Friday, 21 March 2014

Folk Tale Dev Blog 21

by Simon Dean, Project Lead

Hey everyone. In this episode we take a look at how the Sandbox Player is shaping up, run through the Sandbox UI overhaul filling in some of the details of gameplay mechanics, before wrapping up with a review of new assets.

Sandbox Player

The fixed build plots of the Tutorial are gone as promised, and free placement is in, providing precise control over the design of our village. We can freely move the building around; a green transparent cube means we're over a valid place for construction, while a red cube means we're too close to an obstruction. As you might expect we can also rotate buildings. We've also added a radius of influence, shown by the dotted circle surrounding the building ( see video ). Resources need to be located within this radius to be accessible by the building. Capturing multiple mines can result in a greater maximum output for the building.

Art Assets - UI

For Sandbox, we're overhauling the UI and adding new elements. As a multi-genre village builder RPG RTS, there's a lot of information to condense and optimize to reduce screen clutter, especially at lower screen resolutions. In fantasy 4X games you might be used to seeing resources on the top bar, for example wood, stone, and iron. We forecast how much time players would be spending in each genre, and the information they'd need immediately to hand. In village building for example, resource stock levels are important, but when you are out in the wilds with your Hero Party, they aren't. Taking into account the complex nature of the economy and number of resources, it wasn't feasible to pack them all into a static top bar ( we tried! ). So we're adding an expand/contract toggle to show a separate resources dialogue that if you choose you can leave open permanently should you wish.

We've taken the Special Abilities / Portrait UI from the bottom left of the Tutorial and condensed it further, adding in new features at the same time. Under Misc Controls & Info we've added an Aggressive/Defensive Toggle to exert greater control over your villagers, preventing them from charging into combat, and the Auto-AI Toggle to place special abilities under AI control. Hardcore players will want to turn this off and have full control of heroes, but for your first few sessions it's a helpful feature to reduce micro-management during battle.

We're also adding short cuts for Health and Power Potions providing direct access to your global inventory stocks during combat, making it faster to save your villagers from death.

The Character Sheet has been condensed by removing personal storage ( not required when you have global inventory ) and adding Resistances. There are also tabs for professions ( workers ) and special abilities ( heroes ).

As your Heroes level up, you can spend Ability Points on powering up their abilities in the order that you prefer. By level 20 you will have a fully powered hero.

With more economy buildings and resources added each month, the new Building Dialog provides control over each building and it's role in the economy. We're adding a second way of training Peasants in professions through the Worker Tab. You can now review a list of candidates and hire them into available vacancies. For players not wanting to micro-manage, Auto-Recruit can be set and will automatically hire from the pool of Peasants as they become available. Character Traits make Peasants more or less suitable for each profession.

The Production Tab crunches a number of stats and presents them in an easy to understand format. Worker Productivity is the average of how effective all the workers are, taking into account Profession Experience, Tool Bonuses ( Loot and Crafted Gear ), Traits, and overall Happiness.

Maximum Output is determined by how many sources of resource exist in the building's Influence Radius, and the current tier of the building.

Workbench Bonuses act as a multiplier to the Maximum Output, and can be obtained by installing Workbenches to the inside of each production building.

Actual Output is calculated by combining the three previous stats, and can be split between production ( producing more finished goods ) and research ( adds points to the research pool to be later spent on new technology ).

One of the recurring pieces of feedback we've received from the Tutorial is that finding your villagers can sometimes be tricky. To improve discoverability, we're implementing the Civics Dialog, a central view of all the activity going on in your village. From here you can view everything that's going on with your villagers, buildings and resources, allowing you to quickly identify any problem areas.

Art Assets - Characters

The Art Team have entered a period of polishing up leading up to Patch 0.3 ( a few more 0.2.x releases to come yet ), so a lot of production work is the boring stuff like adding physics colliders, navmeshes, and level of detail ( LOD ) models. That's not at all interesting for a blog, so instead we have the male and female Sandbox versions of the City Watch ( formerly Militia ), Monks and Stonecutters.

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Wednesday, 19 February 2014

Folk Tale Dev Blog 20

by Simon Dean, Project Lead

We're making solid progress in the 0.2.x release cycle, and today we're able to take an early look at two major improvements in the pipeline. We have a working Player breathing life into custom maps designed in the Editor, and Character Studio where we can experiment with character randomization.

