AI! IK! Ok…?
A few weeks ago while testing the game, I had to face the fact the AI (the artificial intelligence driving the enemies) was simply not good enough. It had become extremely bloated in terms of code complexity and yet was not quite delivering the quality I wanted. So I decided to...
Dress-a-mouse!
Welcome to this new Ghost of a Tale development update! Since the inventory is now functional I recently I did a final pass on the dynamic props system. And I’m quite happy with its versatility. Basically Tilo can find a lot of wearable items that give him various resistances and boosts....
Articles and interviews
Hello there, this is just a quick update to let you guys know of a couple interviews/articles about the game that have been published on the web recently. The first one is in French, and you can find it by clicking on the picture below: The second one is in English and...
NPCs and dialog system!
Hello everyone! After having developed the game’s quest system I’m now mostly done with the dialog system; the interface which lets you communicate with the game’s Non-Playable-Characters. Such an example of NPC is Kerold, an old inmate in the bowels of Dwindling Height’s prison (don’t mind him, he’s a bit...
Playing with fire
Hello and welcome to a new Ghost of a Tale update! I have recently implemented fire interaction in the game. It's something I was thinking of for a while but hadn't come to work on yet. In this GIF you can see it’s never a good idea to jump into a...