Tuesday, 30 December 2014

Folk Tale Dev Blog 30

by Simon Dean, Project Lead


With the relatively short period between the content-rich November release of Patch 0.2.11 and the holidays, efforts were focused on improving gameplay and fixing bugs so that we could release the much improved 0.2.12 build in time for the festive break.

At the top of the community-requested improvements is Load/Save. While it's been available in game for several patches via the console, it wasn't functionally complete which rendered it unusable. Throughout December, Load/Save received much love, and in Patch 0.2.12 it is now stable. We've left it accessible via the console to allow for a period of both internal and community testing, so if you run into a problem please let us know, and submit your output_log.txt file (Player.log on OSX). Pending positive test results, we'll soon be moving forward with integrating Load/Save into the main UI.

The camera is now at a fixed angle, which becomes more shallow as you zoom in closer to the ground. There are numerous reasons for introducing this, the most important of which is maintaining frame rate. By angling down towards the ground in typical RTS fashion, we're able to reduce the amount of geometry in the camera frustum, which means lower frame rendering times and higher FPS. When we launched in Early Access we deliberately set the minimum specification quite high, with the intention of lowering them as development progressed. As optimizations continue to be added, its looking increasingly promising for being able to lower the minimum spec towards launch. We're now able to play a meaningful game at 25fps on an old Macbook pro with an Intel HD3000 graphics card. If you're not a fan of the new camera system, that's not a problem. You can disable camera locking under Settings and return to the previous camera setup.

Building Rotation Is Now Done With The Mouse Scroll Wheel, Fixed RTS-Style Camera Angle, Resources Inside And Outside The Building's Boundary


Referring back to the Let's Play videos and streams we watched post-0.2.11, we noticed players weren't rotating their buildings as much as we expected due to convoluted controls. Revisiting the controls, we've opted for the more expected behaviour of placing rotation on the scroll wheel, overriding the normal zoom function when in construction mode. We also noticed some confusion over how close economy buildings had to be placed to resources. To address this, when placing buildings we added icons over nearby resources, setting them 100% opaque when they are within the building's boundary, and 50% opaque when they are outside but nearby (and therefore likely to be captured once the player unlocks the Expanded Boundary research).

Being able to watch play sessions is so incredibly useful to us in learning how players engage with the game, and where improvements are needed. It's one of the primary benefits of being in Early Access.

If you played Patch 0.2.11, you'll know that the Needs system we introduced expanded playability, but lead to some confusion because of a lack of information provided in the UI, and a likelihood that villagers would start leaving. Throughout December the team worked on improving the UI, adding quick-glance indicators to buildings so players can see if a building is missing workers, or how many workers out of the maximum are currently trained. Missing workers is the primary cause of not being able to meet villager needs later on, so knowing when there's a problem helps players address the issue before it starts affecting villager happiness. We also expanded the number of event notifications, and added advisor voice over to tell players when a worker had left or a building didn't have any workers (more on this later).

Improvements To The Building Healthbar Including Productivity % and Current Workers vs. Max Vacancies; Hover Icons When Buildings Have No Workers


Digging deeper into the Building Dialog, the Workers tab received much needed attention, enabling players to recruit directly from the list of available Peasants (villagers without a profession), demote workers, and find them (thanks to the newly added camera panning system for event notifications). Auto-Recruit was enabled, easing micro-management demands for those wanting to simplify their tasks by automatically filling vacancies. This isn't quite perfect, and in the next patch we'll be adding checkboxes that appear allowing to you check which slots are to be auto-recruited; useful for early stages when you don't have enough villagers to be employing a full compliment of professions.

The Building Dialog Workers Tab


The Research tab in the Building Dialog became functional, especially for the Blacksmith buildings. You might recall the misleading "We don't have enough Iron Ingots" advisor line that would play when trying to unlock research. This was indicative of an increasing number of missing lines from the original tutorial; it was meant to be "We don't have enough research points." So this month we set about recording a new set of advisor lines scripted specifically for Sandbox, broadcast live in one of the Sunday Dev Hangouts. 7 hours of material recorded over two sessions was condensed into 70 minutes of candidate takes, from which 600 individual lines were then selected and dropped into game. These include lines for future features that will be coming online in the next several patches.



If you'd like to read all the improvements made in Patch 0.2.12, they are fairly self-explanatory in the Patch Notes.

