits.



Once we got the seeds some of them gained traits, we will plant these that have Extra Ka Production.



The new plant has the trait now, it generates more Ka Nutrient (consuming more Nu as drawback)



Seeds from this plant will inherit this trait unless it lose a level or mutate into something else.

There is space for 4 traits for each plant.



All traits are defined in xml files, easily moddable.

1. Trait ID
2. Display Name
3. Trait Description
4. Type of trait, this defines which property of the plant will be affected
5. How is the value be altered, multiplicative or additive
6. Base amount to modify the attribute
7. Level dependent amount to modify the attribute (traits can level up)
8. This tag allows the trait to affect grass crops
9. This tag allows the trait to affect common crops
10. Nu Nutrient daily consumption of the plant increase or decrease
11. Ka Nutrient daily consumption of the plant increase or decrease
12. Pi Nutrient daily consumption of the plant increase or decrease
13. Chance the trait will appear on a seed (if a trait slot is available and the plant is valid)
14. Chance of the trait to level up on the next seed harvest
15. Chance of the trait to go down (reaching level 0 means the trait is removed)
16. Chance of the trait mutating on next seed harvest, requires the next field to be fillled
17. Which trait can this trait mutate into (ID).
18. Which trait counters this (inverse traits), if the inverse trait is present this trait cannot exist in the plant.

Right now we only have a few trait types, implementing more of these will allow more possible traits.

Friday Progress Report 171

The character tooltip is finished until we add AI, when we do it the tooltip will have more info.



The icon is the corner shows the current mood, right now all girls are locked in "happy" mood, there are several happy icons since they change based on personality type, as you can see above Sasha's happy mood has the "energetic happy" variant.



Reiko is the more serious type, her icon is the default (neutral happy)



Yui is quiet and easygoing, her icon is the "calm happy", I want to add variations of each mood icon (sad, angry, etc...). None of the icons are hard coded to each character, they are applied to each character based on their personality.



We started setting up the personality properties of each girl, the AI system will use these to give them different reactions to each situation. But right now these are just used to choose the mood icon.

My brother is implementing plant Traits now, this is the final big feature needed to finish the agriculture system.

I bought an animation pack and started modifying the animations to fit better our models, since they were made for characters with slightly different proportions, most of them are fine, but some will need a lot of work.

Friday Progress Report 170

I found a way to optimize all the custom animations I made, without sacrificing animation quality!



Right now i only converted a few of the animations to the new system, I will have to manually convert them all later, but at least i know it works and future animations will be properly optimized.

The tooltips for soil, crop and cooking are fixed, the one for the girls is still being developed since my brother decided to make the system that will assign mood icons according to both mood and personality so each girl can have a different set of icons

The tooltip is the element to the bottom right. here for soil.



Planted some turnips, it is alerting for lack of water.



Ready for harvest!



Now for some cooking!



Roasted egg and carrots!



The food is ready, but lets cook a bit more.



Maybe we overcooked it a bit…



Through these tooltips you can keep track of cooking from a distance, so you can cook several dishes in different appliances at once.

Next week i will be converting the old animations and making sure they are properly optimized, while my brother finishes the girls tooltip.

Friday Progress Report 169

Southern shops second floor

Southern shops first floor

Northern shops second floor

Northern shops first floor

Spinning wheel on the tailor shop

Firewood cutting area in the carpenter shop exterior

I also started making furniture for the INN, this is the kitchen

And here the dining area/tavern

Basement with several supplies

Top view for the first floor

And basement


Right now we have furniture for the Library/Museum, Shop district and the first two floors of the INN/Tavern, but we noticed these objects are starting to affect performance, so before continuing we will optimize the furniture, there are several different things we can do to improve performance, from lowering polycount to some more complex methods my brother can try later, so we won’t add more interiors for a while.

Until the optimizations are done I will be doing two things: improving the assets so they are more optimal and I will start working on the new Trailer, which will contain several new character animations that we can re-use in the game later when AI is implemented.

My brother has finished the functionality of the Plant and Soil tooltips, but he scrambled the elements again and I will have to pretty it up before I can show you guys, he has zero aesthetic sense… This is what the plant tooltip is supposed to look like, will be like this next week after I fix it.



He is now working on the cooking utensil tooltip, which tells the player when something like an Oven is being used and if the food inside is done or even if it is burning.

Friday Progress Report 168

Sorry I could not finish the shop and workshops interiors yet, I needed more assets, and wanted them to be accurate so i had to research, i finished the 3 last rooms of the second floor, made the smithy and most of the carpenter shop, 4 shops remain, will be done next week.



Tailor workshop left (missing spinning wheel, gonna make today)
Smithy assistant room in the middle
Smithy room right (he is a golem, thats why his bed is weird)



Forge, Anvil, Crafting table and Whetstone are done and rigged, they can be animated when we make them interactable.



The carpenter shop mostly has furniture piled on, I haven’t finished most of the tools here yet.



For the tailor I made this loom, despite being a simple model it has a ton of movable parts, so I haven’t rigged it yet since I wanted to speed it up, I might make the rig and animate if we implement tailoring as a feature in the far future.

Only a few more assets are needed, so I will finish it this week and move to the INN.

My brother is finishing up a editor he made to create UI behaviors (will make coding new UI much faster and simpler), he is also improving the implementation of the farming system features so we can have more plant Traits types to make plants more unique and interesting.



It is possible that we will be able to release this and some other stuff we use as modtools in the future.