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Edengrall News

Friday Progress Report 196

Garden fences can now be placed in the same grid as the crop tiles, they even follow the terrain curving when you build in uneven ground.



While my brother builds the new system I made some assets, pillars, floor, supports, walls, the pieces will also be moddable as each will be a xml entry linking to a prefab model.



All textures are custom made, I want to eventually replace all textures of Edengrall to match this style, but for now they will remain as they are.

If we are lucky we will finish the system this month.

Friday Progress Report 195

With the items and traits now done we wish to expand our building system (right now you can only add trellis to crop tiles), we will add sprinklers and garden fences, and if possible let the player build a small house, this will be the final feature for the demo.



The building system will follow the same tile grid as the crop tiles do, we want make the system work both for creating large plantations with automatic irrigation and pretty gardens.

Also the trailer visuals are done, now I need to make music for it.

Friday Progress Report 194

Trailer scenes done

Now only need to make the music and write a light script of text that will pop up, much less than last trailer, that was a clusterfuck.

On the development side my brother is now making the consumable items, trait-affecting chemicals, fertilizers and such. There won’t be many at release and the player will have to buy them from the shop, but we want to implement Alchemy one day and allow the player to make his own items.

Right now the planned items are (names are subject to change, suggestions welcome):

Pos-Up
Increases 1 level of a random positive trait, but damages plant by 10 health.
Neu-Up
Increases 1 level of a random neutral trait. Requires at least one non-maxed neutral trait.
Neg-Up
Increases 1 level of a random negative trait, heals plant by 10 health.
Pos-Down
Decreases 1 level of a random positive trait, heals plant by 10 health.
Neu-Down
Decreases 1 level of a random neutral trait. Traits at level 0 are removed.
Neg-Down
Decreases 1 level of a random negative trait, but damages plant by 10 health.
Healing Elixir
Heals a damaged plant by 5 health points.
Chaos Elixir
Mutates a random trait, removes the effect of Stasis Elixir.
Stasis Elixir
Grants Gene-Lock trait, stops all other traits from mutating or changing levels, requires an empty trait slot.
Nu Fertilizer
Increases the nutrient Nu in the target soil tile by 50.
Ka Fertilizer
Increases the nutrient Ka in the target soil tile by 50.
Pi Fertilizer
Increases the nutrient Pi in the target soil tile by 50.

Friday Progress Report 193

Nested Tooltips working!

You can now see the name and description of the traits, the large majority of the new traits is implemented, but some are still being worked on.



My brother is now implementing how traits are added and removed on living plants, so chemicals that modify plants can be added into the game (right now traits are only added or removed when a plant seed is generated), this is proving to be troublesome, but we can do it.

Right now the traits are:

Drought Resistant
This adaptation is common on plants that grow on arid climates, allows the plant to tolerate drought a little longer.
Flood Vulnerable
A defect that causes the plant to suffer more than usual from excess of water.
Drought Vulnerable
A defect that causes the plant to suffer more than usual from lack of water.
Flood Resistant
This adaptation is common on plants that grow on humid climates, allows the plant to tolerate flooding a little longer.
Bolting
An adaptation that speeds up growth when the plant becomes stressed, causes future harvests to be of lower quality if triggered.
Wild Plant
This plant is adapted to wild conditions, requires less nutrients and is more resilient than domestic plants, but has a terribly small harvest.
Extra Yield
This trait is the result of a mutation that causes the plant to generate extra harvestables, but it increases nutrient requirements.
Defect
Genetic defect that lowers the plant Resilience by 1 and increases daily nutrient use, but maybe it could mutate into something good…
Nu Production
This plant produces Nutrient Nu, any excess is released into the soil.
Ka Production
This plant produces Nutrient Ka, any excess is released into the soil.
Pi Production
This plant produces Nutrient Pi, any excess is released into the soil.
Early Bloomer
The duration of the Budding stage of this plant is reduced, its flowers bloom sooner.
Flower Power
The duration of the Flowering stage of this plant is increased, giving bees more times to pollinate.
Resilient
This plant is more resilient against all hostile conditions and will tolerate more punishment before becoming unhealthy.
Fragile
This plant is less resilient against hostile conditions and will become unhealthy easily, resulting in diseases and loss of harvestable quality.
Minimum Temperature Up
This trait increases minimum temperature requirements in all stages, lowering the plant temperature range, nutrient requirements are lowered.
Maximum Temperature Up
This trait increases maximum temperature requirements in all stages, increasing the plant temperature range, but increases nutrient requirements.
Minimum Temperature Down
This trait decreases minimum temperature requirements in all stages, increasing the plant temperature range, but increases nutrient requirements.
Maximum Temperature Down
This trait decreases maximum temperature requirements in all stages, lowering the plant temperature range, nutrient requirements are lowered.
Higher Water Requirements
This trait increases both maximum and minimum water requirements by the same amount increasing flooding resistance, but increasing the minimum water requirements.
Lower Water Requirements
This trait lowers both maximum and minimum water requirements by the same amount making the plant less reliant on water, but less resistant to excessive watering.
Faster Seedling
The duration of the Seedling stage of this plant is reduced.
Slower Seedling
The duration of the Seedling stage of this plant is increased.
Faster Sprouting
The duration of the Sprouting stage of this plant is reduced.
Slower Sprouting
The duration of the Sprouting stage of this plant is increased.
Faster Vegetative
The duration of the Vegetative stage of this plant is reduced.
Slower Vegetative
The duration of the Vegetative stage of this plant is increased.
Regeneration
This plant has gained the ability to slowly regain health over time and has the duration of the next stage after a harvest reduced.
Disease Resistance
This plant has superior resistance to diseases, the chance of infection is lowered.
Disease Vulnerability
This plant has lowered resistance to diseases, the chance of infection is increased.
Gene Lock
All other traits are locked and protected against removal, level changes or mutation, no new traits can be added unless this lock is removed. Can be removed with chemicals or diseases.

The new trait system also allows for traits with multiple effects, so i will be adding more complex traits in the future, these are fine for now.

We are making this system as moddable like most of our content so far, so new traits can be added with a simple XML entry.

Friday Progress Report 192

My brother wanted to release a new demo to showcase the quest system, so we made a new quick release, you can get it at out devblog, since it is a small feature release we won't be uploading this one here on Steam, the Steam demo will also have the new trait and building systems.

We are now finalizing the new trait system, my brother made a big improvement to the old system and now traits can have multiple effects! So I can create new traits with a lot more effects like modifying the duration of plant stages AND boost the plant resilience! He is also finishing the diseases and then we will implement the new potions to help the player manage traits and heal diseases, also fertilizers.

And in preparation for the new building system I made a new tool, the building hammer (old Hammer was renamed Maul)