Looking to the New Year, we have a number of short-term objectives:

  • Sickness, death, and medicines - the Herbalist get their functional purpose, while the Monks will receive a second function (in addition to brewing Mead), to collect dead corpses and bury them in a new village Graveyard. Expect outbreaks of coughing and vomiting.
  • The Needs system will be iterated and expanded, adding ranting behaviour leading to rebellion where some villagers run around setting fire to your buildings. Wells will become functional to help fire fighting.
  • Clearing areas of Trees/Stone/Iron Ore deposits - we need more interaction with the environment. Being able to clear areas to make way for village expansion contributes to a feeling of progression and further investment in the ownership of what we as players are doing.
  • Quest Designer - being able to trigger quests will allow handholding tutorial quests to ease new players into sandbox, as well as prototyping how the player will progress into the RPG side of the game. This eventually leads to portals, the hero party system, and the World Editor combining multiple location maps into a single playable experience.
  • Monster Dens - these are a natural progression from the wave spawning system. On the Hard snow map especially, the wolf packs present a constant and frequent threat. It makes sense for such creatures to have a home/nest/den with health that can be attacked. Attacking a nest will cause any monsters inside to come out and fight, and destroying the nest will prevent future waves from attacking your village. Leaving a nest alone will result in a 'settler' monster spawning that goes looking for a site to establish a new nest.
  • Enable the selling of Mead and Pumpkins.
  • Implement the Crooked Cauldron, Stables, Jeweller's Shop and Marketplace with their associated professions.
  • Enable building upgrades.
Work continues on the Dungeon Kit which should be making an appearance in one of the Q1 patches. We've brought this forward into the 0.2.x release cycle from 0.9.x cycle to work on enhancing the camera system to meet the needs of dungeon exploring, and to test out triggers and traps.

For a look further ahead, it's worth taking a look at the Development Roadmap.

That's it for 2014. From us all on the Folk Tale dev team, we hope you've all had a great holiday, and look forward to chatting with you in the New Year.

Friday, 28 November 2014

Folk Tale Dev Blog 29

by Simon Dean, Project Lead


November sees the launch of a new Sandbox Preview Trailer, and a refresh of all our screenshots to highlight all the great progress that is being made with Sandbox. Patch 0.2.11 shipped a few days ago, and was a substantial patch expanding gameplay with the addition of villager needs and the entire new snow biome. If you want to grab Folk Tale now and avoid the recent price increase, there's 25% off in the Steam Sale until 2nd December.

Villager Needs
Villagers now need a variety of things to keep them happy, ranging from protein (meat and fish), vegetables (pumpkins), and carbs (bread), to entertainment (mead) and basic clothing. We'll continue to add to their needs in future patches. If any of your villagers aren't having their needs met, they'll let you know via the event notifications that popup in the bottom right of the screen. Continue ignoring villager needs, and they'll eventually pack up and leave town. In a future patch, we'll be adding in ranting and rebellion.

The needs system has added considerably to gameplay. We've shifted our short-term goals to be purely gameplay focused, so the next few patches should see significant improvements in playability, starting with the latest Patch 0.2.11.

Research


Most buildings now have research that provide village-wide buffs, worker productivity bonuses, or unlock new crafting recipes. Not all have coded effects at the moment, but we'll be adding more and more with each new patch.

Crafting


Researching Plate Armor for example grants access to several Common quality plate items that can be crafted at the Blacksmith. Items take different amounts of time to craft depending on their complexity and size, and multiple items can be queued so you don't have to wait around. As each item is crafted, it gets added to your Global Inventory from where you can distribute it to your villagers.

New Buildings And Professions
The Herbalist profession can now be trained at the Herbalist Den. Placing Farmer's Fields and changing their crops to Herbs will activate nearby Herbalists. Herbs are cultivated and taken back for concocting into Lesser Medicine, which will be used to cure minor ailments when sickness is added in a future patch.



The new Weaver profession is trained at the Weaver's Hut. Placing Farmer's Fields and changing their crops to Cotton will activate nearby Weavers. Cotton is cultivated and taken back for weaving into Bolts Of Cotton.



Last up in the line of new professions is the Tailor who take the Bolts Of Cotton and fashion them into Basic Clothing. Over time, villager clothing becomes shabby and in need of replacing. Villagers will buy new Basic Clothing by visiting the Tailor's Emporium.



RTS Controls
Unit command and control has become a little easier with the addition of Control Groups and Attack-Move. Holding CTRL+1...4 will assign the current selected units to the '1' key. Holding CTRL while right clicking somewhere will command units forward. Any enemies they come into contact with will trigger them to attack. We'll continue to adopt RTS conventions in future patches, including double left clicking a unit to select all units of the same type in the proximity.

