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.
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.
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!
Welcome to this new Ghost of a Tale update! How time flies. Paul, Cyrille and I have been working like crazy on a lot of different things over the last months.
Work has been roughly divided between enhancing the early access (fixing the bugs, adding features) and working on the final game (new locations, game mechanics, etc…).
By the way, just to avoid any confusion: some of the screenshots displayed in this update are from new areas which are not yet open to the public! They’re just a taste of things to come… 😉
(In the screenshot below Tilo -or is it the famed Red Ranger?- has found an old place in the forest. Some say it dates back to the War of the Green Flame…)
The new build update available today provides a solid cushion for the new mechanics (to which I alluded in the previous update) which will be part of the final game. It also represents a clean slate of some sort.
Indeed after the last build update we took a long hard look at what could be improved and we found several areas where we could do better (from an artistic, visual and coding standpoint).
We knew that since those changes were so fundamental we would lose previous saves compatibility. We didn’t take that lightly but we assessed the prospective benefits and we decided that since the game is still in early access it was really worth it. And we hope you will agree with us!
Last time I alluded to performance improvements and I can confirm they are indeed substantial! As an example I tried running the game in 720p on a very old computer of mine which doesn’t even have a proper gaming card (it’s got an old Quadro) and while before it was struggling to reach a barely playable 20fps it now runs above 40fps!
Some other average machines that could barely run the previous build at 30fps in 720p can now do so at 1080p (or close to 60fps at 720p).
Finally on my powerful gaming machine the average framerate went from 90fps to nearly 150fps (which is admittedly a little ridiculous).
So all in all I’d say it was well worth the effort!
But that’s not all: We have implemented a new kick-ass sectioning system that allows us to streamline everything we display and I’m happy to report that there is no more stuttering or micro-freezes when transitioning between areas.
As you guys know Ghost of a Tale relies a lot on tessellation and I reworked all the tessellation shaders using a new shader editor for Unity by Amplify which takes care of the remaining issues in previous builds: transition with distance looks much better, all the micro-cracks/back-faces scintillating artifacts are gone and finally it does a much better job at showcasing the humidity and wetness of some materials.
(In the screenshot below you can also see the improved sub-surface scattering shader on Tilo’s ears and hands)
Plus you get new settings to change the tessellation’s amount and distance to your liking.
Some textures have also been doubled in resolution for a finer look and detail mapping now plays a much bigger role in delivering crisper textures when seen up close.
Tilos’ costumes are now directly affecting Tilo’s capacities as well as the guards’ detection. Cloth items now influence Tilo’s endurance, the rate at which he recovers his stamina, his sprint speed, auditive discretion and visual conspicuousness.
Costumes don’t affect Tilo’s health/stamina anymore, meaning there’s no issue anymore with losing health/stamina when switching between different costumes.
It feels much better because the new items now really have a discernible impact on Tilo’s skills. All this is in preparation for the upcoming game mechanic when you can find some costumes that allow Tilo to run around without being attacked right away by the guards.
(On the screenshot below you can spot Tilo in a suspended basket which works as a new shortcut between the top of the tower and the garden below)
There’s not a lot to report on that front unfortunately; we have submitted a build to Microsoft in order to enter the Game Preview certification process but that was a while back and we haven’t heard from them since.
Anyway, since this is totally out of our control we will keep concentrating on the PC version!
Regarding the new build I invite you all to go here to read the release notes for all the details.
Finally we wish you all happy holidays! Thank you for sticking with us throughout this year of development! And stay tuned for more Ghost of a Tale related news to come in 2017!
Now that the dust is settled I can at last find time to post an update! What an experience it’s been!
Ghost of a Tale has been out in early access on Steam and GOG for more than three weeks now. And it’s been both exhausting and exhilarating. Some days we worked nonstop around the clock with only 4h of sleep so it was rather intense, but in the end it was all worth it.
I want to thank Cyrille (Cosmogonies) and Paul (FakeNina) for answering emails and replying on forums while at the same time toiling away on the game. If Ghost of a Tale’s launch wasn’t a total chaos it’s all thanks to their constant dedication and hard work, for which I am immensely grateful.
Thank you also to all of you guys who took the time to send us your saves, screenshots and bug reports! You have truly made the game better for all those who will come after you.
To say the reactions to the game have been overwhelmingly positive is an understatement. Here’s a typical example of a player’s reaction about the game:
I’m really glad we tested the game beforehand as best we could because it actually paid off: Ghost of a Tale was called one of the best example ever of a game released in early access. For some reviewers it even set a new standard in terms of quality of a pre-release. Which is music to our mousey ears!
I was excited for Ghost of a Tale. Having play 1hr30 of it, so far, I *love* it.
Of course there are still bugs remaining and we’re working tirelessly to squash the most annoying ones as quickly as possible. We also added requested features and players were sometimes amazed to see we genuinely cared for their feedback.
We’ve got some great suggestions (regarding AI, game mechanics, etc…) which will make the game even better than it is while keeping the original vision intact.
All in all I’d say the game has attracted a really nice crowd, with a lot of good will and a genuine desire to help. And that’s probably one of the most welcomed achievements of the game as far as I’m concerned.
How did the game do in early access?
It did alright! The sales are not fantastic by any measure but it should allow us to finish the game as intended. Now for any slightly bigger studio that level of revenues would without a doubt spell the end of the project. But not in this case, rest assured the game will get finished!
Early access games are rarely a smash success and we released Ghost of a Tale without any publicity whatsoever. I didn’t even have time to do a proper new trailer, Microsoft couldn’t provide any marketing support since the game is not yet out on the Xbox One and almost no journalists were aware of the game’s pre-release. Talk about a hard sell!
Anyway the uptake is a lot of players went “This looks really nice, I’ll wait until it comes out of Early Access!”. So if Steam’s dashboard is to be believed we have ten times more potential buyers waiting for the game to be finished than the actual amount who already bought it. Which seems to indicate the game should be fairly successful when it gets officially released.
So what now?
The very first step is to take care of all the remaining bugs to ensure the early access is basically as bug-free as possible, since the systems and game mechanics will be used in the final version.
The second phase involves tweaking the gameplay, integrating more feedback from players, etc… Then early access will be deemed complete in the sense that it procures a thoroughly enjoyable experience to players new and old. Development will then branch out to what will become the full (final) version of the game. We are currently nearing that stage.
On that topic, a quick message to all of you backers who got access to the Beta version of the game on Steam: you can now switch back to the default branch. The Beta branch is going to be used mostly for experimental builds, where we introduce tweaks or changes not yet ready for prime-time.
So if you’d like to provide us with feedback about new features (and potentially new bugs) please stay on the Beta branch. If not, then simply opt out of it in the game’s properties.
What about consoles?
We are currently working on getting the Preview version onto the Xbox One. I will of course post here whenever there are related news.
Regarding the PlayStation 4 we don’t have anything to announce yet, besides the fact that Sony is indeed aware of the game and would like to see it come to their console. Once more I’ll let you guys know as soon as there’s anything new to report.
Will the game be available on the Humble store?
Yes it will, thank you for your patience! It will also be possible to buy the game directly from this site through the Humble Widget. I’ll post an update when that’s ready to go.
Alright, I have to get back to work now. And I’ve still got hundreds of emails to go through. So please be patient, it will take me some time…
Finally I simply want to thank again all of you backers of the Indiegogo campaign who chose to give Tilo a chance three years ago. It looks like you won’t have to regret it! 😀