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Friday Progress Report 144

The farm system reform continues, we are focusing on optimization, so far we managed to increase the number of crops on the screen needed to drop FPS below 60 (on our laptops) from about 200 crops to 3500! And the process is not done yet, my brother is still optimizing the crop system, and we estimate that we will be able to have between 5000 and 10000 crops on the screen without dropping FPS.

This will allow huge lag-free farms, the players will have more land to farm than they can be bothered to fill, i can’t wait to see the huge plantations our players will create.


Also turnip flowers are quite pretty

But this has increased a lot the required work to create each crop, so don’t expect more than 20 at early access release, while we plan to have more than a hundred different crops and plants in the end this is will take several years of updates to reach. Also the trees will require even more work, and we might not have them working by early access.

Friday Progress Report 143

This week we made 3 new Cereal grasses, now we have Wheat for winter, Barley for summer, Rye and Oats will be Spring and Fall.



We also made clovers (good for recovering the soil, animal feed) and small flowers.



The crops work like grass, they bend when you walk over them.



And you harvest them with the scythe like grass, they give Hay and seeds if they are fully ripe.



We are also building the data structure for Crop properties.

First there are the nutrients, N,K,P, each crop consumes a certain amount of each nutrient each day, if the soil becomes drained of a nutrient the plant takes damage lowering yield and quality.

Then there is water needs, each plant has an ideal water level, there are 4 levels, 1 = arid, 2 = normal soil, 3 = soaked soil, 4 = flooded soil, most crops are 2 or 3.

Resistance goes from 1 to 10, this attribute controls every type of damage the plant can take, from lack of nutrients and water to resistance to soil ph and temperature changes.

PH is the ideal soil ph for the plant, each point of resistance increases the plant tolerance by 0.25

Size is S (small) for potted plants, M (medium) for crop tiles (4 times larger than a pot), and L (large) for trees (4 crop tiles)

Trellis is true if the plant requires a trellis

Then there are the six stages of plant growth

Sprouting: in this stage the plant is most vulnerable, damage here will kill the plant, some plants can be harvested here as Sprouts (like beans)

Seedling: young stage of the plant

Vegetative: adult stage of the plant, if leaves and roots can be harvested this is usually when they become available

Budding: flower buds become available for harvest

Flowering: flowers become available for harvest

Ripening: fruits and seeds become available, if the plant supports multiple harvests it returns to Vegetative after this, otherwise it dies.

Some plants will have different harvestables in different stages, if you plant root crops make sure to leave one or two to flower and provide seeds instead of harvesting them all when they are in Vegetative state, there won't be any magical "Seed Maker" machines, you harvest seeds as you would in real life, fruit crops will give you seeds when you prepare to cook the fruits.

Also each growth stage will have a different temperature requirement, make sure you plant your crops in the right season!

Friday Progress Report 142

Grassy Crops Edition! We begun making the grass crops, Wheat, Rye, Barley and Oats. The cut wheat doesn’t give wheat seeds yet, we are working on it.


Tiana is animated now, but our Toon shader doesn’t do half transparency yet, so her wings and dress are not as they should be, we are also working on it.

Here is her smug self.

I am now creating the effects and properties of the new grains (Rye, Barley and Oats), but they will probably have no icons for now. Since we have no more money to commission an artist.

Friday Progress Report 141

Tiana model is done, I begun transferring the assets to Unity and doing all the necessary configurations to create the prefabs.



Tiana Lilyveil

Age: 59 Laetus years (18 Earth years)

Race: Greater Faerie (homunculus mutant)

Marriageable: Yes

Personality: Cheerful, Mischievous, Smug

Favorite Food: Pancakes

Faeries are tiny homunculi with great magic affinity, most of them are barely 10 centimeters tall, but in rare cases they can ascend into a Greater Faerie with more control over magic and the ability to shape shift into a human size version of themselves.

Tiana is the only known Greater Faerie and the queen of the Faerie colony that exists near Edengrall, her ascension happened 1 year before the game starts, she was quick to integrate and act as the representative of the Faeries in Edengrall.

Despite spending most of her time in the city she still manages the Faerie Village and take her responsibility as leader seriously, but she earns for freedom and is seeking someone trustworthy to take over, be it another Faerie or maybe certain retired adventurer.

Gaining her trust and respect will be required to unlock the Faerie Village minigame and recruit Faeries to help you in your daily tasks. Marrying her won’t be required, but she is available.




Next week we will have the grass cutting dropping items (stacks of hay and flowers mostly) and more flowers in the city.

Friday Progress Report 140

Last week i finished Anna, and now i have started making Tiana the Faerie Queen

Tiana will be an important character for the Faerie Village feature, but until we implement it she will be a bit of a freeloader.

Also the flowers can now be placed in specific areas instead of having to replace all the grass, we can now make flowers fields in custom shapes with many different flowers and herbs.

We are now making the system mod-friendly so modders will be able to make custom grasses, flowers and grassy crops, after that we are going to make grass grow from seeded tiles so the player can grow any grass or flower.