Currently working at: Everyday Lite

Friday Progress Report 15/03/2019

The city reform is complete, every building is properly textured and have collision models. Now i need to fix the terrain, since the town shape changed, but we decided to change how we edit terrain, before we used an editor my brother made, it was primitive and horrible to use since he had to switch focus from it into other features, leaving it incomplete, so i asked him to make a new system that converts an .obj made in blender to a map object his system uses, now i can make the map in blender, making it 100x easier and faster, while keeping the biome identification and prop filling feature the old map system had Also map chunks will now be exactly 200×200 meters, instead of being amorphous blobs, this will make creating the world much easier (those squares are 10x10m each) It will take about 2 or 3 days to remake the map, it will be slightly different this time since i didn’t manage to import the current map into a blender file, even after converting to obj, but it will be better in the end.   Green wire frames are collision models –edit– Oh and by the way, our subscribestar account was accepted!

Friday Progress Report 08/03/2019

The last building is done, now i need to UV map everything new, check if i broke some of the old buildings while changing stuff around them and then make the collision models, which are simplified versions of the building meshes, then i will redo the terrain around the city since the city shape changed and redo the two suspension bridges we are going to keep (most were removed because we removed the tree houses) and Edengrall 2.0 will be done, after that i will improve on the cooking UI my brother is making since i want something better than programmer graphics for the demoday.

Friday Progress Report 01/03/2019

First update from home in almost two months, we are back at working on the game every day now. I made the school, it has one largeĀ  class room, two bathrooms, underground classroom for magical studies and a garden and kitchen at the top floor Current state of the town: Afterwards i will make the houses near the north entrance and finish up everything doing the collision models and the uv mapping We have designed a new feature for the cooking system, special ingredient effects, they are optional bonuses you can add to your recipes, you will need to spend points to unlock them and for each unlock the cost of the next effects increase, hot recipes will gain points to spend as you cook, so you can gain more points leaving it up for longer, but you risk burning the food, cold dishes will gain points based on Adam’s skill level with the recipe and Fermentation recipes will gain extra points the longer you leave the food fermenting, here some of the current effect ideas:

Friday Progress Report 22/02/2019

No WiFi on this fucking apartment, shitty phone internet edition 5 more days before we can return home, but despite the challenges we are still working every day, i have made more progress on the city, the aqua district is done and i only have two more buildings to finish, the School and the Houses The bathhouse is done for now, since the game won’t have nudity the player won’t see this area too much, but i still added details to it anyways   The reform of the city will still take from 2 to 4 weeks since i have to UV map and make collision and LoD models for the new buildings, after that i will make food models for the cooking system

Friday Progress Report 15/02/2019

The aqua district reform is going well, i have finished the upper part of the new temple, the town hall and the new town square, there is much more open space in the city now, i will make the roman style bath house inside the temple now and probably start making the school Brother is making an editor for recipes in the cooking system, nothing to show yet, but progress is happening.

Friday Progress Report 08/02/2019

And so begin the great Edengrall reform We were dissatisfied with the form over function design the city had we i started implementing several big changes, the biggest and most painful was the removal of the Ladrasil and the tree houses that it supported, the tree will be moved to the east part of the island when i make the map and my brother makes the leaf tech (based on our current grass). Now every building has a clear purpose   This is what i have planned for the island so far   I still need to edit the terrain after doing the city My brother is still doing UI, but its still too glitched to show anything.

Friday Progress Report 01/02/2019

Edengrall Reform has began I am remaking the old aqua district, it was ugly and didn’t match the other parts of the town, it will more functional now too Here the old city And now the new (under construction version) The old apartments and the central building (never gave it a purpose) will be replaced by a temple, a large building that will contain a clinic, dojo and apartments and also a new guard tower with a huge anti-dragon ballista, there will also be wall reforms Brother is still working on UI components, nothing worthwhile showing for now.

Friday Progress Report 25/01/2019

Demoday Cancelled Edition Sorry guys we are in the middle of remaking the cooking system, and to do it right we need a lot of time, we won’t be able to finish and polish it for February 2, so we won’t participate in the demoday this time, right now I am making the ingredients, this time we are using xml instead of json, this is a single entry I am re-balancing all ingredients, now nutrients are totally made up, but this makes easier to balance, A,B and C are more common in meats and dairy, D,E,F and G will be more common in veggies and fruit, getting balanced nutrition won’t be too hard, these are the current planned use for the nutrients: A -> GUTS – affects anything competitive, better dodge reflex in combat, can survive one extra blow if maxed B -> STRENGTH – affects speed of heavy labor (mining, lumbering, climbing) lifting yourself from ledges, jump height and melee damage C -> AGILITY – total speed D -> DEXTERITY – affects crafting and critical damage, negative effect is shaking aim on gun attacks E -> ENDURANCE – stamina use F -> TEMPER – affects exp gain and Adam’s mood, characters will react to your mood G -> VITALITY – gives a bonus of up to 15 to all other attributes, no negative effects, on 80 to 100 nullifies the negative effect of lacking 1 other nutrient Note the addition of the Aroma tag, this is a new mechanic in the cooking system that will allow NPCs to react to food being cooked, also balancing Fragrance and Pungency will give bonuses to the food score, this system will replace the previous abstract “deliciousness”. My brother is making the UI, it is taking long because he needs to make the…

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Friday Progress Report 18/01/2019

Friday Report Horrible Internet edition It is a miracle i could make this report, we can barely upload our changes to the project to each other due to the crappy internet we have here, but we are doing what we can I have finished Marie’s model, i will do her animations now Brother is finishing up the base of the new cooking system, we might have something good to show this demoday.