Snow Biome


We've added the Snow Kit and Snow Monastery Kit, along with the lovingly designed 'Howling Tundra' map that we streamed the design of over on our Twitch Channel. The fantastic looking Monastery Of The Mangy Wolf is home to the Werefu Monks, a race first introduced in the original Tutorial. They've had a visual overhaul, and now come in three varieties: Warriors, Priests, and Head Priest Wolf Chow (pictured below), whom you may recall incited the Ritual Of The Bloody Fang to turn the Monks into lycans.



Also inhabiting the snowy wastes are Yeti, a sentient race allied with Jack Frost. We'll be expanding on Jack Frost, his minions, and their opposition to the Werefu Monks in future blogs.



Swamp Biome
The Swamp Biome received a solid upgrade in 0.2.11 with the arrival of the Goblin Village Kit, and the Toadkin Race. The Goblin Village Kit adds several starter buildings that map designers can use to create convincing goblin villages.



The Toadkin Kit adds the Worker, Warrior, and a placeholder for the King, sat on his palanquin. We took a closer look at Toadkin in last month's dev blog.



Environment Settings and Weather


Noticed that everything has started to look better? That's because we've added environment settings, enabling you to set mood lighting and weather for each map using the Editor. Weather can be enabled if you want rain or snow. We've also tweaked the ambient settings for all the available zones.

Supersampling
For players with high end PC's, we've added supersampling, accessible via the in-game Console. Supersampling unlocks rendering at higher than native resolutions, scaling down the result back to your native resolution. The results are a terrific boost to visual fidelity, helping world detail pop. The downside is that you need a powerful graphics card with at least 1GB of gpu memory.

Patch 0.2.11 includes a number of bug fixes and minor enhancements. For the full list of changes, please read the Patch Notes. If you like what we're doing, now is a great time to pick up a copy of Folk Tale with a 25% discount in the Steam Sale. Alternatively, leaving a few kind words in a review would be very much appreciated.

Sunday, 26 October 2014

Folk Tale Dev Blog 28

by Simon Dean, Project Lead


Welcome to Folk Tale Dev Blog 28, and our first look at the new Toadkin race. As inhabitants of the swamp lands, Toadkin are the natural opponents to the Goblin race. Once we add the quest designer, we’ll be pitting these two enemies against each other, and the decision of which to befriend will be up to you. As a sentient speaking race, it’s going to be an interesting task for the script writer, voice actor and the sound designer to deliver their dialogue.




Toadkin society is patriarchal, with the King protected by the Warriors, overseeing the smaller workers that do most of the labour.



Toadkin are inspired by ancient Mayan culture, and this is reflected throughout, including architecture, armor and weapons, and the loot items that they’ll drop. Here are just a few of the loot items that you can expect to gain from your encounters with Toadkin.



Earlier this month we released patch 0.2.10, including two new swamp kits which you can see in the images throughout this blog. We’ll be continuing to add to the swamp kits with the inclusion of the Goblin Architecture Kit in a future patch.




The soundtrack accompanying the blog video features tracks from the Swamp biome. All of the tracks for all biomes are now complete, and we’ll be releasing the ultra high quality Official Soundtrack as DLC at the same time as Patch 0.3. We hope to expand the soundtrack as more tracks are composed to accompany the cinematics that will go into production next year.

One of the significant additions in Patch 0.2.10 was the ranged Arbalist profession, which you can train at the Barracks along with the City Watch. Using control groups which we’ve added for the next patch, you can now quickly select and command your melee units into combat while keeping your ranged units at the rear.



Using the new console we can add one of every item to my global inventory to demonstrate gear attributes. Using the inventory filters I can show only the items I’m interested in. Equipping armor now modifies unit armor ratings, increasing the damage reduction effect when they take physical damage. Armor effectiveness varies by type and rarity, and in Folk Tale we’ll have Cloth, Leather, Chainmail, Scale mail and Plate.



In Patch 0.2.10 we also added the prototype of the special abilities system. While special abilities will be used by heroes, for testing we’ve added some of the early prototype effects to the staffs. The Cursed Staff has Fire Shield, a passive aura that inflicts fire damage on any opponent caught within the area of effect. The Amber Staff has a mass heal spell which is activated by clicking on the button on the character portrait wheel. The Emerald Staff has a passive heal over time aura that replenishes the health of nearby friendly units. And finally the Staff Of The Dead has the targeted Firestorm spell, Life Steal, and Electrocute. We’ll be improving the look of these abilities in time, but for now they are fun addition to play with.



