Friday Progress Report 17/08/2018

Rope bridge system are now in the game, right now they are fixed on the spot, but using this system as base in the future we will be able to make them react to player or environment by moving up and down like a real rope bridge and we will be able to let the player create his own bridges. Also, we have decided to remake the Ladrasil, the boring and ugly big tree in the center of the city will now have a touch of banyan tree, with long branches supported by solid aerial roots, these roots are replacing the old ironwood trees It won’t look this ugly when im done i promise!   Also this time we won’t be adding placeholder leaves, the tree will remain naked until we finish the new leaf system (a variant of the grass system)

Friday Progress Report 10/08/2018

We gathered some feedback from the demoday release this week, the main points brought up were: -Ugliness of textures/materials -Lack of detail and emptiness -Clunky movement and animations -Failure to capture feeling of comfyness Pretty much what we expected since this demo was testing collisions and level design, but now that we know Adam is not falling into the empty void or moving through walls we can focus on addressing the critics we received, the next demoday will be 11/11 this year, and we are planning: -Graphical improvements (textures, materials and details) -Sounds (mostly steps and ambiance) -Bring back Grass system (need to be adapted to the new terrain system) -Dynamic rope bridges (instead of planks) -Completely new movement system and animations for AdamĀ (not using Unity blend tress this time)

Demoday Release 08/08/2018

Edengrall Tour   This demo is a simple test for terrain and building collision testing and level design, the terrain has been made using my brother’s biome editor that will allow us to automatically populate empty areas with props and objects depending on the biome, the buildings were made by me in blender, they have simplified collision meshes (ramps instead of stairs and stuff) The city looks ugly right now because we are using placeholder materials/textures, also Adam’s movements are clunky and several animations are missing, we will remake the entire animation controller and get proper animations for the next demoday as well as textures and make new materials for all meshes Windows: http://www.mediafire.com/file/hrh6qvashkvcdk9/07-08-2018.7z/file Linux (not tested yet, we are both dirty windows users) http://www.mediafire.com/file/6mjpy76587ut788/07-08-2018-linux.7z/file If you get stuck or fall off the map press R to respawn

Friday Progress Report 03/08/2018

We have decided to remake the whole animation system, we will not use the Unity blend trees, my brother will program the animation transitions by hand instead, so i switched the focus to making better collision models for the buildings like i did for the INN, i will probably be able to finish it before 8/8, but the animations will use the old placeholder on this release My brother made the water work like water, Adam can now swim (but there is no swimming animation)   We are trying to polish the terrain for the 8/8 demo, it will only contain the city basic shapes and Adam will only have basic movement options for now For the next demoday (11/11/2018) we will add detail, improve graphics and give Adam all his movement options with proper animations

Friday Progress Report 27/07/2018

I spent this week testing a new structure for building meshes, the Collision mesh of a building is now split from the visible meshes, the new collision mesh is simplified (ramps instead of stairs, rectangles instead of rails, etc…) the collisions inside and outside the building (only the INN for now) have been greatly improved, i also skinned the entire building making a mesh with only the building exterior for L.O.D. (level of detail) models that we will add eventually Simplified Inner layers Simplified outer layer, used both for collision mesh (merged with the inner layers) and LOD model I will do the same for all other buildings eventually, but not for this 8/8 demo as there is no time   I have also started playing with Adam’s animations, here the current Blend tree for normal movement (idle, walk, run) this was mostly taken from a demo, i will be improving it and making sure the running animation is less awkward

Friday Progress Report 20/07/2018

Huge progress! The transfer from Blender to Unity worked much better than expected, i have corrected all mesh problems (defective faces, flopped normals, wrong proportions) and remade the whole terrain, all the terrain now is made on my brother’s terrain editor which will allow procedural placement of grass, rocks, flora, fauna and other props and objects so the terrain won’t be as bland and empty as it is right now The only part missing are the bridges, my brother is going to develop a system that generate dynamic rope bridges that move with the wind and when you walk over them, so we removed the old inflexible bridge meshes The cliffs to the east of the city now have many more caves and tunnels the area nearby is more detailed.   Next week i will be working on remaking some of the building’s collision meshes to simplify them (current ones are generated based on the complex meshes) or i will look into improving the materials and adding textures, or maybe both if i have enough time   My brother is finishing fixing the terrain system glitches and will start working on Adam’s movement, adding sprinting and swimming (quite required now that we have a lot of water)

Friday Progress Report 13/07/2018

The shopping district will contain 10 houses that will have shops on the first floor and living room on the second for both upper and lower layer, this is where the player will find most of the town’s merchants They connect into the INN, so you can travel from the INN rooms to the upper shops without having to go to the ground level   The first version of Edengrall is now complete and migration to Unity will begin today I will start importing the city walls and building the terrain using the terrain system my brother is making, most of the terrain should be done in Unity by next week

Friday Progress Report 06/07/2018

Finished the Inn, it has 6 guest rooms, a large tavern, big kitchen and plenty bathrooms, no need to use the outhouse! This will be where your adventure begins and your home until you build your own house Every layer startin from the underground:   Now i will finish the houses in the harbor district and the first alpha version of the city will be finished   Meanwhile my brother has improved the water, he will improve the mapping tools so i can make good use of it to make the terrain on Unity

Friday Progress Report 29/06/2018

Having a bit of trouble planning the district, so i decided to switch to reviewing and fixing other buildings that had some flaws on faces and vertices, also modified the scale of a few buildings to make them match the right proportion and started the last important building: the tavern/inn It will link the community center to the library, im still working on the outside of the building, but i should finish it by next week, the remaining buildings won’t take as long Meanwhile my brother is making the rivers on the terrain system

Friday Progress Report 22/06/2018

Finished the temple, the community center and the lighthouse/floodgate system Now the only big part of the city missing is the port/market district, it will be the largest district so far, so it might take more than a single week, but i will try The empty zone is the future port/market district (need better name) My brother made progress on the terrain system, it can now generate props in each zone, eventually it will allow us to make biome pre-sets and it will build most of the details of each zone, this will greatly help making larger zones