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Edengrall News

Friday Progress Report 162

I made those models this week, feels good to make some new items, they still lack animations and functionality, I will make them into prefabs, so implemented functionality will apply to all existing copies, so i could start filling in the interiors with those now even without animations or functionality.



I made a sign for the INN, i will need to make one for every shop later, it will make easier for the player to know what is where.



My brother finally made some progress and switched from grass to UI. We are migrating our UI from XML Layout (Unity Asset) to UI Toolkit (Experimental Unity Feature), the Toolkit is much easier and faster to develop, it is also incredibly good performance-wise, right now we have the Main UI made in the Toolkit, but everything else still uses the old system.

After some testing we confirmed the new system is great for nesting dynamic tooltips, which is a feature we need for our tooltips since they are so big, with this the player will be able to close parts of the tooltip he doesn’t need and mouseover item references inside the tooltips to open that item tooltip.

The only problem right now is that translating text in the new tooltip requires workarounds, since UI Toolkit is a new experimental feature it is not complete, so we will either have to wait a bit for the feature or use one of the not-so-elegant workarounds.

For next week I will either make more furniture, add functionality to the ones already made or start remaking the UI in the new system, my brother will be back to trying fixing the grass. (argh!)

Friday Progress Report 161

Since my brother is still stuck fixing the new grass we won’t be testing the new UI yet. So I started making more assets, the town does need furniture after all, all the interiors are empty right now.



We are going to use a similar system to the crops for the object animations, this limits each object to a single animation, but greatly improves performance, we can however split a single cabinet into cabinet object and drawers objects and each drawer has its animation for example, so this limitation won’t affect furniture.

I also wanted to make chests with some improved seeds for players to find next demo, there are plenty areas to hide them in the current map.

Friday Progress Report 160

I spent the week making descriptions, reviewing ingredient xmls, removing obsolete parts, merging unnecessary entries and so. My brother spent the whole week trying to fix a gamebreaking glitch with the grass, seems like it may take longer to get it done, he managed to optimize the system by over 35% though.

We are also restructuring the way ingredients and seeds intersect, crops like wheat that are both ingredient and seed will have information for both on their tooltip, this will require UI reforms to allow interacting with the tooltip, closing sections you don't want to see, and maybe implement nesting tooltips, where a tooltip can link to other ones, we will start working on it as soon as we finish the boring work.

Friday Progress Report 159

My brother is still stuck trying to fix the grass system, meanwhile i finished a few things:

The new UI is assembled, just need my brother to take over and make it functional. The elements are already docked to the corners of the screen and will adapt to any resolution. I made it using the new Unity UI Toolkit, we are still experimenting with it, but it has been much easier to use so far.


I also made character cards with some info on each character, i think i will add those to the Steam page.

And the girls:


And right now I am making something I have been pushing for later for over a year… descriptions. Item, recipe, crops, etc… Most items are missing descriptions since I made it low priority, but sooner or later I have to do this, so here I am. I got about 20% done.

Friday Progress Report 158

Seed tooltip done!

It is a lot of information, but it is better to show it all than hide it from the player

Left side show the stages and the required temperature as well as the time in days until the transition to the next stage, it also shows harvestable drops (under the termometer)

Right side shows water requirement, mana requirement (- means none), resilience, daily nutrient costs, crop size and the traits, which will contain the genetic information of the plant



I have also finished the new UI elements, but these are still not implemented.

Left side has the character portait (right now measures current comfort instead at 100), stamina bar and hunger bar

Right side has day, week day, time, weather and temperature



And each season the UI will change to reflect it



My brother is stuck fixing the grass system for another week since it is not saving properly, we hope it will be done soon..