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Sasha's idle was my first attempt at animating, I could revisit it on the NPC update. Adam is almost 2 meters tall, the camera is above his head, which makes everything look even smaller, we could add an option to have a camera to the right ot left instead.

"You can jitter along the Chairrows in the Bottom if you're aligned right against them while walking." where exactly? in the INN?

We focus in trying to get everything working on lower resolutions, so we kinda neglected testing the UI in high res.

I don't see the farmplots invading a bit of the road as too much of an issue.

"I'm forced to wait until the help window pops up in the Inventory, I can't rightclick or anything to force it to come up immediately?" You mean the tooltips? The inventory still uses the old UI, we need to replace the whole thing. We are slowly changing stuff so that not everything is shown as kg, fishes and insects use units instead of weight in the inventory for example.

Catarina does open on Sundays, the AI is a bit wonky, you can reset the AI by savings and loading and she should return to the shop.

We will fill the town with funiture, plants and more NPCs when we can, right now we need to get the base features done.

I will retexture the whole town later, as well as fixing the 3 spots where there are thin lines of unconnected meshes, I already have them documented.

You can also use W to pull the fishing line, it interrupt fish specials (when they have a circle closing in) and can stun some fish if done right, you get punished hard for missing it though.

The stamina bar is a good way to measure the fish size or to give you a big scare when you pick a fight with a boss fish expecting a easier fight. Same for the life beads next to the bar.

The fish size screen show every time, but it will only say "new record" if you get one, it also changes if you get a King size (max sized) fish.

I choose to have a Rope because it is supposed to represent a tug-of-war between you and the fish

We will add a mention in the tutorial about Reiko and Yukari selling food

We will add an option to hide plant icons for NPC plants

Shop UI will be redone to make both buying and selling faster and easier (something like Rimworld's maybe)

I see your point for making screens smaller when they can be, we will change them when we can.

The cooking UI was the first one we made and need a total overhaul, we know, but we can't right now.

Adam needs 1kg of food per day, the satiation bar has a limit of 3kg, so you can eat once every 3 days if you want or eat 1kg a day.

The cannons were placed back in the day I thought I would be able to fill the town with detail without resulting in 15 FPS or lower, want me to remove it?

The female bath exits in the clinic, not a house. Bath is work in progress.

We went a bit overboard on the prop culling, they disappear a bit earlier than should, but this is needed for performance.

We allow access to cooking tools from longer distances so you can use all tools by standing in the middle of your ktichen, not realistic, sure, but convinient.

Sudden darkness during day might be a cloud blocking the sun.

The Tori on the water exists because NPCs will be able to cast spells to move around, specially waterwalking (to access the bar in the center of the town), the priestess that will live in the temple will be a siren and will cross the water frequently.

"When you walk on the Edge of the Rope-bridges, you start to float. Its seemingly just visual tho, or at least mostly." you mean on the side of the rope bridge? the collision might be a bit wonky.

"Do you really need super high harvestable Grass everywhere?" Yes

The top levels of the barn are for storing stuff.

We can fine tune boob physics when we have time.

We are going to try and make the AI less likely to sleep during the day, since we are going for a flexible priorities/needs system they are very hard to calibrate.

You lose nutrients and satiation over time no matter if you work or not.

That is the cemitery, and those tank barriers will be replaced with statues of the founders of Edengrall.

The lighthouse will be improved when we make the NPC that lives there.

We are being way too ambitious with our map size, I know, but this is dream game we want to make.

The NPC AI is made to be very flexible, the schedules are not rigid and they do what they think is the current most important thing, but for some reason they try doing so at night, skippin sleep and so need to sleep during the day or end up sleepwalking, this is another part of the game that needs a full overhaul.

Yeah the critters do not consider collision to save on peformance, we will try to improve their spawns, so they won't appear too close to walls.

The tutorials does explains that to achieve a high score you need 3 things: max the flavor, max the quality and balance the tastes (required tastes are different for each recipe), make it so the tastes land on the green bar of the recipe requirements as you are choosing ingredients and their proportions. Maxing quality is easy since all ingredients have 100% base quality, but you try to cook something above your skill level the result will lose quality based on the difference, flavor is harder to increase, use high flavor ingredients and flavor increasing ingredient effects, don't spend your cooking points in effects you don't need as the price of all other effects increase every time you trigger an effect.

The higher the food score the more nutrition you get for it, score 50 equals to eating something raw, like a raw apple, anything under lowers nutrient gains, and above boosts it, each nutrient is linked to aattribute and gives passive bonuses to the player.

Mint skin is Teal because she is a dryad. You racist.

Sprinklers will require a water tank, pipes and pumps later on, its easy mode now, enjoy while you can.

You can only have 3kg worth of food in you and always lose only a single kg per day.

Stamina regens as your saturation lowers, the stamina gain per saturation is more efficient the better your nutrition is, eating nutrient rich food will give you constant stamina gains.