While we’re on the subject of the character portrait wheel, in Patch 0.2.10 we enabled the Auto-AI toggle. When Auto-AI is active, characters will go about their daily work routines. For the Hunter, this was problematic in previous patches when you wanted to use them as a ranged scouting unit. By turning off Auto-AI, you can now do that, and the Hunter won’t return to work duties until you tell them to.

For the next patch, we’ve added Guard Mode, very useful when you want military units to guard key locations such as your city walls and gatehouses. When Guard Mode is activated, characters will diligently guard that spot, only attacking units that come within range.

The Swamp Ruins kit included in the last patch is specifically designed for creating Toadkin habitat. While we were testing the kit, we decided to indulge level designer creativity by providing props for creating interiors. While future Dungeon Kits will specifically cater for interior locations, we’re interested in experimenting with the help of the community to understand how such kits might be used.



Jumping into the Editor, level designers will hopefully be pleased with the addition of the new swamp kits mentioned earlier, and also the Colliders Kit which includes invisible camera colliders and navmesh cuts. Camera colliders prevent the camera from entering areas or passing through walls, while navmesh cuts prevent characters from walking through certain objects such as sign posts. While most props already include colliders and navmesh cuts, there are special cases where level designers will benefit from being able to place these manually.



If you’re interested in keeping up with the latest developments, as well as sharing your ideas with other friendly community members, the Sunday Dev Hangouts are well worth dropping in to. For more information, please visit twitch.tv/gamesfoundry and follow to the channel. The broadcast times can be found towards the bottom of the channel. Hopefully I’ll get to chat with you soon.

As with all of our dev blogs, I’d like to finish by thanking everyone in the community who continue to support development during Early Access. Until next time, bye for now.

Saturday, 20 September 2014

Folk Tale Dev Blog 27

by Simon Dean, Project Lead


Welcome to Folk Tale Dev Blog 27. Today’s blog coincides with the release of Patch 0.2.9, so let’s take a look at what’s new, as well as taking a sneak peak at content from the next patch.

Patch 0.2.9 introduces Tier 1 City Walls. At the start of a game, your buildings and walls are all Tier 1. As you expand and your culture grows, in a future patch you’ll be able to upgrade to stone buildings and defenses and the appearance of your village will change from an impoverished hovel into a thriving market town. For the next patch we’re working on the Crossbowmen unit to join your City Watch in patrolling the walls.



In the economy, we’ve added the Fisherman profession. Best situated near rivers and shoreline, these early stage economic units live in Fishing Huts, easily identifiable by it’s boat shape and nets. Fisherman travel to nearby fishing spots where they cast their lines into schools of fish, before returning to fillet their catch and sell on to hungry Villagers.



We’ve continued to improve the editor, adding plenty of new props, many of which have been added in response to community feedback. Patch 0.2.9 introduces the Loot Inspector for both chests and monsters. Adding loot is as simple as searching for a keyword in the loot item name, clicking the item in the results, and then setting the probability and quantity.





We’ve also added loot profiles for assigning predefined loot tables, with blue items randomized during gameplay so that each game is slightly different. For a full list of all the loot we’ve added so far, please visit the Game Guide on our website at www.gamesfoundry.com.

In the next four weeks, we’re focusing on adding several new professions and buildings. The Weaver profession cultivate cotton buds that are then woven into Bolts of Cotton ready for use by the Tailor profession. Weaver’s live in Weavers Huts, waterwheel powered mini-factories that spin the strands of cotton before being woven on looms.



Once the weaver’s have delivered Bolts Of Cotton to the Storehouse, the Tailor profession cuts the fabric into Clothes that your villagers will then buy. Tailors live in the Tailor's Emporium, designed to look like a pin-cushion for easy recognition. Tailors can equip tools to be more productive, including needles and thread, and thimbles, and can craft cloth armor for equipping your heroes and villagers.



The Herbalist cultivates herbs and brews medicines and potions. Medicinal Herbs are grown in Farmer’s Fields, while rarer herbs can be found in the world for use as ingredients in making potions and poisons. Medicine helps cure sick villagers, who would otherwise infect others, revolt from unhappiness, and ultimately die. Herbalists live in Greenhouses, easily identified by the large potion vials on the roof and the outdoor greenhouse.



