Aug 112017
 
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Welcome all! Today I’m very happy because I get to talk about new content added to the early access! 🙂

Indeed we’ve opened up a new location: the Northern Slopes (along with the old armory) but we also worked a lot on the existing Far Tower area. Not only is the location much prettier to look at (thanks to many new assets) but there’s actually stuff to do there now!

Here’s a lighting test for the time-of-day system which is recorded in the new area:

We’ve added 5 new quests to the existing 28, which brings us to a tally of 33 quests available in the early access version. The new quests range from quite easy to much more involved.

Furthermore we introduce a couple of new gameplay mechanics: among which are the “brisance kegs”. Those are in effect a sort of exploding barrel/nitroglycerin. They are heavy items which Tilo can grab and move anywhere within a certain distance.

And that’s what makes them special: every time Tilo takes a step the brisance bar fills up a little until it fills up completely and as you guessed… the whole thing goes ka-boom! So better not let that happen.

But that’s not all: the brisance is sensitive to shocks so Tilo can also throw projectiles at it to blow it up at a distance.

Conversely, Tilo can light up the fuse of the brisance kegs (using his candlestick or fire steel) to create a delayed explosion. Which will prove very handy throughout the rest of the game, against some enemies and also as a way to affect the environment.

In this update we have added new shortcuts for you to discover, making traveling from one part of Dwindling Heights to another even more enjoyable.

Besides the usual helping of bug fixes you’ll also find long-time requested features like a brightness slider, an LOD slider (for people with powerful machine who just want the game to look as good as possible) and a way to sort the inventory clothing items by costume and/or body parts.

And by the way just to give you some hints: the new quests can be accessed by talking to Faustus, visiting the garden and exploring the far tower area (mind your steps).

The guards now have new attack sounds (coupled with camera shakes when Tilo gets hit) so they overall feel more threatening. Some of them now wear greaves, which means that they won’t slip down on a grease jar anymore.

You can think of it as a rock/paper/scissors situation: some guards wear a helmet so you can’t knock them down with a bottle but they could slip and fall on a grease jar, while some others have no head protection but they wear greaves, etc… So you have to choose the right tool for the right situation.

The map system has also been improved in that the markers that appear on it now visually indicate if the items they refer to are located above or below Tilo’s current position.

Story-wise you can also pick up more roses in the world, which in turn will let you learn more about Tilo and Merra’s story.

Anyway there are too many things to mention here so I encourage you to read the detailed release notes.

With this update we are nearing the 60% of publicly available content. One thing to keep in mind about the whole process is we only publish things when they are ready. In other words out of the remaining 40% about half is already created and the other half is well on the way. Of course for now the “non-public” content is only reachable by us developers and alpha testers. But boy do we have some beautiful things in store for you! 🙂

To illustrate this point, here’s a screenshot of Tilo exploring the catacombs (which are not open to the public yet)…

In terms of availability this update can be downloaded on Steam today, then in a couple of days on GOG and finally (barring any unforeseen troubles) on the Xbox One before the end of the month.

Update on August 18: The new build is now available on Steam, GOG and the Xbox One store!

As usual, don’t hesitate to leave your questions and suggestions in the comments below! See you in the next update! 🙂

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 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! 🙂

Feb 252017
 
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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!

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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.

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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)

Xbox One

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.

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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. 😉

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Assets Improvement

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!

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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.

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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!