Hello all! Yes, Ghost of a Tale will be present next week at GDC! Paul will be there in person with a build of the game featuring a new forested area for you to explore!
I’m starting to be happy with the overall result. Still got to create a few more assets to nail the look but it’s definitely getting there.
Also from the forest you can have a good look at Dwindling Heights’ tower peeking through the canopy.
So feel free to come by and say hi to Paul! He’ll be at a Unity booth (#1402).
(Speaking of Unity, a well-informed source tells me they’ll show off their new timeline editor with a special guest: a minstrel mouse called Tilo)
The Xbox One version of the game is coming along very nicely. We’re ready to submit to Microsoft for certification. Recent performance improvements allow us to use temporal antialiasing which looks really nice on a big TV!
Speaking of performance, we’ve once again optimized the game a lot in order to reach a stable 30fps on Xbox One. Which means, as I mentioned before, that the PC version now also runs faster.
It really is tricky because the game is primarily developed on a gaming PC and framerate drops from 120fps to 70fps are virtually invisible. But on a console that means the difference between a playable 30fps and a painful 21fps. Thankfully Unity has a handy profiler.
The level of detail granularity is nice, using sharper textures. And you’ll be able to see all those little details since the main difference between the Xbox and PC versions is the resolution.
Better Night Sky
I improved the look of night skies. Before the fog was so thick you couldn’t see a thing.
The only cheat is by a full moon you wouldn’t be able to see the stars twinkling of course. But they’re so nice I cheated. 😉
I implemented dynamic vegetation throughout the game and since I was at it I also redid the grass assets. The previous version was alright in game when the camera did NOT look down at it. But as soon as it was, the dreaded “razorblade” effect was kicking in. But no more!
And the grass interacts with Tilo in a much more natural manner, while being more or less exactly the same number of polygons as before (if you can believe it)!
There’s something to be said for testing your assets in the worst possible conditions (using unflattering contrast); if you manage to make them look nice in those cases you can be fairly sure they’ll look good in-game.
I also recently started using Substance Designer to create textures for the game. I used to be a doubter (since I usually do all my texture work in Photoshop) but after having invested time in watching tutorials and trying it seriously I’m now a believer.
So in a nutshell development moves on and we can’t wait to show new quests, characters and locations. But we won’t until they’re ready for prime-time!
Meanwhile if you wish to support us then please download the latest version and help us chase pesky bugs. Thanks again for your continued support and see you in the next update!