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Edengrall News

Friday Progress Report 216

Now that we have released the demo we are finally free to do the overhauls we need for the December release, we updated Unity to the LTS (Long Term Support) version 2020.3 which has the most stable version of the features we are using, a lot of stuff broke, but the game should be running again next week, maybe the grass issue will be fixed by this change.

While my brother has been fixing broken scripts I have been editing the Edengrall map, I have changed every single window in the map removing the glass part from the top which will be part of the window object later for better optimization, this change alone plus some more minor optimizations lowered the total amount of triangles on the city from 900k to 640k! That will make the city run a lot better and allow for the placement of the remaining furniture without significant FPS drops even if the furniture prefabs are not fully optimized yet.



We are also working on getting a map working (hotkey M), it will be essential when the NPCs leave the main square and start actually moving around.



Not much else to report this week.

Friday Progress Report 215

Late report!

Sorry we spent the entire day without electricity because of some maintenance on the house’s electrical grid.

We uploaded the new demo and the trailer on Steam, but we are unable to test it for some reason, anyone reading this please try the download demo button and see if it works for you, leave a comment here if it fails. We think it doesn’t work for us because we technically own the game already as developers, so Steam launches the full version instead of the demo when we try.

If you have played the demos before DELETE ALL YOUR PREVIOUS SAVES, as they are not compatible with the current version and may cause problems just for being in there, you can easily find the save folder by pressing F12 while ingame. (Start new game, press F12, close the game, delete all saves, then you can play).



Nothing much else to report, we spent the entire week improving on the demo, there are still some minor bugs, we will update the demo when they are squashed.

And we spent some of the time without power brainstorming more ideas, specially for the chickens and their traits, but these will only be implemented after NPC AI and economy, Here some of the trait ideas we had:

Negative
-Wanderer: just goes its own way and gets lost
-Crop Nibbler: eat crops, at lv3 it eats ONLY crops and starves otherwise
-Bee Eater: eats bees, gets hurt doing so (dumb bird)
-Bully: hurts other chickens (unless there is a rooster nearby, roosters with this trait attack other roosters)
-Musophobia: afraid of mice (opposite of Apex Predator)
-Skittish: run away from you (opposite of curious)
-Hydrophobic: Hates water (really bad trait in ducks)

Neutral
-Sedentary: stays in the coop, requires manual feeding, but eats less
-High flight: can jump fences (really bad if also has Wanderer or Skittish), requires more food (gives juicier chicken wings)
-Plumpy: eats a lot more, but gives out more meat
-Quick Aging: ages faster, eats more
-Slow Aging: ages slowly, eats less

Positive
-Fertility: lays more eggs (on roosters fertilize more hens each day instead of just one per day)
-Plume Piles: produces feather piles (without this trait you must butcher to get feathers)
-Pest Eater: eats pests, protecting your crops
-Natural Fertilizer: Will fertilize crops with poop (Nu, Ka and Pi variants)
-Apex Predator: eats rats and other vermin (that spawn to eat excess grain in the chicken feeder)
-Curious: more likely to interact with people (better for pets, as it gives more opportunity to earn loyalty)
-Pluviophile: Doesn’t mind rain, at higher levels can enjoy heavy rain and pick food more efficiently during rain

We also thought of ideas for Rabbit Traits, Duck Traits, Apiaries, Compost mechanics, Compost worms, Silkworms and a whole lot of stuff we will add in the future. We want livestock traits to define their AI, personality and usefulness.

Friday Progress Report 214

We have switched our saving system from SQL to binary, speeding up the saving process and removing the required SQL DLLs which were causing problems for some users, the only drawback is no easy save editors, but we might release a custom save editor in the far future or add SQL saving as an optional official mod.

Catarina model is done, we won’t add her to the game yet, we are focusing on getting the demo uploaded on Steam, so no more features nor extra content, only fixes now.



She will be the general store shopkeeper and a bachelorette, she is quite older than she looks, she is a good friend of Reiko and they like to drink together.

Now that Cat’s model is done i turned my focus to Edengrall, a few meshes and materials need fixing. I will also optimize the town models a bit to improve FPS and make a big modification to the town center to create a teleport HUB, which will be important in the future as the map is expanded



My brother is still working on the demo fixes, and we will need to test the new saving system a lot more, so it will only be on Steam by the end of this month.

Friday Progress Report 213

The final demo has been released

We need help to test it so we can upload a more stable version here on Steam later next week.

Many bugs have been fixed, but we want to be sure everything is properly polished.

We are already behind the schedule, we will be going back to development as soon as this demo is polished and uploaded.

Friday Progress Report 212

Final bugfixes, release this week

Right now the final issues being fixed are:

-Collision problems with trellis

-Some crops are not working (mostly soy)

-Maul not working properly for destroying some buildings

And some other minor problems, this might take about two days to fix, we will upload the demo as soon as these are solved, then we will try to gather some more feedback and check for more bugs before uploading the new demo on Steam



And we have implemented seed stack merging, before stacks of seeds with different traits were unstackable, now we made a system that merges the stacks, averages quality and merges traits, the system is not random, trait merging follow the following rules:

First we check for trait level, the highest level wins

If both have the same level we check for chance of spawning, the most common trait (highest chance of spawning) wins

If both have the same chance of spawning we check for chance of mutating, the most stable (lowest chance of mutation) wins

If both have the same chance of mutating we use trait ID as tie breaker

There is no randomness involved.

When the demo is done it will first be available at our devblog, we will polish it a bit more before uploading here on Steam.