Seith

Jun 122017
 
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Hi everyone. This is just a quick update to confirm that the game has passed Microsoft’s certification!

The Game Preview version of Ghost of a Tale will arrive on the Xbox One on June 30th.

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It was a long journey to get there and it’s still far from over. But if you didn’t have a PC to play the game on and you happen to have an Xbox One, you should be a happy camper at the end of the month. :)

Stay tuned for more development news to come!

May 052017
 
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Welcome to this new Ghost of a Tale update! :)

We’ve been working on so many things over the last few weeks that I have a hard time keeping track! But just to summarize (in no particular order): new quests, dialogs for new NPCs (where Paul is doing a bang-up job as usual), optimizations, whiteboxing, Xbox One certification and new locations!

And speaking of new places you’ll get to explore in the game… As promised in the previous update here’s your first look at the catacombs sprawling under Dwindling Heights!

Catacombs!

The catacombs are the burial ground for soldiers and commanders whose bodies were entombed over the centuries since before Dwindling Heights ever became a prison.

As expected it’s a dark, eerie place. No doubts quite dangerous for a minstrel mouse!

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It is whispered there might even be relics of the War of the Green Flame under there. And it’s probably haunted too! Although spiders might make quicker work of explorers than ghosts. But who knows…

One thing is for sure though, the Dying Lights lend a chilly atmosphere to the place. Their spectral blue flames do not give out any heat but they possess the distinctive feature of being virtually eternal. Indeed they cannot be put out by normal means. Which is why they’re often a fixture of pirate ships as even the strongest of storms won’t snuff them out.

Some sailors even say on a calm night while sailing on lake Vaelia you can sometimes catch a glimpse of the ghostly blue lights from long ago sunken ships deep under the waters.

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(Oh and just to be clear: the catacombs are not yet in the early access version of Ghost of a Tale. We still have to connect several elements before you get a chance to explore them :) )

Magnet Aim:

One of the aspects of the game that was recently overhauled is the throwing mechanics. In the game Tilo can throw several types of items (sticks, bottles, slime jars, etc…) to different effects. For example if you time your moves properly you could throw a bottle at a guard’s head to momentarily knock him out.

But up to now it was a finicky business. You had to perfectly align your target then throw and after that it was literally hit-and-miss. In short there was really no way to precisely aim at something.

As a result the experience wasn’t really fun and didn’t feel responsive enough. So I recently implemented a system we baptized “Magnet Aim”. It’s not exactly a locking system in the traditional sense of the term as Ghost of a Tale is definitely not a fighting/combat game. So we came up with something else, as illustrated by this short video:

 

(Note that for the video I made the targeting distance longer than in the actual game, for testing purposes)

Basically you just need to aim roughly in the right direction and the targeting reticle with snap to the relevant place (within a certain threshold of accuracy). If you throw at that moment, Tilo will send the projectile flying with mostly predictable results.

Now of course if you deviate a lot with the camera (say you aim wildly to the side of your target) then the aiming reticle will snap back to the center of the screen and Tilo will simply throw straight ahead. Similarly if your target is moving fast then it might not be a sure hit anyway.

We feel it’s a nice mixture of getting a little help from the system while still requiring the players to know what they’re doing. Of course you can turn off that feature in the gameplay options if you prefer to solely rely on your skills.

Loading Speed:

In the previous update I mentioned our new reloading process. So I thought I’d just show you a short demonstration of its speed. Please keep in mind that my machine has a solid-state drive so it’s already pretty fast.

(Please note that in this video I’m reloading a save located at a completely different place and progress of the game)

 

In the previous version when reloading a save we also reloaded almost the entire game (in order to reset things back to their default state). But we reworked our data managing system (thanks to Cyrille) and are now able to surgically reset things in the game’s world as needed. So we don’t have to wait for all the game’s locations to be read again from the disk.

This might not seem like a big deal for very fast gaming PCs but it makes a lot of difference on consoles and more modest PCs.

That’s it for this update. Thank you for coming by and as usual don’t hesitate to leave your questions/remarks/support down in the comments section! See you in the next update! :)

Apr 292017
 
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Hi all! This is going to be a very short update dealing with recent press coverage and the Xbox One. A new development update will be coming along very soon (more on this at the end)!

Xbox One

First I want to say that the so-called bug regarding the Xbox One memory leak turned out to be actually coming from our side. That’s what’s called: “user error”. Needless to say we all felt a bit silly about it but Unity has been very gracious in providing help to pinpoint the issue. And the important thing is all this is now taken care of and we’ve even found a way to improve the loading times!

Indeed, one of the sore points of the vanilla Xbox One is hard drive access speed and we believe we now have a method to drastically reduce the duration of the subsequent loading processes (after the initial one). We’ll have to test it out of course but again this will benefit both PC and PS4 down the line.

So we are now starting the certification phase with Microsoft to release the early access version of Ghost of a Tale to the Xbox One Preview program. We have no idea how long this will take but I’ll post here as soon as there’s any news!

Canal Plus Interview (en français)!

A couple of weeks ago Canal Plus extended an invitation to talk about Ghost of a Tale on their “Journal des Jeux Video”. So in case you haven’t already seen it, here’s the link to the entire show (our section runs for about 12mn). Of course these being French media the interview was conducted in French!

