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

Everyday Life Edengrall

Friday Progress Report 292

We are improving the fishing and cooking further.

My brother is adding fish detection to the fishing rod, similar to how the bugnet can detect critters.

On the cooking I am still editing ingredients and recipes to make high score recipes easier to get and adding more ingredient synergies, I am replacing all the recipes in the base cookbook



Each utensil will have at least 1 recipes for begginners and several for master level, these will be sold by the NPCs as food, but you will have access to the recipes and can make them yourself

V0.55.4.0

Changes:
Greatly improved bread recipes
The fishing rod preview now also shows all nearby fish based on fishing skill.
* Range of the detection is based on fishing skill
* Color of the fish is based on the recommended fishing skill for it. Red = below recommended, yellow = same level, green = above recommended.

Bugs:
Fixed a couple of recipe effects
Minor recipe fixes
Fixed several missing tags in vegetables

V0.55.3.0

Changes:
Added a star score to crop seeds. 5 stars is either 24 levels of positive traits or 200 trait score.
Added a inventory sorting option to place the highest scoring seeds first.
Implemented the Crops collection tab to keep track of your crops high score
* Clicking on a seed shows what it gives and it's gold/day profit estimation
All Recipes have 7 recipe effects

Bugs:
Fixed many recipe effects.
Fixed multiple flower stalks
Fixed exported fermenting recipes
Fixed crop harvest skill gain

V0.55.2.0

Changes:
Item get notifications now show 'g' when an item is measured in grams
You can now build inside the city, npcs will ignore and go through until the NPC update.
You can now add critters to your toolbar, activating it will equip the hammer and select it instantly
Nutrients now give twice as much bonuses to attributes.
Reduced the amount of harvesting exp cutting grass gives
More balance changes to many recipes
Added two new night songs

Bugfixes:
Fixed not being able to place any bug besides axolotls.
Fixed how mismatching grass configurations would produce up to 256x extra skill gain.
Changed Confirm to Eat in the eating screen and fixed it defaulting to 250g even when you have less than that.
Fixed an issue where sometimes the hoe fails to notice that there is grass.

Friday Progress Report 291

We are going to focus on smaller changes, fixes and polish from now on.

Our next focus is to change how quests work, the NPCs will no longer request food, instead they will request ingredients, fish, crops and critters and will instead sell finished food, so player that can't understand the cooking system no longer have to interact with it at all.

This week we made icons for all the recipes that were missing icons and we are now filling the recipes that had no special effects, we have also rebalanced all ingredients, specially the crops.



As soon as we finish filling the recipe effects I will remake all the base recipes in the recipe book and will add the finished products to the NPCs inventories, this means Yukari's Bakery will finally open and sell a large variety of pastry.

Catarina will sell intermediary ingredients like Flour, Butter and such, and Reiko will sell proper meals during the noon hours at the INN.

We are also hammering a large pile of bugs and Quality of life from the TODO list, the biggest change was on the building system, you can now snap pieces into each other instead of only being able to use the grid.



After the polish and the changes in the NPC quest system we will start working on expanding the map, instead of being one huge update the Exploration update will actually be a lot of smaller patches since we don't really know if we will be able to keep developing fulltime, every time we get some new feature done we will make a new release.

V0.55.1.0

Changes:
Rebalanced most cooking ingredients increasing the value of several crops
* Ingredients already in your inventory should be unaffected, only applies to newly aquired ones.
Added icons for all recipes
Most recipes now have many more recipe effects
Fixed recursive Salad
You can no longer use Pasta as ingredient for Noodles and vice-versa
Greatly improved the building system by allowing pieces to be snapped to each other outside the grid layer.
* The adjacency markers can now be used as hook points to place new pieces along it without the need of moving the grid.
* You can now set the grid on any built piece rater than only on the ground near a built piece.
* Pressing Shift+E will snap the grid to the piece you are looking at.

Bugfixes:
You can no longer break the NPC furniture to place somewhere else.
Fixed a weird animation glitch when falling.
Fixed some cooking effects

V0.55.0.2

Bugfixes:
Fixed the fishing song being WAY too loud and not being associated with the music channel
Fixed many sounds bypassing volume settings

Changes:
Vastly reduces the scythe stamina cost across the board

V0.55.0.1

Changes:
Added some critters to the main menu.
Strength increases fishing attack.
Constitution increases fishing defense.
Dexterity increases fishing bar width.
Agility decreases the fishing bar drift
Fish size increases it's attack.
Fish size increases it's stamina regeneration.
The fishing rod now bends with tension

Bugfixes:
Fixed the notifications getting critters for the first time.
Fixed the sleep tutorial not being skippable
Fixed fishing skill shrinking the green bar rather than increasing it.
Fixed some fish having issues spawning.

