Go wild with your ideas and suggestions!

Share your ideas and thoughts for the game with the community and team.
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david
'Ghost of a Tale' Community Manager
'Ghost of a Tale' Community Manager
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Mon Jul 15, 2013 11:35 pm

:mrgreen: The ideas and suggestions you are coming up with are sensational! :shock: :lol:

As you probably know, at the moment there is just* Seith working full time on Ghost of a Tale. He's aiming to create a 'small and wonderful' experience... it won't be Skyrim with furry animals! So please understand that he can't implement every suggestion, no matter how dazzlingly creative :D

But don't allow manpower and technical considerations limit your creativity. Let your imagination run TOTALLY wild here!

*These days, occasionally some kind persons pitching in, mainly with technical help in Unity engine on specific areas (like the mouse's fur, bending vegetation and cloth physics).
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evilkinggumby
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Tue Jul 16, 2013 11:34 am

Sky is the limit! :) I will say so far everyone has been really encouraging and nice about suggestions, (no flaming or trolling at all) so even if it seems totally outlandish, bonkers, epic or insane.. I'd say toss it out there as it may inspire Seith and his folks to do stuff never imagined.
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najatuw4646
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Thu Sep 24, 2015 11:37 pm

implement every suggestion, no matter how dazzlingly creative.
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KwisatzHaderach
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Fri Sep 25, 2015 5:51 am

najatuw4646 wrote:implement every suggestion, no matter how dazzlingly creative.
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Ye, Seith! Get your lazy as indie-ass off the couch and get to work! I'm totally expecting tides implemented with the next update! :mrgreen:
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Varethas
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Sat Sep 26, 2015 9:24 pm

Hello again! Varethas here, it's been a long time since my last post - just chiming in after some major IRL haps! Allow me to say that of all the wildest ideas out there, bringing GoaT to the PS4 at the same idea as the Xbox One would be beyond phenomenal, especially for someone who has committed to buying any and everything GoaT in support of the project, *and* is not a PC or Xbox Owner! hehe
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Seith
'Ghost of a Tale' Creator and Developer
'Ghost of a Tale' Creator and Developer
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Sat Oct 24, 2015 4:26 pm

Varethas wrote:Hello again! Varethas here, it's been a long time since my last post - just chiming in after some major IRL haps! Allow me to say that of all the wildest ideas out there, bringing GoaT to the PS4 at the same idea as the Xbox One would be beyond phenomenal, especially for someone who has committed to buying any and everything GoaT in support of the project, *and* is not a PC or Xbox Owner! hehe
Hey there Varethas! A simultaneous release Xbox One/PS4 will not be possible but Ghost of a Tale will probably come to PS4 at some point. Thanks for your support! :)
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Varethas
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Wed Mar 09, 2016 2:28 am

I'm sure this has been mentioned, but gosh, an in-game Tome that chronicles Tilo's Travels (maybe even called Tilo's Travels? has a ring to it, hehe) so that we can read the Nicodemus-style script, see some beautiful artwork, and generally get the feeling of reading an aged tome by a fireplace next to a rainy windowsill...at night! hehe, cosyness overload, much? But yeah, my official submission is:

- A Chronicle Tome for Tilo, and/or
- A Historical Tome about the world's backstory :D
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Seith
'Ghost of a Tale' Creator and Developer
'Ghost of a Tale' Creator and Developer
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Wed Mar 09, 2016 4:11 am

Varethas wrote:I'm sure this has been mentioned, but gosh, an in-game Tome that chronicles Tilo's Travels (maybe even called Tilo's Travels? has a ring to it, hehe) so that we can read the Nicodemus-style script, see some beautiful artwork, and generally get the feeling of reading an aged tome by a fireplace next to a rainy windowsill...at night! hehe, cosyness overload, much? But yeah, my official submission is:

- A Chronicle Tome for Tilo, and/or
- A Historical Tome about the world's backstory :D
Good suggestion! There's already an idea a little like this in the game; a "book of memories" of some sort. Although it is more related to a specific part of Tilo's life (rather than his travels per se).

As far as a Historical Tome we have a Lore system in the game, which will automatically get populated with definitions for new concepts as you meet them through dialogs and exploration (characters, historical events, locations, etc...).
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JohnGreenArt
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Tue Aug 02, 2016 4:30 pm

Just spent about 6 hours this weekend playing through the entire game (so far.) Only quest I couldn't complete was finding all the escaped beetles, as two wouldn't spawn. Anyway, I'm loving it and here are some ideas!

-When wearing a face mask with poison resistance (like the plague mask or clothespin) along with the salt miner's cap, your stamina/health should deplete at a slower rate than without the poison-resistance clothing item. Currently it seems like the poison from the candle affects Tilo at the same rate regardless of his poison resistance. Since you can't wear the cap and get a health bonus from a costume at the same time, the cap can kill you really quickly, so I don't think it would overpower the cap if the clothespin or plague mask slowed it down.