Sandbox Player

One of the key requirements for Patch 0.3 is the ability to play a custom map designed by us in the Editor. Internally we're now able to run Sandbox maps and test dynamics including character movement and construction. Testing pathfinding is particularly important as we've deprecated the memory inefficient grid based graph system in the Tutorial and developed a faster Tile-Based Navmesh system that supports updating during gameplay.

Developing a new pathfinding solution helps reduce the overall game footprint in addressable system memory ( reduced probability of a memory related crashes on marginal systems ), while making path calculations faster ( better frame rate ).

The blog video demonstrates a test case of running one group of villagers over a bridge while the other group run under it. This wasn't possible in the Tutorial ( anyone notice the rubble blocks in the Old Forge blocking access to the ramparts above the portcullis entrance? ), but for Sandbox it opens up lots of design options.

Character Studio

One of the frequent pieces of feedback we received following launch ( particularly in Let's Play videos ) concerned all the villagers looking like drones. Given that a major feature of Folk Tale is the detail of the lives of your Villagers and the adventures they become involved with, it's important that we give them an identity.

In the Sandbox Vision Presentation I explained why it wasn't possible to achieve full RPG level of visual customization due to memory constraints ( GPU texture memory and overall system memory ). Instead, we set out to give each villager a unique face, and show their currently equipped hand items ( tools and weapons ). In Dev Blog 10 I highlighted early development on facial customization, and since then we've expanded the customization system into something that is usable and will be included in Patch 0.3.

There's a lot more going on under the hood of Character Studio than first meets the eye, specifically to address technical objectives:

Minimal Memory Footprint

We've designed the character system using minimal base geometry and a single hair/skin texture to keep memory requirements down. We have one universal skeleton for all humans, two master head models - male and female - and a number of uniforms. We have a range of hair styles, eye brows, and facial hair, that we'll continue to add to throughout development to add more variety. All the geometry is combined at runtime into a single skinned mesh with just two materials: one for the uniform and one for the skin and hair, both of which are color tinted separately in the shader.


The more bones included in the skeleton the longer it takes the CPU to calculate the position of each vertex in each frame of animation before sending to the GPU, and that means lower frame rates. To achieve both a unique appearance AND good performance, we're baking appearances and then removing the influence of certain bones ( e.g. facial bones, 2nd-4th fingers ), reducing the bone count down from 140+ to around 60. This wasn't something we did in the Tutorial, and should achieve a performance boost.

Baking appearances does mean character faces won't be animated during normal gameplay, but will be during cinematics where facial animation can add a lot of emotion. We have implemented bake quality, so it might be possible on higher specification systems to enable facial animations during gameplay. It's something we'll be exploring after Patch 0.3 but is not something we're committing to at this stage.

Combining multiple meshes ( head, hair, facial hair, eye brows, uniform, exposed skin ), optimizing out bones and baking into one skinned mesh at runtime needs to be extremely fast considering how many characters we have and the possibility for changing weapons and tools, so we've invested time up front in optimizing the process. From very early proof of concept code taking 500ms per bake, within a matter of hours it was reduced to under 2ms. That means we can bake several characters at once ( for example when new villagers are created ) without significant impact on frame rate. In reality this only happens a few times every minute, or when hand-held gear is swapped out, so we are well within acceptable performance targets.

Universal Skeleton

Having a universal skeleton for all human characters means we can play any human animation on any human character. For example we can have men walking like women, but that's not the real use. The main strength lies in how we implement weapons. We're creating combat animations around weapon types: one-handed, two-handed, and dual wield. A pitch fork and halberd are somewhat similar in that they are held with two hands and look perfectly acceptable using the same combat animations. A sword and mace are also similar and can use the same one-handed combat animations.

In a game with lots of buildings, lots of characters, and lots of weapons, there's lots of creativity and trickery required in striking a balance between the quantity of assets and achieving an acceptable quality and accuracy of animations. The hard constraint of memory means eventually you hit limits, and you can't increase one without reducing the other.

While we only need randomization, baking and bone optimizations working for Patch 0.3, beyond that there's lots of potential for Character Studio. Here are just a few low-priority ideas we'll be considering at a later date:

  • sharing configuration text strings with others in the community forum to recreate characters;
  • naming and adding personality traits for inclusion in your games ( e.g. if you always want Henry The Coward to be one of your villagers );
  • uploading NPCs to Steam Workshop.

