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Friday Progress Report 176

Right now I am learning how to use Unity’s Cinemachine so I can make a proper trailer, I made more expressions for Fuko, Meru and Adam, but haven’t applied them yet.

I have also planned the script for the trailer, I have been studying some material to make a trailer that isn’t an embarrassing mess like the current one, I think the hardest part will be to condensate the cooking system features in less than 30 seconds.

My brother is working on NPC interaction, allowing the player to talk to the girls and have the game figure out which girl can say which things.

Nothing else happened this week, sorry for the short report.

Friday Progress Report 175

Preparing new animations and new expressions for the trailer, those will be part of the NPC natural animations later on, but right now the systems required to give our girls life are not done yet.



The unlucky girl meeting the ground face to face will be Meru, during the start of the trailer i want to have the twins playing in the background and doing cute things, working on the facial expression now.

Normal



*Trips*



Also need to do the face she does while running after Fuko, and crying after hitting the ground.

We had to stop developing the new UI for now as we are having technical difficulties (it is not a stable feature yet after all), so the end year demo will still use the old UI. My brother is doing some rudimentary work to get interacting with the girls done, even if it is not pretty for now, but we want it working for the demo.

Friday Progress Report 174

We are still redoing the UI on the new system, I have finished the structure of the inventory and tooltips, my brother is re-implementing the functionality.

Working on the plant info panel right now, just need to make the elements, the base is done.



Very short update this week sorry, there isn’t much to show until we finish this part. We want to add more functionality to each piece we remake, and this takes a while even if we implemented something similar before.

Friday Progress Report 173

We are redoing the Inventory and the item tooltips in the new Unity UI Toolkit so we can implement more features, stuff like nesting tooltips (click in a tooltip to open a new one), folding elements in the tooltip, so you can have one tooltip for an item that is both item and crop, and you can hide the seed or crop section and Item stacks (will be further explained below).



Right now I am making the tooltips, i have finished the basic Inventory window



Here is what we wanna make for item stacks, Just like in Unity, we want to allow the player to open and close item stacks and see the individual stacked items inside it, so you can have several Carrot Seeds in the same Carrot Seed stack, but you can check the individual seeds to see which ones have the properties you want for selecting and improving your crops.



My brother has been adding better support for item placement so we can implement vases (for small crops only), but we decided to leave it for later and focus on the UI now.

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.