We’re back!!!
Hello everyone! Well, it’s been a while. 🙂
Let me catch you up on what happened since we released Ghost of a Tale…
Of course we worked right away to maintain the game and fix bugs (both in early access and after the release). We also hired and provided support to a localization studio (Level Up Translation), after which we worked on porting the final game to the Xbox One (one of the hardest things we’ve ever done) and then hired another studio (Seaven Studio) to port the game to PlayStation 4 and the Nintendo Switch. We also worked on two physical releases (PS4: Tesura Games / Switch: Super Rare Games) featuring art and design documents. The game even won two awards!
After that we started thinking about our next game. We planned out the development and work began utilizing the same engine (Unity) we had used on the first game. We also developed a separate tool for quests and dialog creation to cater to our specific needs (our previous off-the-shelf tool was little more than a glorified text editor). Once Paul publishes quests & dialogs the new tool allows us to integrate those in-game with one click. It was a sizeable time investment that cost us a full year but it would prove to be very wise down the line (spoiler alert).
After a couple of years of steady work a picture started to paint itself and I just didn’t like it: We were spending more time fighting the engine rather than actually creating gameplay systems and assets. I was getting more and more frustrated with the everyday limitations and hassle Unity put on our iterative process…
Around that time Epic began to communicate about their new Unreal Engine 5. So I took a look at it (not having liked at all the earlier 4.x iterations) and it became clear to me this was a much better option for our game. I had no doubts about this but keep in mind it was almost a year before what could be called the “great dev migration” when a lot of indie and AAA game developers decided to ditch their current (and sometimes proprietary) engine and moved on to UE5.
Might as well go public about this: Several months ago we made the tough decision to ditch #Unity3d and move on to #UE5 for our follow-up game to #GhostOfATale. It set us back significantly in terms of schedule (lots of work to recreate) but we know it was the right decision. pic.twitter.com/SGnLkivb8f
— Seith (@SeithCG) July 15, 2022
I could talk for hours about the differences between Unity and Unreal Engine and I’m happy to if enough of you are interested. Just let me know in the comments.
Here’s a previously shared screenshot showing the first fruits (huhu) of our early work in Unreal:
Anyway I had to break the news to Paul and Cyrille: We needed to change our game engine in the middle of production. Which almost never happens in the industry because the consequences are too dire to contemplate. Normally you would have to go through a storm of unpleasant meetings, convince the heads of the studio, look producers and investors in the eye and say “we need to scrap those last couple of years of development and start again from scratch”. Unthinkable!
Thankfully in our case it turned out Paul and Cyrille were willing to trust me and bite the bullet. Still, Cyrille was doing a lot of the back-end pipeline like data management, saving/loading system and authoring tools and it meant for him to ditch everything he knew and had accomplished in C# and move on to C++. Not an easy prospect by any stretch of the imagination.
But we were hoping the quality of the visuals would clearly justify our decision, as you would hopefully agree seeing this (also already shared) screenshot in UE5:
Although Paul’s work wasn’t to bear the worst of the brunt it still meant for him to revert to early stages of testing and participate again to the initial development of a new system of dialogs and quests, intricately interwoven with game design. Thankfully our earlier choice of investing in an entirely separate first-party tool to author dialogs and quests proved to be a good one since it meant that the nature of Paul’s writing work wouldn’t be affected too much by the game engine change. Another positive outcome was we got time to refocus on the game’s strengths and essence, which we might not have done had we kept on plowing ahead as initially planned.
So in the end we “lost” about a year-and-a-half just to learn the new engine and recreate the old game systems. But I’m very glad to say today that it was all well worth the time, pain and money. We’re now at a stage we would never have reached with the previous engine. Both in terms of visual quality and gameplay richness.
Here’s a new screenshot taken in a spot that might be familiar to you as it’s roughly matching the very first (Unity) screenshot we ever shared online. This time however it reflects the look of the game in the new engine:
Anyway, as we kick off this new year we will start sharing more information about the game’s progress, like we did the first time around. Of course we still have a lot of work ahead but we are hoping you’ll stick with us as we talk about every aspect (technical, artistic, narrative, etc.) of making a game in Unreal Engine 5.
