Updated shaders and release plans!

Mar 272015
 
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Welcome to this new development update! While working on the environments I have recently finished converting the shaders to proper physically-based ones, thanks to Shader Forge’s newest release (thank you Joachim!) which supports the latest Unity 5 features in relation to lighting.

Here is a screenshot showing the result; Tilo seems positively fascinated with the fire… :)

ScreenShot 2015_03_27 11;42;43001

A nice side-effect of this shader update is that the framerate is now super-smooth on my machine. The main phase of optimization for the game will only come later in the development cycle but to be able to run around in those environments in such a smooth way is soooo nice.

Here’s Tilo exploring one of Dwindling Height’s collapsed towers. It is safe to say the keep has seen better days. Indeed many years ago Dwindling Heights sustained a large attack by the Ferrets of Saltar and it’s been falling in a state of disrepair ever since…

collapsedTower

On a different topic, sometimes I get asked “How can I support Ghost of a Tale”? And here’s the short answer: for now, the best way to support the game is to talk about it to your friends. On Facebook. On Twitter. Spread the word. Awareness is going to be the most important thing when the release date nears.

Currently, the plan is to begin letting people financially support the game within a couple of months. In return you will be able to download and play the beginning of the game (on PC). Of course, if you were an Indiegogo campaign backer you will access all this (and the final game) at no additional cost.

This early access period will help in catching bugs that would have eluded QA and also of course start to provide some much-needed revenues. The final price for Ghost of a Tale is not yet set, but will be announced later on.

The release date of the game (on PC) is planned towards the end of autumn (hopefully with the Xbox One version not too long after that). As soon as I have more elements I will post a definitive release date.

That’s it for now. Hope you enjoyed the update! :)

  20 Responses to “Updated shaders and release plans!”

  1. Comme d’habitude, magnifique :)

  2. Hi Seith! Looks amazing! I’m so excited about the game and also happy to have a first indication on release date. Can’t wait to try it out. A question: When you say PC, does that include Mac?

    • I’ve asked about Mac before, but I’ve been told that while it might happen (dependent on some things that aren’t under his control) there are no plans for Mac right now. Hopefully that will change.

    • Thanks! @Armodillo17 pretty much summed it up. Keep your fingers crossed and petition Unity to include support for later versions of OpenGL…!

  3. Que de bonnes nouvelles, merci !

  4. end of autumn… well it i cant friggen wait!

  5. Glad to see word of the release and purchases slipping in. ANd of course, the great changes to the shaders and lighting. The game looks great. Now if only it featured Tilo’s mom….

    • Spoiler alert: it won’t. Or maybe I could do a director’s cut of the game, just for you…! XD

      • Can I get a director’s cut too?
        BTW I like the more frequent updates. Maybe in the next one you can explain what you do in an average day of game creation? (Just a thought)

  6. is this coming to steam i like having my games on steam sents it make keeping my games up to date hassle free. ether way I’m getting this game.

  7. Hi there, I just discovered this game thanks to ID@ program on xbox one. I am really surprised! I love it. I am really excited about this game. I know is coming at the end of autumn but I would love to know if there will be a release day announcement before released on Xbox One.

    Thanks!

  8. Hey, that project looks really good. Good luck with it!)

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