Art Assets - Characters

We're keeping up character production momentum with the addition of the male and female Peasant, Woodcutter and Baker. They Peasant and Woodcutter follow the visual style established in the Tutorial, but remade to fit the new customization system while standardizing the look of the villagers.

Art Assets - Buildings

Three more sandbox-spec buildings are finished ready for inclusion in the next patch: Stonecutter Lodge, Storehouse and Tavern. With the Player advancing at pace, the next step is to enable Resources ( Logging Camp, Iron Mine, Stone Quarry ) and early stage sandbox gameplay ( resource collection and processing ).

What's In Production?

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Friday, 31 January 2014

Folk Tale Dev Blog 19

by Simon Dean, Project Lead

With Patch 0.2.2 just around the corner we've been importing a lot of the assets from the last six months of dev blogs into the Editor, and some of the original assets from the Tutorial that we'll need for the next slice of playable content in 0.3. In the video we take a fly around the Human Village map in the Editor to visit some of the new assets.

Community Requested Assets

When we launched Patch 0.2.0 the community set to work with the Grassland Kit, combining assets to suggest new assets that would be useful to have. In Patch 0.2.2 we'll be adding some new assets that we've created in direct response to community feedback.

First up are additional water tiles. Now you can add tributaries and forks to your rivers, as well as multiple feeders into larger lakes.

Water presents a major navigational hazard ( especially since there is no swimming ) and a number of community members mocked together simple wooden bridges using the wood plank assets. We've taken those ideas a little further and introduced a number of complete bridge assets, three of which can be seen below.

Migrated and Extended Assets

The Tutorial established much of the Art Direction for Sandbox, and we'll be migrating many of the assets across for use in the Editor. While not strictly limited to Kobolds, the Kobold Camp kit includes lots of useful assets for primitive races. Each of the monsters released in Patch 0.2.2 will in time have their own battle camp kits. The Undead will use the Graveyard Kit, while the Beastmen, Goblins and Ogres still need theirs creating at some point during the 0.2.x release cycle.


The finishing touches are being made to the male and female Farmer, who along with the Miner shared in the previous blog will be included as assets in Patch 0.2.2.

What's In Production?

In a new section for the blog, we're going to start taking a look at what the team will be working on in the fortnight to come.

There's not much point going into any depth otherwise that we'll defeat the purpose of the next dev blog. Suffice to say that now the Editor is working well, focus has shifted towards developing a Player that can load in maps created in the Editor and actually play them. That means monsters coming to life, villagers performing work tasks in a run-time simulation, and possibly the occasional fight. UI will be extremely limited in early simulations, most likely relying on keyboard shortcuts to construction buildings. Work started on the final UI iteration in early January, and we'll be rolling that out across sandbox when the time comes.

Assets wise it's more of the same - new occupations created using the new character customization system in both male and female varieties, more buildings, and the resource points where workers go to harvest wood, stone, iron and meat.

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Thursday, 16 January 2014

Folk Tale Dev Blog 18

by Simon Dean, Project Lead

Today we take a look at the Location Editor Paint Tool, the Grassland Animals Kit ( coming in ), both the female and male Human Miner characters ( coming in ), and a review of the 0.2.x release cycle including the planned features and content of each patch.

Towards the bottom of the blog is an overview of Sandbox vs. Campaign ( not covered in the video ), and how we plan to strike a balance between the humorous storytelling of the Tutorial and the open play of Sandbox.

All being well we're just a few days away from the release of Patch

Terrain Painting

As well as a number of community requested improvements, the new Paint Tool provides a significant productivity boost. We've removed the need to place individual mud and cobblestone versions of tiles ( where only the texture differed ) and now have just one set of tiles that can be painted. Unfortunately this will visually break some of your previous designs, and you may need to patch up the holes that will appear in your Location designs where the old mud tiles used to be.

Each tile is now divided into four invisible quadrants. Painting may not be quite as fine as voxel-based terrain systems, but it does provide for some nice blending between the different terrain textures as shown in the visual above.


Following the Christmas holiday, work commenced on the Human characters, with both female and male versions produced in parallel. In Patch 0.3 the overlooked female Peasants will - as promised - be able to take up occupations in an equal society.

