*STOP PRESS* I played two early builds of GOAT

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david
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Thu Feb 06, 2014 9:31 am

Ok folks, here is some mind-bending news.

As you probably know, Seith is very cautious and secretive. I usually stay out of the loop of his development process, because I understand that he is just too darned busy to tell me every detail.
However, recently, Seith needed some compatibility testing done on a very early test build of the GOAT test level. He wanted to see how well it ran on different-spec machines.

SO I GOT TO PLAY TWO EARLY BUILDS OF GOAT :D
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As you've seen from the photo above that Seith posted on this website blog, the test level is set in some underground tunnels. At the moment, there are no other creatures, there is just the main character, some tunnels, doors and a few game objects to interact with (like that lantern... you can pick it up to help light your way, which is nifty and beautiful).

The first thing that struck me: GOAT looks gorgeous... AAA-quality. Everything from the lighting, textures, animation (of course) and game-objects looks superb. It is quite like playing an animated movie. The main character is VERY cute... he is slightly goofy, and huggably innocent. I just love it when he opens his mouth and looks wide-eyed around the environment with enthusiasm.

The second thing: the mouse, other objects and the environment interacted perfectly. Walls and objects felt solid, and everything collided and interacted beautifully... there was no object interpenetration and no physics weirdness whatsoever. Everything that looked like it could be jumped on, you could hop up onto and there was no irritating 'getting trapped behind things or blocked by invisible things' at all.

The third thing: the controls (running and jumping) feel just right. I used both an XBox/PC joystick (recommended) and the the mouse's responses are beautifully-weighted and precise. When I commented to Seith that the controls felt 'platformer-like' (i.e. tight and good), he said that there WILL be platforming elements in GOAT. Done cleverly, this minor platforming aspect will work really, really well in the game I think. It was wonderfully satisfying just to scamper, jump and sneak about the dungeon.

The fourth thing: Jeremiah did a new deep, powerful, almost growling, orchestral piece for the ambient soundtrack. Imho, it will really suit a dark, challenging section of the game.
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evilkinggumby
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Thu Feb 06, 2014 12:36 pm

*Stop The Press*

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I hate you

lol. You lucky bastard :) I am soooo jealous. But at the same time, I am really psyched to hear such great things about the game. Does the game itself feature physx or havok? like, can you drop to knock into items and they move realistically?

I'm so psyched to hear this. WOW.

(p.s. I don't actually hate David, I'm just joking. Though if he ends up buying a junky pc monitor or projector I may have to grab a big ol bottle of haterade. :) lol)

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KwisatzHaderach
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Thu Feb 06, 2014 5:12 pm

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I hate you too, david!

Wow, stunning news! Exciting to hear that the game is taking shape! I like to hear that movement feels spot on, it is such an important part of any 3D game and if you don't get it right, it can ruin an otherwise awesome experience.

I'm absolutely thrilled to read about another piece of Jeremiah's score, I still listen to the trailer track multiple times a week and I am hyped for more of his stuff! Has the new track also got Celli in it?
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david
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Thu Feb 06, 2014 7:48 pm

@EvilKing and Kwisatz...I know you don't mean it, you guys are staunch GOAT supporters. Though who would blame you? Even a saint would feel envious of my job :lol:
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@EvilKing... GOAT is using the built-in Unity physics engine (which has PhysX). I love being able to bump into smaller objects, knock them over and move them about: it makes the world feel richer and more realistic... as well as giving lots of fun gameplay/puzzle/combat options. This is one of the first things I tested on the build: you CAN do this in GOAT... YAY! :mrgreen:

@Kwisatz... I completely agree with you about the importance of good movement/controls, and Seith is nailing it. The cello is one of the main instruments on this ambient track.
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Pulsar
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Fri Feb 07, 2014 9:59 am

I don't think I can add anything other than...

WAAAAAAAAA... :cry: I want to play... :cry:
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evilkinggumby
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Tue Feb 11, 2014 3:55 pm

See that David? You are on.. THE LIST.

And we're all secretly plotting to take you down by any means necessary. Even if we have to cover you in mayo and throw you into a cage with 3 dozen dachshunds....

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Be afraid my friend.. be VERY afraid! lol
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david
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Wed Feb 12, 2014 5:13 am

evilkinggumby wrote:You are on.. THE LIST
The LIST, mayo and 36 adorable dachshunds? :shock: eeek! I'm going into hiding :lol:
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:idea: On reflection, it probably wasn't too smart to share a photo of my super-secret hiding place
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KwisatzHaderach
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Wed Feb 12, 2014 5:55 am

At least you're wearing sunglasses. That makes it much harder to track you down. Still, these unrabbity small ears should give you away! :twisted:
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david
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Tue Mar 11, 2014 12:51 am

KwisatzHaderach wrote:At least you're wearing sunglasses. That makes it much harder to track you down. Still, these unrabbity small ears should give you away! :twisted:
as a chinchilla wearing sunglasses... I'm very, very hard to recognize 8-)
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evilkinggumby
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Mon Mar 24, 2014 3:09 pm

OK Now I am starting to get paranoid.. David gets his hands on a pre alpha to try out and now we're not seeing any news or updates or traffic here since like.. december.. (at least from Seith). I am starting to think David destroyed Seith's will to live and the whole project is destroyed..

Say it ain't so, David! Say you haven't crushed my hopes and dreams!

lol

OK being a little overdramatic.. i know. But it HAS been painfully quiet here as of late. I can't tell if progress on the game is flying by or if things hit a standstill cause David found a big ol problem in the code...

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