Friday Progress Report 290

The core of the fishing system has been released, but we still have some features we want to implement to improve on it further:

-Make fish react to the player and swim away
-Make fish become shimmering if they eat shimmering bait
-Implement fish detection to the Fishing rod charge toggle
-Make NPCs ask for fish or critters in quests
-Several small adjustments to the fish battle system and balancing
-Add a few more fish

These will probably take 2 weeks or maybe a bit more.

After we are done polishing the fishing system we have a long TODO list of other polishing suggestions we got, so we might be busy for the whole month of January doing these.

After that the future is uncertain, we are deep in the red and will need to find jobs, we can no longer develop fulltime, but we will not give up on Edengrall, development will slow down, but there is nothing we can do about it.

The plans for the future will be focused on Exploration, making the player independent of the town and let them make their home anywhere, we need to overhaul the grass system, make a new forage system and expand the terrain system to allow for seamless transition between zones, this could take a while.

Fishing Update

Fishing Update is Live!



You can now fish in any body of water, we have 6 water biomes right now: river, lake, shallow saltwater, deep ocean, cave water and mixed water (town center), each biome has different fish.
Like critters, fish always exist in the world, and it is up to you to find them, unlike other games where the fish only spawn when you are fishing.



Fishing is more than just pulling the line when the fish bite, there is a fish battle minigame where each fish species has a different fighting style and different moves, bigger fish are harder to beat.
There are currently 30 fish, each fish except for one can be filleted into its own unique cooking ingredient with different cooking effects and properties.



Critters are integrated into the fishing system by being bait, you can use almost any critter as fish bait, and each fish will have different reactions to each bait.
During this update we managed to remove the first placeholder gathering spot, the Fishing Boat is no more, you can now acquire Fish, Crustaceans, Kelp and Clams by yourself.



The collections screen track fish too, try to complete it by catching the biggest for each fish! We are still working on it to add crops and more stats next update.



The shop had a small overhaul, we tried to make it more intuitive to use, we also rebalanced how much you get from selling critters and selling fish work the same way.

We will now focus on exploration and the removal of the 3 remaining placeholders, we will expand the map, add new biomes and allow the player to gather every resource without needing to stay near the town.
Unfortunately development will probably slow down for the following months as we can no longer work on the game full time since it is not selling, we will need to find at least part time jobs or freelance work to stay afloat.

Changelog:

V0.55.0.0 ~ 21.12.2022 ~ Unity 2020.3.36f1

Features:
Added the Fishing Rod.
When not fishing:
* Left click casts
* Right click casts far, range scales with skill
When fishing:
* ASDW pulls the fishing bob. Tapping slightly increases the fish attraction range for a while.
* Left click: Pulls the fish or cancels the fishing action
* Left click: Alternate between 2 camera angles, Player or Fishing hook.

Implemented baits to the Fishing Rod
* Sinking baits will slowly go down, pulling the line makes them go back up
* Floater baits always remain at a fixed height
Baits are:
* All critters
* Some foods
* Some small fish.
* Bare hook: Infinite but low quality
You always lose your bait if a fish bites it, whenever you fish it out or let it go.
Fish have a chance to be attracted to the fishing hook, then they will slowly swim towards it and start biting. When they bite there is a chance they will get hooked, just nib it.
Now only 3 fish can be interested in the hook at once.
* Shimmering and bigger fish have priority.
* If there are already 3 fish interested in the hook, another fish may replace one of those if it's attraction chance is greater (bait dependant)

Implemented the fishing battle.
* Each fish can have it's own AI
* Each fish can have up to 7 lives counting the initial.
* Each second, if the fish is touching the bar, it takes damage, othewise you take damage.
* Controls:
* - A, D: Moves the fishing bar to the left or right, the bar slides and bounces on the walls. Keep the fish inside!
* - S: Stops the bar.
* - W: Strong Pull - Big risk vs reward move that strongly damages the fish and cancel some fish attacks.
* - Missing the Strong Pull greatly damages you.

Bigger fish gives more fishing exp.
Fish can be then butchered or sold.
Added the fish category to the collections screen
Added axolotls and another secret underwater creature.

Changes:
The placeholder fishing boat was removed in favor of the new fishing system.
Tweaked the water shader
Made some changes to the trading scene that should make it more intuitive
Butchering screen now displays butcherables first, then ordered alphabetically.
Streamlined the butchering screen, adding an item to queue selects the next automatically
Added feedback animations for no stamina, low stamina and hunger
Player buildings now stop critters from spawning nearby
Added fishing rod and bugnet help entries
Added bug catching, fishing and filleting tutorial missions
Added fishing related achievements
Improved the collections screen

Bugfixes:
Fixed the issue with nonstop toggling the bugnet special if you held the button
Fixed a bug that made the hammer stop working on some circunstances
Fixed a translation issue.
Fixed a bug with one achievement.
Fixed a crash related to the black pepper when cooking with it.
Characters no longer become a pitch black being during dawn and dusk
Fixed a save/load bug
Fixed shine particles no longer working
Fixed chaos elixir
Fixed a rare sound related bug