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Friday Progress Report 340

Entities can be set to spawn not just on biomes, but border of specific biomes now, we can set the edges between grass/cliff or grass/road to spawn Dandelions for example.



My brother is now working on both making the wild version of crops as well as the harvest functions for both single harvest plants and those who can be harvested multiple times.

Meanwhile I have been working on more fishes for the reef, most based on real fish, but i have added some magical species too.



There should be a new version on the beta by next friday with harvestable forageables (and fish), and the update should release before Christmas.

Friday Progress Report 339

Forageables now spawn in the right season and biome and they animate like player crops.

But we still have to implement the following features:
-Being able to harvest the forageable
-The plant needs to die at the end of its lifetime/season
-Forageables with looping stages (something you can harvest multiple times)
-The plant needs to slowly remove the grass around itself as it grows
-Cluster spawning so the forageables can spawn together
-Bamboo needs to be affected by wind



After these are done and we add the new plants/mushrooms we can start working on opening up the reef



This area will be the first we expand the game into, it will add a new biome, and I need to preare new fish to populate the reef.



These are all the fish made so far and their shimmering variants, can you tell which ones are new?

Friday Progress Report 338

My brother is implementing the part of the spawning system that simulates spawns that are supposed to have happened before the game started, so the players will be able to pick any season as their starter season and all the stuff that is supposed to be there will be there in the correct growth stage.
This will also be used to load up a chunk of the map that the player have never been in, upon approaching the area everything will be simulated as if the plants were growing all along.

While my brother finishes this system I decided to add a few new fish to make sure every season and biome is properly populated, this week I have added anglerfish and a secret legendary fish, I plan to add Cod and Haddock next.



The new fish will be up next time my brother updates the beta.

V0.63.0.15 on Beta

Changes:
Added code to enable detection of map changes from this save forward. The bamboos were reset when loading from a previous beta.

Bugfix:
Actually fixed the water this time, most likely
The game no longer spawns more and more bamboo on each save load

Friday Progress Report 337

Grass will now change color as the seasons go by, right now trees and bushes do not change, but after adding forageables we will change the trees.



The water had a few bugs and they should all be fixed now, also Crappies now bite bare hook, so fishing at the start is a tiny bit easier.

We are now working on adding the forageables, my brother needs to change a few things in the save system to make them work, but soon we will have dandelions and such.

I have also prepared a few mushrooms from the Dreamscape Nature : Meadows asset by halving their triangle count and making new prefabs based on the base models and texture.

Edenian Mushrooms: Edible, will grow on meadows and forests


Cavestools: Edible when cooked, grows only in caves


Glowcaps: Poisonous, grows only in caves, can be used as bait for magical fish


We gave up on the vines, the asset we were using to make them is just to glitchy and hard to work with, i rather make them by hand, but this would take too long, so we are adding it to the to-do list, and instead we are adding a new flower that changes colors during each season.