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

Everyday Life Edengrall

Friday Progress Report 375

We finally managed to fix the occlusion, you should now get proper FPS gains inside the town, but it might drop if you spin the camera too fast.

We also started the implementation of the trivia and tips system! NPCs will now give you trivia on fish and critters, the knowledge you gain from these will tell you in the collections screen where and when to find them.



You also gain the knowledge if you catch one specimen, so if you once got a fish and can't remember where it was just check the collections screen to see the information.

For now the NPCs only have trivia for the fish, I will slowly add trivia for the critters in the following days.

We are fixing small bugs right now and the update should be ready by the end of the day.

Friday Progress Report 374

We found a problem with how the cooking taste and nutrient caps were applied causing issues if players stacked high value ingredients with effects that boosted the values above 100, the problem has been fixed and you can now work with high taste and nutrient values and the 100 cap will only apply on the final result.



This required adding a new tag on every single ingredient, it should update correctly on existing saves, but just to be safe start a new game if you enjoy minmaxing the cooking.

We also had time to add a new edible forage, Witchhat Catcaps will spawn during winter, harvest them before the cat ears pop as the spores are toxic and you cannot eat the mushroom flesh after the spores form.



With this we have reached 40 wild forageables, 45 fish and 80 critters spread through the seasons and biomes, this is a lot of content most players don't notice at first, the game also doesn't really give any tips, so we will work on it, NPCs will give you tips and trivia on the nature bounty of Edengrall, and after getting the tips your collections screen will show where and when to get the critter or fish with more detail.

0.71.3.2

Features:
Added a new forageable: Witchhat catcap, grows during winter

Changes:
Changed second ingredient effect of Flathead catfish and the two last ingredient effects of Scamp
Changed how cooking score influences nutrient gain

Bugfixes:
Fixed many cooking bugs

Friday Progress Report 373

We are out of funds and got part time jobs, so our attention will be split between other work and the game, this will go on until the end of the year, and we hope we can make enough to push through until the game becomes profitable and we can go back to fulltime development.

So expect the next reports to be thinner, but we hope we will still be able to finish the Fairy Colony by December.



On the optimization efforts: We didn't manage to increase the FPS too much, looks like there is another bottleneck we haven't identified yet, but we got a reduction on GPU use when the player is far from the town.

This change will be on the update going up today.
-Edit-
Correction: we made a mistake when measuring the impact of the changes, and it was much less than we thought, it is not a 40% performance gain unfortunately, sorry.




Other than optimizations we added 2 new critters. We have more ideas for optimizations to go through next week.

Tiny Patch

Added new critter: Peeba

Friday Progress Report 372



New fluffy and delicious edible critter added, the Korscha is found during winter and early spring on the bamboo forest and flower fields.

This week there wasn't much progress because we are testing a new LOD system that will be vital for the map expansion and might improve the FPS when looking towards the town as things that for some reason are not occluding will at least have super efficient LOD models.



Here a test with 10k plants, with the new LOD the FPS is 900, when the plants render fully it is 250
The plants were already very optimized, so these results are better than expected.

While my brother works on the new optimizations and starts applying it to the game I am working on a new fluffy critter.



The update will be up as soon as we manage to set the new build as the default branch, right now it seems that Steam is having technical problems with this.

0.71.2.2

Features:
Implemented a hotkey to combine all seeds of the same type.
Implemented a hotkey to split items into a container.
Added two new autumn aquatic edible critters.

Changes:
Fairy particles and hair ornaments now match her dress color.
Added a slight position variation to the fairy resting position

Bugfix:
Fixed some baits not having the right range and effectiveness as they should.
Fixed the butchering table freezing up once you butcher something
Fixed the cutscene fairy particles not changing color

Friday Progress Report 371

Next patch (probably going up tonight) is going to have a a bit of extra content as well as fixes, QoL and small details

The fairy hair accessories now updates with the dress color, the fairy also has sparking particles now (also has the same color as the dress)



When placing items in chests you can now split the stack and store it partially.



And there will be two new autumn aquatic critters, they are edible and have very high quality meat, I wonder how many of you will recognize these references.



I will resume making the food models when my brother gets close to implementing them in the game, it is quite pointless to make more right now. So I will add more critters for now.

Also next week my brother is going to try implementing some aggressive LoD for furniture and the NPCs, if all go well the FPS inside the city might increase by 10 or more frames.

0.71.2.1

Bugfix:
Fixed fairy related nullpointers
Fixed a shirt getting transparent when wet
Fixed fertilizers not working
Fixed building prefabs not working after loading a save file

0.71.2.0

Features:
Added new keybinds for the fishing.

Chages:
Added placeholder icons for cocoa powder and flowering broccoli
Improved the keybinding menu
Improved some sound effects, especially in the intro cutscene
Replaced the static chest with a usable chest in the player room

Bugfix:
NPC furniture can no longer be destroyed
Fixed one of Frederick quests not showing up properly
Fixed two missing names for wild crops
Fixed several typos
Added more layers of failchecking for the fairy animations related to spotting a critter
Fixed the water shader during twilight
Fixed the collections screen disagreeing with the fishing screen whenever a fish was king sized or not
You can no longer fail fishing by opening menus by accident