Hello and welcome to a new Ghost of a Tale update! I have recently implemented fire interaction in the game. It’s something I was thinking of for a while but hadn’t come to work on yet.
In this GIF you can see it’s never a good idea to jump into a brazier. I’m pretty sure Tilo would agree with me…
You’ll also notice that the banner catches fire when Tilo runs close to it. Some objects can be set on fire this way, although not everything in the game is combustible of course.
Anyway as we’ve seen in a previous update there are much safer ways to burn things (usually any open flame will do the trick). No need to set yourself on fire!
But if it comes to this Tilo can put out fire by jumping (or hiding) in a water container (basin, barrel, etc…). Also some items you’ll find in the game offer varying degrees of protection against fire.
On the topic of performance optimization (but still related to fire): in the picture below, center frame at the end of the corridor you can clearly see the stages into which a torch comes alive.
(Please note that for the purpose of this demonstration I have drastically lowered the distance settings on that torch in order to clearly display the different stages)
- Stage 1: The torch flame is not visible at all.
- Stage 2: Only the particles become visible. No “real” light involved yet.
- Stage 3: Light is on but it doesn’t cast any shadows yet.
- Stage 4: Light now casts “dancing” shadows.
You’ll be able to set the light distance in the game’s Graphics options menu. People with a good gaming PC can use higher values while those with a more modest rig can lower the distance at which lights appear. It can make a big difference performance-wise as Ghost of a Tale doesn’t use any baked lighting; it’s all “real time all the time”… 😉
And that concludes this update. As usual, please don’t hesitate leaving your comments and/or questions below!