Everyday Life Edengrall cover
Everyday Life Edengrall screenshot
Genre: Role-playing (RPG), Simulator, Indie

Everyday Life Edengrall

Town and forage overhaul Beta

This release is for testing only, the way we save some things will change at the next actual update, so a new game will be required. If you just want to see the changes then go ahead and play as much as you want.

We are now going to work on wild crops, every crop will have a wild variation and forage-only wild plants will be added (dandelion, violet and cattail), blueberries will become a crop and get a new model.

*V0.63.0.0 ~ BETA ~ 19.10.2023 ~ Unity 2020.3.46f1

Changes:
The entire city was remade, improved meshes, easier to navigate, new textures, pretty trees.
The city needs some testing, since we remade EVERYTHING there way be faulty collision or missing polygons, if you see any problems please report it.

This is the first release of the new forage system, we can now keep track of the total number of every plant, fish or critter spawned by the system and control populations, but right now only bamboo use the new system.
The bamboo was replaced with the new forageable system.
Bamboo can only be born during spring and bamboo shoots can only be harvested with a Hoe while it is young.
Bamboo drops softwood (Temporary) when harvested with Sickle (Temporary)

Friday Progress Report 332

Sorry we could not get the beta up this week, my brother is still trying to get the new spawn system working, it has a few bugs on save/load and on dropping items on harvest.



The city overhaul is done, the interiors are finished and using the new textures, so as soon as my brother finishes the spawn system we can release the beta.



The new system will allow for edible cat tails, violets and dandelions spawning over the map.

Sorry for the short report.

Friday Progress Report 331

The city overhaul is almost finished, I just need to retexture the furniture, redo the navmesh so the NPC pathfinding will work on the new map and redo the occlusion mapping so things don't disappear when looking through a window.
I also have to wait until my brother finishes the bamboo and make interactable again, after that we can use the same system to add dandelions and other forage.



Have a look on the before and after of the city overhaul, there is much more color and the style now matches the characters more.



All new textures are more stylized, but I managed to recycle some of the realistic looking ones in some places as long as they don't conflict with the new style.



You will notice the many new gardens and pots around the town, some are cultivating clovers instead of flowers, these are placeholder for the vines we couldn't get working yet, we want to have vines climbing the wood structures specially around the shops and have some hanging down the bridges.

There should be a test version on the beta build somewhere next week, stay tuned.

Friday Progress Report 330

The new city materials are almost all done, I had to go back to the .blend file and correct a lot of minor mistakes as i was adding and checking the materials, I also had a lot of trouble with the Height and Normal maps, but they look fine now.



In this screenshot you can see the new gardens and the new entrance to the Library

On the new forage system my brother managed to greatly improve the optimization, the forage now has a custom shader similar to the grass, making it much faster than the default Unity shader, he implemented LoD (you can see the LoD models in the back slowly gain more detail as the player approach)



He also properly finished the growth part of the code, now each plant grows individually and their age is properly tracked



All of it is being made to be compatible with any other forageable plant, so as soon as he finishes the forage system we can have cat tails, violets and dandelions using the same system

V0.61.1.0

Bugfixes:
Confirmation boxes no longer can spawn offscreen, now it always consistently appears on the center of the screen on all resolutions

Changes:
Changed the talk scene text box width to match every single other game in the market

Friday Progress Report 329



The town remodeling is finally done, the meshes have been fixed, collisions redone and all UV maps remade, I managed to optimize it reduzing the number of triangles by about 25% despite there being more stuff.



The biggest overhaul was on the library interior, it now has built in terrariums and aquariums as well as a basement, the circular stairs were also remade and there is more space to read the map in the wall that shows the planned content.



The tavern now has a balcony in the same floor as the custom player's room so you can jump of it into the roof of the shop area to reach Catarina's and the other shops faster.



I also added more shortcuts and paths like stairs behind the clinic to get up the wall.
Now I have to create the fbx file and transfer it to Unity (yuck) where I will need to create the new materials using the textures I made (mostly by modifying other textures), replace the whole city mesh, reapply the scripts, reposition furniture, check collision, redo the navmesh, etc... There is still plenty to do before the new city is playable.



My brother made progress on the bamboo, they can now grow, being harvestable as edibles while in the shoot form and harvestable as wood (placeholder) when it becomes an adult plant.

V0.61.0.0

Changes:
Multiple performance improvements and underlaying changes to existing systems in preparation for a new feature

Bugfixes:
A severe issue with tiling and planting
Fixed an issue when saving and loading with a fishing pole in hand
Fixed an issue with tooltips

Technical:
Update the underlaying ECS to 0.51

Friday Progress Report 328

I began applying the new wood and stone textures and correcting even more UV errors, and now most of the town is done, I just need to make some new interior textures like walls with baseboard instead of just flat walls, I will probably finish this week, then will begin the proccess of reimporting the entire town to the main scene and testing the new collisions.



On more exciting news, the new spawn system finally spawns something! My brother is using the bamboo for testing, and the bamboos are already being remade into interactable forageables, bamboo wil always spawn as edible shoots, and will grow into adult plants over time, the adult bamboo will now be harvestable into soft wood (placeholder until we make bamboo building parts), shoots will only grow on spring, so if you harvest too much the area will be empty until next spring. Right now they are missing collision, so my brother is working on it.

Friday Progress Report 327

Now that I have settled on the stone wall texture I have started making variations to add details, like the castellations, the old version also had details in the castellation texture, but it was very hard to see.

We will also replace the old ugly trees for a more stylized and cute type from the Unity store (Dreamscape Nature: Meadows), it is more resource intensive than the old tree models, so we will only replace the tress in the playable area for now, the large forest will remain the same for now.

We will also replace the bushes and the large fey trees.

The spawner graph now works vertically too, allowing us to spawn things inside the caves and on the cliffs, so expect the caves to be a lot less empty in the exploration release.

Friday Progress Report 326

I tried crafting my own textures, but they didn't look good to use on the large city walls (making good height/normal/occlusion maps is a pain), so I am trying materials from the Asset store, also instead of using a single flat texture I am mixing them up, the walls now use 3 textures splitting by the water level.


(the castellations and the floor are still textureless in this screenshot)

I want to add a lore more detail by switching up textures through the city and make it less flat.



While I try out some texture combinations my brother has been finishing the forage/creature spawner graph, now all points that can spawn critters or forage will exist in a graph that will be pre-generated instead of generating/randomizing during gameplay, speeding up loading times.



Again it has been a slow week, sorry for the lack of updates.