-Also when wearing the salt miner's cap, it could have some affect on enemies/NPCs. Such as make leeches swim away, or make rats dizzy (not knock them unconscious, but disoriented so they miss when swinging their weapons at you.) Maybe not all enemies, but specific ones—so, assuming there are spiders, the cap could keep spiders from attacking (like imagine there's a swarm you have to wade through, and the cap keeps them at bay). Or it could even attract tiny food bugs, that way as the cap drains health, you could eat the bugs it attracts to refill health as you go. The cap wouldn't be overpowered, because you still can't wear it for very long.

-Maybe give a clue about the Skaapbeetle eggs… like have Silas or Faustus or Fatale say they like to lay them high up… or just make the clutch that is on the roof over the cage Silas kept them in easier to find. Seemed almost like going outside the map to get to them. Since the batch in the tower I found within a window arch, I kept opening all the window shutters everywhere expecting the eggs to be hidden there. Anyway, I kept thinking the shutters, being interactive, would be involved in one of the puzzles. And I'd thought I was going to have to take the ingredients to Faustus to make the brew for Fatale. Maybe that just adds an annoying step, but Faustus seemed under-utilized.

-Speaking of bugs, there should be another hornets nest somewhere. Maybe one that can be knocked down onto a guard, thus making the guard leave their post to go dunk their head in a trough, so you can get past the door they were guarding.

-Can a guard's helmet (the flat kind as requested in the quest) be stolen by knocking them unconscious?

-There seem to be occasional sounds of horses in the courtyard. There aren't any horses, are there?

-I couldn't find anything to lockpick after learning the skill. Wearing Tulong's costume isn't required to pick locks, is it? Will there be a way to know what locks can or can't be picked?

-When wearing the Rat Guard costume, pressing Y makes Tilo salute. It would be cool if that made other rats salute in return (or maybe specific rats, which could be used in a puzzle.) It would also be cool if each costume had a similar sort of animation to it (even if just for show, like if as Tulong he does a flamboyant bow or something.)

-Can the lute ever be played by Tilo (as opposed to cutting to a screen showing the lyrics of a song)? Like, could the player just have Tilo take out his lute, then start strumming a song? Or maybe can it be used to lure enemies away with sound? Or lull an enemy to sleep? I just think the lute should play a bigger part.

-The bell on the minstrel hat should jingle.

-Perhaps some guards should have whistles or trumpets they could blow to alert other guards. That way, if you try to run past a guard, your escape route might be blocked by another rat who got alerted (it's a little to easy to just run past all the enemies.) Or maybe the prison has an alarm (there is a bell tower after all) and if you alert too many guards, someone rings the bell, and then all rats are on alert, and possibly they start checking hiding spots. Then you'd have to make your way to a spot that will cancel the bell ringing, and only after that will the rats stop being on alert and checking hiding spots. After that you can hide and save again. This isn't to say ALL rats should be more aggressive, or even the ones in the playable portion of the game so far, just that the stealth difficulty in the game should increase as the game progresses and Tilo learns/discovers more abilities/items to sneak around.

-Maybe some doors could have a "lockdown" status. Alert a guard, and a gate comes down trapping you in a room. After the guard cools down, the gate opens up again. This could be the kind of thing a "hard mode" adds to the game, or a "new game+", to make a second playthrough more of a challenge.

-Is it possible to hold the lantern AND an item at the same time? Specifically, like when exploring the sewers and needing a light to be able to see the bear traps. If you can only hold the lantern and a stick in the same hand, then it's too dark to see when holding a stick and trying to aim it at the bear trap. I would think that other occasions would arise in the course of the game where you'll need a light source plus also need to be able to hold/throw something (I noticed you can already have the lantern equipped and still pick up stools, for example.) I realize the salt miner's cap solves this problem by putting the light source on your head, so maybe that's the only way to hold a light source and a throwable item at the same time.

-Day/night guard routines: Maybe the guards can walk different paths during the day/night cycles? Can enemies "see" better during the day vs the night (or whatever light levels)? I'm guessing day/night will be a bigger part in solving some puzzles in the game. I do like that the beetles can only be heard at night and that Gusto goes to sleep.

Really excited for the future of this game!
FakeNina
Posts: 153
Joined: Mon Apr 28, 2014 9:53 pm

Wed Aug 24, 2016 10:35 pm

Hi JohnGreenArt,

Thanks for your great suggestions, they're very well-considered, and helpful. With a lot of them you've hit the nail on the head! I won't go through them all, but expect to see a good number of these features and ideas implemented in future builds, and the final game. More information in the near future!

FN
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