TaleSpire

Created by Bouncyrock

Pre-Order the Early Access of TaleSpire and get access to the End of March Beta

Latest Updates from Our Project:

Dev stream goes live in one hour
almost 4 years ago – Sun, Jul 05, 2020 at 12:12:23 PM

Hi all, the dev-stream starts in one hour from now over here on Twitch 

https://www.twitch.tv/bouncyrock

Hope to see some of your there :)

Shanty and summoning
almost 4 years ago – Tue, Jun 30, 2020 at 01:26:39 PM

Hi folks, back with another week in review.

The Patch

We kicked off the week with a release that brought a ton of new assets, board mat colors, and the ability to summon players across boards. It was quite the mix, with sacrificial altars, giant sea monsters, and an extensive set of dock assets.

 The mat color is an addition we will be reviewed as the terrain and water systems take shape, but we hope it's a handy stand-in for some situations that TaleSpire doesn't cover yet.

The Progress

Work is already in full swing on a bunch of new assets, which will be in the next asset update. No spoilers for that yet, but we can say that in the next game update, we will be adding a new post-process effect to the atmosphere panel for cold environments. We will also be adding brown and white color presets for the mat.

On the dev side, Jonny has continued with experiments into the prop system. This is a system we have wrestled with a lot, and we are working on the balance between technical limitations and user experience. We can't wait to have more to show here. 

After getting excited reading community conversations about area-of-effect tools, I jumped from graphics work to look at rulers. I have only been looking at the architecture of the code and how the syncing should work, not the visuals. This is why the following looks rough and doesn't include and numbers showing distance/angles/etc. 

This is what we have so far:

The design goal for this first version was to be able to switch the kind of ruler instantly, and to be able to easily tweak the positions of the *handles* once the ruler had been placed.

The basics didn't take too long, but it took a bit of work to make the handle's behavior intuitive when cycling between rulers. Fun stuff!

Again I need to stress these aren't the exact rulers that will be in the game. We are sure we need a Sphere, Line, and Cone ruler to start with, but we will need to think about the rest. I am reasonably confident we won't have the circle/angle ruler, as verticality is really important in TaleSpire. The 3D equivalent is the cone ruler, and so you can expect to see that instead. 

The next steps for the feature are: 

  • Add a campaign option to specify the distance conversion between tiles in your game's favored units (e.g. feet/meters)
  • Remake the visuals so that they look better and show measurement text.

The Stream

In more news, we will be running a dev stream this Friday, 22:00 CEST on Twitch. You can find what time it is in your timezone here . Understandably as we are in Norway many of you won't be able to make the live event so we will be uploading the stream to YouTube afterward.

During the stream, we will:

  • Ramble about how it's all going
  • Summarize recently planning session and talk about a bunch of your feature requests
  • Run a Q&A

We are scheduling 2 hours for the stream, but I expect we can be flexible with this based on the number of questions and also how tired we all get :)

The Lot

And that's it! Another good week down, let's keep cracking.

Warm regards from the whole team

Summary of the week
almost 4 years ago – Mon, Jun 22, 2020 at 12:23:20 AM

Hi all, we are getting back into the rhythm of these weekly summaries, and things are going well.

We had a big planning session recently where we went through every feature request from the discord channel and started R&D on some of the major features we still need for the early access release.

We'd like to have another dev stream summarizing a bunch of this soon. It will probably be within the next few weeks and will be on youtube afterward for those who can't make it, or whos timezones don't line up well with ours :). We'll post back here once we have some concrete details.

We will have another content update for you in the next few days. Given that, I'll hold off from talking about the excellent work the art team has been doing for now.

This last week Jonny has been kept very busy with business-related tasks and prototyping things that we hope will become the core of the terrain system. I did a little work for the next update and then have been focusing on occlusion culling. 

Occlusion culling is a way of trying to speed up rendering by working out what things are hidden from view by other objects so you can avoid drawing them. This little animation (from cgcookie) shows the difference between frustum culling, where you try not to draw things outside the view, to occlusion culling.

Getting the math right and the work done fast enough is a challenge, but luckily there are some excellent guides out there to use as a base. The challenge for us right now is to work out how to hook this into Unity in the best way. We'll chat more about this in the dev logs as the prototypes progress.

I think that's all we have for today, so we just say seeya for now and leave you with these links to some recent dev-logs.

Gah! I lied about not showing art progress. I have to at least show off this dire boar :)

Update Summary: Camping, giant bears and technical fog
almost 4 years ago – Mon, Jun 15, 2020 at 10:50:04 PM

Greetings!

It has been a little bit of time since our last Kickstarter update. We've been doing regular updates over at https://bouncyrock.com/news , featuring both the things we've been working on as well as the updates to the Beta. But it is nice to get a summary on here, so I'll be highlighting some of the things from the past few weeks.

Beta Patches

In addition to some of the bug patches that have gone out. We also released another Tile Extension Set. This one got the name: The Campfire Tile Expansion set and featured things needed for camping among some other things: 

  • Bedrolls
  • Tents
  • Lean-to
  • Backpacks and gear
  • Bonfire with food
  • A Horse
  • Haystacks
  • Ferns
  • Tree variant
  • And a curious Dryad, keeping an eye on the forest trespassers.

A cool tweet featuring the Dryad: https://twitter.com/talespire/status/1263870429585977346

The art team is working hard to get more Tile Extenstion sets out and we hope to have more news about this soon.

Another big update was improvements to the Creature Controller, more notably though, the introduction of Creature Scaling in TaleSpire

Current Tasks

The thing we've been focusing on outside of bug fixes is getting the missing features blocked out as well as planing some major performance changes. Fog of War is coming along quite well. The visuals here are temporary of course, but it does demonstrate the technical implementation!

The calculations are done on the GPU using the same cubemap rendered for the creature line-of-sight.  Baggers did a writeup on this in these posts: https://bouncyrock.com/news/articles/talespire-dev-log-186 and https://bouncyrock.com/news/articles/talespire-dev-log-187 

We also have some potential solutions on the terrain system (which includes water) and graphics infrastructure (for performance). These will both require some prototyping before we have anything to show through, but it feels great to be making headway on these things.

That is it for now. I hope everyone is doing well around the world!

Till next time!

Beta Asset Patch 01: Moorgoth Exterior Extension Set
almost 4 years ago – Sun, May 10, 2020 at 08:30:49 AM

Moorgoth Exterior Expansion Set

There haven't been too many patch notes posted here on Kickstarter, though, there have been quite a few released since the beta launched. Baggers have been able to fix a ton of the game-breaking issues, there are still some connectivity issues being worked on, however.  More on those over at the DevBlog: (https://bouncyrock.com/news). 

This patch is a little bit different, as it is the first content focus beta patch. Here you'll find some of the things the art team has been working on for the last couple of weeks. These assets have come together as something we're calling a Tile Extension set. This time we're extending the Moorgoth Set, and more specifically, it's exterior features.

Here are the new Assets:

  • Railing
  • Fountain
  • Raven/humanoid Gargoyle
  • Stone door
  • Giant stone door
  • Large arched walls
  • Flying Buttress
  • Roof

We've also added a Beta Asset Request hub, similar to the Bug Tracker. You can find that Here

We hope you enjoy the new assets, and we're all looking forward to seeing some amazing Moorgoth structures!

Thank you all again for backing TaleSpire. Till next time!

Patch Size: 301MB - BuildID 4997108

PS: The patch is quite large this time around, as there were several Asset Bundles getting a rebuild.  So we're looking at approximately 300MB. This is likely going to be the case with future Asset Patches as well.