We're focused on early-stage characters needed for Patch 0.3 - the resource collectors ( Miner, Woodcutter, Stonecutter, Farmer, Peasants, Hunter ) and the City Guard. Once we've delivered Patch 0.3.x we'll then add the required characters found in the Tutorial with a view to migrating it to Sandbox technology, before adding any remaining Human characters such as the Butcher and Weaver.

Back in Dev Blog 12 we highlighted the new character customization system that introduces variety into character appearances. All new characters are being produced using this system, and in the visual above we've randomized the facial features and tinted both the skin tone and hair. More attentive readers will note they are missing eyebrows, but even those are now randomized along with facial hair.

We had a minor issue with certain hair styles when an outfit included a helmet, with hair poking through the helmets. We're solving that by having a preferred outfit hairstyle. For example, a female peasant with long hair will have it temporarily restyled ( just as in real life food workers have to put long hair into a bun under a hair net ). Demoting her back to Peasant will revert her hair back to her normal style.

Grassland Animal Kit

The Grassland Animal Kit is now finished and scheduled for inclusion in a patch once Spawn Points and/or Buildings become available.

Chickens lay Eggs at the Chicken Coop which once collected by a Farmer can used by the Bakery to make Pies, a special recipe yielding a higher than normal profit.

Grassland streams and ponds provide for a rich source of Fish, which the Fisherman catches and takes back to the Fishing Hut for smoking, before selling to your Peasants.

Bunnies are there for gratuitous violence and a spot of beauty. Need some Siege Weapon practice? Guess who's going to be in the cross-hairs. Aww, but they're soooo cute. Kaboom.

Mrs Squirrel is another beauty creature who from time to time roams too close to Hunter's Traps. Much like the Rabbit, the Squirrel is designed for those beautiful scenes of tranquillity, providing a juxtapose of rural peace against an invading goblin horde that you'll be facing in Patch 0.3.

Sandbox v Campaign

In the last few weeks there's been some debate over in the forums regarding the switch from Campaign to Sandbox game following the community poll back in December 2012, and the impact that change will have. Many campaign fans were left feeling that a lot of the storytelling, humour and strong characters found in the Tutorial will be lost with the move to Sandbox. I'm pleased to say that is definitely not the case.

It is true, that when we originally scoped Sandbox, we had considered providing player-designers with tools to add their own quests. But this would essentially have left text-only quest descriptions, without the niceties of voice acting or cinematics to communicate story and humour. We've since evolved the design and plan to introduce Encounters into the Location Editor. An Encounter is a pre-packaged interaction with a specific named character in a specific environment with cinematics and voice over. Slavemaster Urzal from the Tutorial for example can be packaged up into an Encounter and dropped into a jungle ruins Location design.

The key to making this work will be to provide a broad selection of Encounters, as well as attempting to tackle multiple outcomes for each story. That way each world can be varied, and even if you have previously played an Encounter, the second time around you may take a different path resulting in a different outcome.

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Sunday, 15 December 2013

Folk Tale Dev Blog 17

by Simon Dean, Project Lead

Location Editor

With Patch 0.2 just around the corner, it's time to take a detailed look at what functionality will be available in the first work-in-progress release of the Location Editor. The key message I'd like to get across is that this is very much an unpolished work in progress with a number of key features not yet enabled.

Following the release of 0.2.0 we will continue to expand the Editor's functions and content throughout the 0.2.x update cycle, while improving the features that we've already made available in the Preview based on Community feedback. With each update the Editor will mature to a state where we have the functionality and content needed to move to Patch 0.3Tower-Defence Mini-Game.

It's best if I group functions into the following three categories:

  • Enabled - available immediately
  • Disabled - nearly ready, likely to be in 0.2.1 or 0.2.2
  • Planned - features planned for 0.2.3+ updates


- Ability to load in three different kits ( Grassland, Cemetery and Human Buildings )
- Ability to insert kit pieces into scene including terrain, environment props and buildings
- Ability to transform pieces ( position, rotation, scale ) using on-screen gizmos
- Ability to delete single or multiple pieces
- Ability to align pieces left/right/forward/back/up and to terrain height using gizmo
- Ability to group and ungroup pieces
- Ability to duplicate single or multiple pieces
- Ability to 'draw' dirt path using spline curves inc. invalid pathway indication
- Ability to save/load the map
- Ability to restore the 0.2 test map
- Ability to toggle UI window visibility
- Ability to resize and reposition UI windows including screen edge docking
- Ability to rotate around world or local co-ordinates
- Keyboard shortcuts for moving/rotation to increase productivity
- Different snapping rules for different pieces ( terrain tiles have rough snapping, trees have free placement )
- Fill map with waving grass
- View memory usage and tile-count
- Manually tweak position by directly entering x,y,z values in the Inspector