And on this note let me close this very first development blog post about Ghost of a Tale 2 and wish you a Happy New Year!! 🙂
PS: To stay up to date with news regarding the game please follow us on these:
FakeNina
January 1, 2025 at 4:05 pmFantastic! I’d love to hear more about the differences between Unreal and Unity.
Thomas
January 1, 2025 at 4:34 pmQuelle bell nouvelle pour cette nouvelle année !
Mes connaissances de la conception de jeux ne sont pas très développées mais je suis également preneur d’infos sur les différences entre Unity et Unreal Engine
paola
January 1, 2025 at 4:51 pmthank you for your hard work, I really can’t wait to see Tilo again!!! <3
Pingback: مطوّر Ghost of a Tale 2 يشاركنا بتحديث حول المشروع ورحلته في السنوات الأخيرة
January 1, 2025 at 6:48 pmPingback: Ghost of a Tale 2 sort de l'ombre !
January 1, 2025 at 7:35 pmHTheZ
January 1, 2025 at 8:39 pmI cannot wait until it’s finished! Ghost of a Tale is one of my absolute favorites and I look forward to the day I can play the sequel. Thank you for a truly compelling story!
Paige Richardson
January 1, 2025 at 11:45 pmI can’t wait for Ghost of a tale 2. I hope this game with be on the PS4?! The adventure continues!!
yeuk0
January 2, 2025 at 1:07 amWow, interesting!
By any chance was the engine switch also affected by the controversy on Unity’s policies changes? Or it’s just a matter of being more ambitious?
It’s funny how Unity went from being the “one and only“ entry point for developers (kinda of a standard), to become more irrelevant in the last years.
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January 2, 2025 at 9:00 amPingback: Delightful dark fantasy fable Ghost Of A Tale, aka Ico meets Redwall, is getting an Unreal Engine sequel – Games News Hub
January 2, 2025 at 11:05 amPingback: The beautiful dark fantasy tale Ghost Of A Tale, aka Ico Meets Redwall, is getting an Unreal Engine sequel - Metacriticc
January 2, 2025 at 11:37 amPingback: The delightful dark fantasy tale Ghost Of A Tale, aka Ico meets Redwall, is getting an Unreal Engine sequel. - playitvision
January 2, 2025 at 8:44 pmbeema
January 3, 2025 at 1:00 pmI’m so excited for GoaT 2!(appropriate abbreviation lol)
The first was such a wondrous experience that I always try to spread the word of. Still feels like an amazing little secret. You’ve crafted such a lovely world that manges to be a fresh gameplay experience while also bringing me back to my childhood of reading the Redwall books and similar things.
Sophie Davies
January 3, 2025 at 1:17 pmGhost of a Tale has been my absolute favourite game for years now. I love the game so much and I am so looking forward to hearing new updates for GoaT2! I could go on for hours about how much I love all the little details of the game, the world-building, the characters, the dialogue, the visuals, the storytelling, everything! I am so looking forward to seeing the second game and thank you for this absolutely amazing game.
darthkarki
January 3, 2025 at 3:29 pmYay! So excited to hear more! Definitely interested to hear your thoughts on switching from Unity to Unreal, as well as any and everything else you want to share. 🙂
ColorsHL
January 3, 2025 at 5:08 pmI long so much for the game! The first game was so amazing! You have all support and love!
Pingback: Delightful dark fantasy fable Ghost Of A Tale, aka Ico meets Redwall, is getting an Unreal Engine sequel - mzaxazm
January 4, 2025 at 1:14 pmDahlia
January 5, 2025 at 11:01 amI’d love to read a more in depth about the differences between unreal and unity! The screenshots lok amazing. Can’t wait to see Tilo again
Sam
January 7, 2025 at 8:23 amHi, could you for GoaT2 create knockdown gameplay something like in Splinter cell: Chaos Theory. Of course, Tilo is smaller than rats so not with the strength itself but maybe using some kind of creative tool which will make the gameplay more interesting.