We have started the work on the new trees, they will be cuttable, plantable, grow over time, be affected by wind and change colors with the seasons, we are unsure if fruit tress will come in this update or not, depends how hard it will be to implement, but i think it will work out.
We have started the tests on the new shader for the leaves using simple bushes. The shader can turn a very simple topology into fluffy leaves, here how the test bush model looks like without the custom shader.
This will not only make modeling a lot easier, but will halve the size and complexity of the models used, in comparison, this is the model we are using for bushes currently
We also got the Axe model done and I made the animations, haven't tested them yet ingame, but should be working
The trees we are making will slowly grow in the grasslands and in forest biomes and will be the source of wood, so players won't need the placeholder cart anymore.
Other than the trees we have fixed a few bugs this week and added a new critter, you can find the Sllia on shallow waters during autumn
0.74.1.0
Features: Added new Autumn underwater critter Bugfixes: Fixed fish culling incorrectly in certain situations Fixed axolotl swiming animation in the aquarium Fixed some placed critters incorrectly giving experience when collected back
V0.74.0.1
Bugfixes: The toolbar no longer attempts to reset to defaults when continuing from main menu Fixed missing Reiko entry for the Gobu quest, stopping it from completing Fixed a rare index out of bounds in the building screen Fixed ores and crystals spawning inside the town walls, this will regenerate all foreageables
Friday Progress Report 398
Sorry it took more than "just a few days", replacing the placeholders led to some bothersome bugs, but it should all be working now.
V0.74.0.0 ~ 17.01.2025 ~ Unity 2020.3.46f1
Features: Mining Pick implemented (will appear in your inventory on older saves) Permanent gathering spots for stone, limestone and clay added Metal, Quartz and Salt now spawn as mineable nodes inside caves and around cliff faces. Added new rare critter that spawns during spring nights at grasslands
Changes: The buildable forge and Eduron's Forge now use the new crafting system, the forge recipes are also different now. Wild plants that are not ready to be harvested now notify you with a message when you have the sickle equipped Placeholder skills for crafting have been removed and replaced with Smelting and Smithing skills. Placeholder mining skills have been replaced with Mining and Pickaxe skills Tutorial step 13 remade it now asks the player to harvest wild forageables, it also shows the player where to find them. Tutorial step 14 removed for now, it will be remade and re-added on next update. Cement is now made at the Forge using limestone Tart now requires Jam, Fruit, Conserve or Gelatin as filling, instead of accepting all solids Vastly optimized the grass cutting algorithm Old mine replaced by the new mining system
Bugfixes: Fixed the lighting for placed critters Fixed a null pointer bug related to some placed critters
Friday Progress Report 397
The pickaxe is implemented, the nodes are spawning and the deposits are in place, there are a few bugs and interactions to fix, but most of the stuff is done, so expect the update to come in a few days.
We are replacing as many placeholders as we can, the forge now uses the new crafting UI, and instead of using a skill for each recipe it only uses generalized skills (smithing and smelting).
The deposits are implemented, here their locations:
Clay is by the river, around the area where the terrain height rises.
Common stone is just by the beach near the town.
Limestone is by the beach, can be found easily by following the cliff from the city. keep in mind that limestone has to be processed in the forge before becoming cement (mortar).
Friday Progress Report 396
We are getting mining done, metal nodes are spawning in the caves and can be mined with the new Mining Pick tool.
Next we are going to implement the charge power for the mining pick, what it will do is to mine several times at once chaining into adjacent mining nodes, so you can mine a large vein in a single charge.
Then we will implement the fixed infinite mining spots for stone, clay and cement.
And lastly we will remove the old placeholder mine and change the tutorial to reflect it. This update shouldn't take long.
Friday Progress Report 395
We are done with the bulk of the side job, and can finally go back to focusing on Edengrall, we do have some lose ends here and there, the client can request a few more touch ups and bugfixes if any are needed, but starting from Jan 1st we are officially focused on Edengrall.
What is going to be worked on first? Mining! We are finishing the new mining mechanic and removing the old placeholder mine (the gate will remain there, but you can't interact with it anymore).
Next: Grass rework, it is required for the map expansion, this might take a while, it is a complex shader and might need a lot of work to make it load dynamically.
Then the proper map expansion can begin, we already have the surrounding 8 areas mapped, we just need some programming to make it work.
We are taking a break until Jan 1st, but we will resume work as soon as 2025 begins.
Friday Progress Report 394
We made the nodes spawn and added the pickaxe tool, but we need more time to implement all the interactions and unfortunately we have to finish the other project, so the mining update will be finished early January instead.
I also placed the quarries in the world, these will be infinite supplies of stone, clay and limestone (cement) that will only require time and stamina to collect, similar to how the placeholder mine operate, but without the jank.
The game is 65% off right now please tell your friends, so we don't have to do more oddjobs in the future.
Friday Progress Report 393
We are ahead of the schedule on the other job, so we managed to sneak some Edengrall dev time, we will try to finish the mining until next friday. If we can't finish in time we will have to continue after the other job is over.
Also I had time to add a new magical critter. So next report will be much more substantial.
Friday Progress Report 392
The pickaxe and the animations are done, but other than that we didn't get any progress done because we are still busy finishing the commission that is keeping the lights on, should be done before the end of the month, so maybe we will get a little bit of proper progress before the year ends.