- City Walls
- Siege Weapons
- Navmesh pathfinding
- Static batching preview of tile pieces for improved performance
- Detail brush for filling an area with a prop e.g. grass
- Ambience Zones ( required to achieve graveyard look from Necromancer blog )

- Save/load named map files inc. file browser


- Productivity tools to speed up terrain design
- Performance optimizations ( inc. model LODs )
- Character spawning ( all those nice monsters from the blog, human occupational characters )
- AI configuration
- Maps of different sizes
- Background scenes such as mountain ranges
- Extended 'out of boundary' tiles for fading maps into distant fog
- Improved user interaction inc. fewer keyboard shortcuts

Obviously this list doesn't include everything that will be included in the Editor, but it's a good overview of the work we have planned in the short term.

There are some important notes and caveats that should be headed :-

1. At this moment in time you cannot create multiple map files. If you accidentally save over the default map, you can restore it by pressing the Restore button on the top bar. We are trying to get a multi-file solution in place for 0.2.0, but with limited time remaining, we might have to push that to 0.2.1.

2. It's worth backing up your map file once in a while using Windows Explorer or Mac Finder in-case you accidentally wipe your work. The map file can be found by browsing Local Files via the Properties by right clicking on Folk Tale in your Steam Library, and then finding the ./Folk Tale_Data/StreamingAssets/Human file.

3. We'll be opening a sub-forum to post your design screenshots and optional links to download the map files ( from remote servers at your own risk ) if you wish to share them with us or the community.

4. Please don't invest too much time in designing levels - perhaps focus on small areas to start with. Being in development, it's highly likely that file formats may not be backwards compatible ( just like save games ) and your work could be lost with subsequent updates.

5. You cannot currently 'play' the maps you design. At this stage we are sharing the Location Editor Preview to obtain community feedback on the work we have done so far, and what we might improve in future patches.

6. We have not yet optimized for performance.

Sandbox Tech And The Path From 0.2 to 0.3

Folk Tale Patch 0.2 is the first sandbox update following six months of intensive development ( during which we released several minor patches to the Tutorial ). Much of the Sandbox Foundation Layer I presented in the Sandbox Vision Presentation in June is now complete, including the tile-based terrain system, dynamic navmesh based AI pathfinding, and Load/Save ( added in patch ). 

It's taken a considerable effort to reach this stage, but now that we're here we can finally start more regular updates. While the programming team have been working on the Sandbox Foundation Layer and Location Editor for Patch 0.2, the Art Team completed all the content required for Patch 0.3, the Tower-Defense Mini-Game. We've shared much of this content in the numerous blogs to date. Since then they have been creating additional monsters that we can add to 0.3 to make it an even bigger release.

We'll be moving from 0.2.0 to 0.3.0 via a series of point releases ( 0.2.x ), with each subsequent release introducing new Location Editor functionality and content to take us closer to 0.3. Most of the hard work of developing the major foundation blocks is now complete, so it's all about fitting everything together and debugging.

New Content - Spider, War-Pig and Bear

Previously I mentioned about the Art Team working on new monsters that are a good fit for the Grassland Kit, the setting for our Tower Defense Mini-Game planned for Patch 0.3. Today I'm pleased to be sharing four new animals: Bear, War-Pig, Spider and Deer, all of whom make their homes in the Grasslands.

Next Dev Blog, 0.2, and Community Support Over Christmas

Each year the team take a week off over Christmas to recharge their batteries and spend time with family. We plan to launch 0.2 before the holiday. I will be checking the forums daily during Christmas week and doing my best to answer questions in between turkey sandwiches.

The next blog will be on January 16th.

Saturday, 30 November 2013

Folk Tale Dev Blog 16

by Simon Dean

With patch 0.2 due around Christmas, it's all hands on deck tweaking content and squashing show-stopping bugs. We're calling it a preview because it's a raw first look at the Location Editor that delivers much of the Sandbox Foundation Layer - the set of modules described in the Sandbox Vision Presentation on which the entire game sits.