If you have less than a gram of a building material then this is a bug, probably something rounded up when it should have been completely consumed.

We will have some guides and stuff in the library one day for sure, the Advanced Agriculture part of the tutorial is more to give the player a long term goal and highlight the crop trait system.

Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar, also sleeping 8~10 consecutive hours and doing so during the night gives a hidden stamina regen boost

High nutrition also lowers stamina use, just buy food from Reiko or Yukari as they are all 5 star instead of making burned blueberry.

"Also Daisies have no Plant Model, I don't know if I mentioned that at any Point before." What do you mean? they are the white right in front of the appartment, you mean cultivated daisies are not showing up?

Hotkey to character skills, nutrition and stats is K, to see NPCs (shows their quests too) is N

We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.

There is a special trait that makes plants automatically sow seeds when harvested, you can mouseover the traits to see what they do. The soil color changes as it is drained of nutrients, you need to use crop rotation or leave the field fallow for a while to restore it (or use fertilizer)

We want to add better inventory management with chests and autosort soon, but will need a total remake of the inventory UI.

"If you run out of Stamina while planting, your plant Animation just continues endless and consumes your Seeds without anything happening" ok this one is bad, we will fix it.

The crop icons jump around sometimes, we have no idea why, it is a known issue, yes.

Thanks for playing again!

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The jittering Chairs are in the bottom of the Building you sleep in, the big Dining Hall. Don't know if thats supposed to be an Inn. 

I don't know if 1kg/day is a lot for a 2m Guy, but I assume it is. And that they sell Food is rather neglectable, seeing I was starved for Money most of the Tutorial, so I probably couldn't have bought 1kg/Day anyway.

Don't remove the Cannon, it just needs to be textured properly, thats all it needs. And why/how are you managing to reduce framerate that much by just placing static Meshes around? I don't know much about Unity, but shouldn't it cull them out most of the Time in Town? And even if not, static meshes shouldn't be very performant heavy unless their Shader is trash, they result in a ton of new Drawcalls, or have giant amounts of Tris. 

Its not just from the middle of the Room, I can access Crafting Stations from neighboring Rooms, through Walls, across the Channel, something there is off.

I never ment to insult Mint because of her Skincolor. It was just incredibly weird that I kept turning Teal myself at some more or less random Points. 

>Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar,

That is with near full Nutrients. Without it, I need 36h for a full stamina Bar. 

>you mean cultivated daisies are not showing up?

Yes.

>We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.

But I want to cook. Your cooking system in itself is great, its just the Nutrition Stuff I have a problem with. It shows too much unnecessary Information, and its too much to keep in balance. Just having a bad-good Food scale, and flavors in some imagery instead of hard numbers displayed would do a lot here.

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We don't really know how and why the furniture is impacting the performance so much even when it is not being rendered, but until we manage to figure out this problem we can't add more. We are sure they are the problem because we tested with them on and off, maybe if we switch them all to use the same system the buildable parts use, which is based on Unity ECS, but this takes time.

I will switch around some priorities and redo the town texturing this month, I really wanted to leave this for later when we had more features, but this is too much of a common complaint.

The new quests give a lot of money btw, we rebalanced food prices to make it consistent with the amount you are paid for the quests, fishing quests are the most profitable.

We could tweak the interaction range, we wanted to make a system that detects rooms and let you access anything on the room from anywhere inside the same room, but it will take time.

I will check the stamina regen, maybe there is a bug, with full nutrients you are supposed to get a full restore with 8 hour sleep

When we redo the cooking we will also add an option to hide most stuff and add more Stars and simplified graphics, the cooking system was our biggest failure, but remaking the UI and all the functionality will take at least 2 months since it is linked to so many other systems.

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Again, the cooking System itself is nice, its just overloaded with Information, and the Nutrition Stuff is in my Opinion rather dumb. But not the cooking itself.
As a hacky example, you could just give all Things the same Nutritional Value for all Alpha to Zeta Things, and then hide their Display in the UI. Should require little work, and keep the cooking System as it is basically intact. Then its all about the Presentation really, so you don't have various Graphs for the Flavors, and all that many Numbers that makes it look like a Spreadsheet, but a more game-y and comfy looking Interface. 

As for Interaction, I think you're probably tracing a line from the Camera to the Crosshair anyway, if you'd just reduce the Distance a bit, and have it check for no collision, you should be fine. That way you can't interact with Things through Walls, and not over 20-30m. But I don't know how easy this is in Unity.

I just quickly googled it, and I know not enough about Unity, but did you mark the Meshes as static? Are you batching and reusing your Materials properly? Is your Shader for generic fully opaque Meshes complex at all? Sorry, probably not very helpful, but from what I gather Unity should be able to easily handle thousands of static Meshes, so the Error must lie somewhere else in there, thats just tied more secondarily to the Meshes themselves.