Cyrille was kind enough to hold the controller and play the game while I was answering Fred’s (the show host) questions. The main guest of the show was a very nice singer (Mat Bastard, ex-front man of the “Skip the Use” band).

The whole crew (Fred, Manu, Seb, etc…) was super-professional and insured it was a wonderful field-trip for us. :)

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Gamekult interview (en français aussi)!

Then we also went and participated to a show on GameKult (well this time Cyrille remained backstage) and that was also a grand experience. Although it felt very strange to suddenly find myself on that set surrounded by journalists whose work I follow week after week. :)

But there again, despite their sizeable workload everyone was super nice and made us feel at ease, which I really appreciated (special thanks to Boulapoire for leading us on a grand tour of the premises!).

Here’s a direct link to “L’Emission” on Gamekult:

As you may know by now we don’t have any communication structure (nor publisher) so these opportunities to talk about Ghost of a Tale to a wider audience represent a boon to us. Let’s hope there will be more of those as we get closer to the finish line!

That’s it for this quick update. But not to worry, as I was saying at the beginning of this post a more sizeable update is on its way which will talk in more details about progress with the game, along with screenshots of a brand new location!

Till then, have great weekend everyone!! :)

Apr 032017
 
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Welcome to this new Ghost of a Tale development update! This is a rather sizeable one to make up for last month because we were so busy preparing for GDC. So think of it as a double-issue! :)

GDC Adventures!

Paul single handedly took care of the Ghost of a Tale booth like a champ! He had to stand and talk for three days straight but he had a grand old time overall. And it seems everyone who played the game really liked it!

So it was an excellent experience and Paul even gave away some swag (big thumbs up to forum user Nautilus for his nifty screenshots)!

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Although I wasn’t personally present at GDC let me give a big thank you to the Unity people who were nice enough to invite us and feature Ghost of a Tale in some of their tech demos and on the mighty large screen looming over their booth!

(Oh my, who could the chirpy fellow on the right-hand picture be…?!!)

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Whiteboxing:

So I’ve finally started the long stretch of “whiteboxing” all the remaining areas of the game. Meaning creating locations out of cubes and low-rez polygonal volumes. This is a crucial phase, as it’s going to allow us to explore for the first time the entirety of the game’s breadth.

The goal is to clearly define space and indicate all the required areas while remaining suitable rough (to avoid getting bogged down by details).

It’s a mixture of composition (from a graphical standpoint) and game design (interesting paths to navigate) while also encompassing sheer functionality (things need to make sense for the world’s characters).

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So far whiteboxing is done for all the as-of-yet off-limits areas in Dwindling Heights (barracks, commissary, commander’s office, cellar, etc…).

Even without the final models and textures it’s great to get the sense that everything is properly connected from an architectural standpoint.

 

Xbox One Preview Version Status:

Just as we were ready to submit the game to Microsoft we uncovered an unfortunate memory leak bug within the Unity engine (specifically related to the console) which keeps us from finalizing the process.

Basically the player could save and reload their save 2 or 3 times before hitting the bug. Both Unity and Microsoft are of course aware of the issue and I’m sure they’re going to do whatever is in their power to fix it as soon as possible.

We’ll keep you posted whenever we hear back from them!

 

Rocking Assets:

I’ve created assets which will be used to populate the new locations, among which are some new rocks!

I do use quite a few photogrammetry rocks in the game but I wanted to have more “designed” ones that feel graphical and purposeful, as opposed to simply realistic. So this time I chose a different workflow.

In the past I had used Zbrush to create rocks but was never happy with the result. So this time I went back to the basics and simply started from a cube in Maya. Cutting faces and pulling vertices allowed me to remain focused on the shape above all things. No details, no distractions. Just thinking about faces and silhouette.

Then I created a tileable texture in Photoshop containing all the fine details, cracks and small crevices that I needed.

At the heart of this method is the clear delineation between “shape-features” and “surface-features”. The earlier is only concerned with polygons, the latter with textures. While it’s important to remain aware at all times of how both domains are going to overlap I made sure I never attempted to add small features to the shape if it would be better suited for texturing and vice-versa.

This allowed for the final result to retain a fairly stylized looks and yet appear appropriately realistic when seen up close.

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An advantage of this technique is that all the rocks share the same textures (diffuse, normal, etc…) so memory wise it’s quite a boon.

It also means I can simply swap the diffuse texture for a completely different look. And the models themselves are very light since I only split edges where it can be seen (silhouetting).

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Water Works:

I’ve just started developing a new shader for large bodies of water (ie: Lake Vaelia!). It’s a rather cheap/simple shader (since it doesn’t even use the Gerstner algorithm) but at this very early stage it’s showing promises.

(Thanks to Cyrille for helping me with non-trivial sine-waves math!)

 

And another quick test of an even earlier version of the water in different lighting conditions (night/morning/afternoon/evening). It might seem obvious but I can’t stress out enough the importance of always checking your assets in different lighting conditions!

(Apologies for the terrible quality of the video grab)

 

That’s it for this update. Once more, thank you all for reading and don’t hesitate to post your questions/remarks in the comments section. See you all in the next update! :)