Included in 0.2 will be a fully designed location that we'll take a work-in-progress look at now. In time this will become the setting for our tower defence mini-game in patch 0.3. Using 0.2 you will be able to modify it to your hearts content and even share your own designs with us and the community by hosting the map zip file for download ( instructions will be made available at a later date ).

But enough preamble, time to dive into the Location Editor and start designing.

Characters - Beastman

We continue to cherry pick monsters from the favourite monster forum topic that are a good fit for the tower defence game that will be patch 0.3. Beastmen are tough warriors that you'll meet in open ground outside your city walls. Heavily armored, they sport a number of weapons including dual wield axes, a two-handed battle axe, and ranged javelin.

A few days ago razorback boars were also moved into production. As well as creating the base boar model, we're creating armored War Pigs to be pack animals allied to the Beastmen. There's going to be a whole lot of grunting and snorting going off when you run into these guys.

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Tuesday, 29 October 2013

Folk Tale Dev Blog 15

by Simon Dean, Project Lead

The last fortnight has been all about the graveyard content kit and starting the work of integrating all the component parts that make up the Sandbox Foundation Layer. For the sandbox tower-defense mini-game ( designed to test siege mechanics ) we wanted an area of the map to coax players out from behind their walls to seek out useful treasure that would help extend survival. The mini-game makes extensive use of the Grassland Kit, so we needed a Point Of Interest that could use most of that kit while feeling quite a bit different with the addition of new props, ambient lighting tweaks, and monsters. With Undead monsters trending in the Favorite Monsters forum topic, graveyards being a human construction with a good fit to the human village that you'll be protecting, and finally Halloween approaching, a Graveyard Kit made a lot of sense.

Content Kit - Graveyard

The Graveyard Kit adds a set of props designed to work well with the Grassland Kit. With a little creativity and a handful of props ( see image below ), it will be easy to create a great looking location.

Graveyard Kit Sample


While environment props set the picture, what really brings a location alive and tells a story are characters and monsters. With both the Necromancer and Skeleton trending in the favorite monster forum topic, we promoted them into production and brought them to life.


Undead Skeleton Warrior

Visual Effects - Special Abilities

Necromancers use dark magic to bind the dead to their will. Developing visual effects for special abilities begins with a concept illustration and notes of what we want to achieve. Effects need to sit within a consistent fx theme for the character that includes color, matter, and props. Undead visual effects make use of a haunting green color. It's not vibrant green because we've reserved that for poison effects; nor is it blue/purple to avoid being lost in the blue of night time. The Necromancer animates the dead, so we make extensive use of skulls and bones, as well as unholy flames.

Moving into production, we break down the effect composition into parts and create grayscale textures that will be color tinted and animated at run-time. Many effects can be setup as a one-shot time-based effect without needing additional scripting. For more advanced effects we can write custom scripts to introduce paths and object spawning, or write custom shaders to achieve certain effects like warping the screen to achieve a blastwave effect. After a lot of tweaking and performance testing to make sure the effect doesn't kill the frame rate, we record a video to use as a reference during sound design.

Sound Design

Sound effects are created by layering individual sounds that contribute distinct aspects to the final sound. For example a low frequency reverse-swooshing sound can provide the build up to an explosion of energy sound. Being spells, we can hint at the magical nature with high frequency sparkling sounds, and add in a dash of the skeletons that are being summoned by replicating bone snapping and movement. Individual sounds are either licensed from larger commercial libraries, or recorded from scratch using an assortment of strange sources. For example, the sound of snapping bones can be replicated by breaking sticks of celery close to the microphone.

The final effect can be seen in the cinematic video below starting at 0'28".

Bringing It All Together - Our Mini Cinematic

With our environment designed, characters positioned, ambient lighting setup, and visual effects at the ready, we can record a couple of video snippets to combine together into a short sequence. Other than cross-fading between clips, no other editing has been done to the visuals; it's raw footage captured straight out of the engine running on ultra graphics.

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Non-Halloween Work

Additional work has been done on sandbox code and content. The Human Smelt building is now finished and work started on the three tiers of the Human Cottage, and in programming we're busy pulling all the code together for update 0.2 which will be the Location Editor Preview.