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Edengrall News

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.

Friday Progress Report 171

The character tooltip is finished until we add AI, when we do it the tooltip will have more info.



The icon is the corner shows the current mood, right now all girls are locked in "happy" mood, there are several happy icons since they change based on personality type, as you can see above Sasha's happy mood has the "energetic happy" variant.



Reiko is the more serious type, her icon is the default (neutral happy)



Yui is quiet and easygoing, her icon is the "calm happy", I want to add variations of each mood icon (sad, angry, etc...). None of the icons are hard coded to each character, they are applied to each character based on their personality.



We started setting up the personality properties of each girl, the AI system will use these to give them different reactions to each situation. But right now these are just used to choose the mood icon.

My brother is implementing plant Traits now, this is the final big feature needed to finish the agriculture system.

I bought an animation pack and started modifying the animations to fit better our models, since they were made for characters with slightly different proportions, most of them are fine, but some will need a lot of work.

Friday Progress Report 170

I found a way to optimize all the custom animations I made, without sacrificing animation quality!



Right now i only converted a few of the animations to the new system, I will have to manually convert them all later, but at least i know it works and future animations will be properly optimized.

The tooltips for soil, crop and cooking are fixed, the one for the girls is still being developed since my brother decided to make the system that will assign mood icons according to both mood and personality so each girl can have a different set of icons

The tooltip is the element to the bottom right. here for soil.



Planted some turnips, it is alerting for lack of water.



Ready for harvest!



Now for some cooking!



Roasted egg and carrots!



The food is ready, but lets cook a bit more.



Maybe we overcooked it a bit…



Through these tooltips you can keep track of cooking from a distance, so you can cook several dishes in different appliances at once.

Next week i will be converting the old animations and making sure they are properly optimized, while my brother finishes the girls tooltip.