Welcome to this new Ghost of a Tale development update! It should come as no surprise that hard work continues, more intense as ever; Cyrille and Paul are toiling away on their task list and we still have to implement quite a few things before we’re ready to start beta testing. I mean we do test constantly of course, but this time it should be with people who never actually touched the game before.
Here’s a picture of Tilo exploring the sewers. Ooh lookie, he found the Red Ranger’s hood (the Red Ranger is a folklore character in the game’s world)!
Jeremiah also has a lot of work ahead of him to compose all the tracks needed for the pre-release. But he’s as fast as he’s good, so I’m not worried. Instead I’m excited to be the first one to discover his work!
Over the last couple of weeks I’ve done a huge amount of work in animation, 2D art and coding. I’m currently squashing A LOT of bugs which is actually pretty nice because that means hopefully you won’t find them in the game (no, you’ll find completely new ones! 😀 ).
I’ve also started implementing in-game tutorials. As you know it’s a tricky task to trigger them only at the right moment and location. I personally hate it as a player when a tutorial message interrupts the game just to tell me something I’ve already figured out. So that shouldn’t happen in GoaT!
Next I would like to thank all the contestants of our papercraft Tilo “contest”! Paul was so proud of all the creative energy put into bringing paper-Tilo to life!
Those pictures are just a sample of the ones posted in the thread. Congrats to all the winners; you guys will be able to claim your Steam key when we the pre-release goes live. You earned it!
Which is a nice segue into the next topic: Steam! Cyrille took it upon himself to dive into all the tutorials related to the online distribution platform and came up with a plan that worked (as you can see in the picture below).
We have tested the Steam publish pipeline and were able to upload a build which we could then access through our Steam accounts. Needless to say this is a significant milestone! It means that when the time comes to go public we should be able to do so with minimal fussing.
(FYI the build we uploaded was just a dry run and didn’t contain the game’s environments – hence the small footprint; the Early Access download itself should be a little over 1GB)
Alright, I’ll go back to work and leave you with this short test video I posted on Twitter a few days ago. It just shows the game’s starting area. See you all in the next update!