Merchants work at the Marketplace and act as middlemen enabling you to buy and sell resources on the open market. The Art Team are still working on the marketplace and the Jeweller profession, and we’ll take a look at those once they are ready in the Sunday Dev Hangouts and a future dev blog.



If you’re interested in keeping up with the latest developments, as well as sharing your ideas with other friendly community members, the Sunday Dev Hangouts are well worth dropping in to. For more information, please visit twitch.tv/gamesfoundry and subscribe to the channel. The broadcast times can be found towards the bottom of the channel. Hopefully I’ll get to chat with you soon.

As always, our sincere thanks for supporting Folk Tale during development and continuing to provide great feedback. Until next time, bye for now.

Saturday, 23 August 2014

Folk Tale Dev Blog 26

by Simon Dean, Project Lead


Welcome to Folk Tale Dev Blog 26. Patch 0.2.8 is out and once again we've got a wealth of improvements to share starting with work-in-progress character and global inventory. Besides equipping villagers with armor and tools, weapons can be swapped out and shown on characters. For this patch only we've included one of every item into the global inventory, which can be accessed by clicking on the inventory bag on the top bar. To open a character's inventory, first select an individual which will cause the portrait circle to appear in the bottom left of the screen. Next, click the inventory bag on the portrait wheel. You can now drag and drop items onto your character.

We've still got much work to do on inventory, including proper tooltips, right click to auto-equip, and shift+left click to split stacks, which we'll be working on for the next patch. Inventory is a stepping stone to looting both corpses and chests, so you can expect that soon too.



Two of the economy chains are now complete. The Butchery and Bakery both produce finished goods, and now hungry villagers will buy products ( parting with coin to fill your coffers ) to satiate their hunger. Different foods will fill empty stomachs by differing amounts, and the taste buds of your villagers will evolve as your settlement progresses from Tier 1 through to Tier 3. We've taken the first step by allowing the crop type to be set in the Farmer's Fields.



The worker cap for Tier 1 profession buildings has been increased from 2 to 4, which should make training a small company of City Watch a lot less painful. When enabled, Tier 2 will support 8 characters, and Tier 3 the maximum of 12.

On a final note about economy, we've moved away from the economy simulation first introduced in sandbox and gone back to an actual work performed basis similar to that of the Tutorial. What that means is that there is now a direct correlation between workers dropping off resources and quantities increasing in your inventory. That move opens up a number of options, including the ability to clear areas of land from the map, which we'll be adding in a future patch.

Combat has taken another step forward with the addition of the wave inspector in the Editor. Each wave can comprise of multiple groups, each group being a different monster class. For example, in wave 1 you can spawn a Beastman in Group 1 and a couple of War Pigs in Group 2. In wave 2, you can setup a completely different set of monsters to spawn. Each wave can have a different behaviour, including standing still, wandering within a radius, and seeking out player characters and buildings. You can also choose the wave starting formation, with Group 1 being the captain who's position is denoted by the colour dot in the formation options.



We've migrated the Goblins across into Sandbox and made some improvements, including the addition of the Goblin Warship prop. Goblins can now scale your City Walls, so Engineer's Turrets, Traps and Siege Machines will play an important role in defending your village in later patches. We've also made changes to the Trebuchet including the framework to support different ammo types, with each shot consuming items directly from your global inventory.





Several Editor Kits have received new content, including an expanded Kobold Camp Kit and new Grassland Kit pieces including flaming torches, sconce, braziers, mushrooms, and mine carts. The biggest addition is to the Cemetery Kit which now includes modular snap-together components to create an entire mausoleum complex for your necromancers, skeletons and spiders.



With the kind agreement of community member Matty101, we're including one of his Sandbox maps for you to play around with in Sandbox Player which we've called The Valley. It's completely different to the Human Village map and is well worth playing. It's also pretty stunning, and shows just have great a tile-based terrain system can be made to look.

And finally, if you weren't already aware, we've started the Sunday Dev Hangouts. The live streams on Twitch.tv have been running for several weeks now and provide a great opportunity for us to connect with our community. I always have the latest dev build of Folk Tale on show, and answer questions in chat about game features, what we've been working on, our plans for the future, and how to use the Editor. So if you'd like to hangout with a friendly bunch for a few hours every Sunday, head on over to our Twitch channel and follow us.



Saturday, 19 July 2014

Folk Tale Dev Blog 25

by Simon Dean, Project Lead


Welcome to Folk Tale Dev Blog 25. With Patch 0.2.7 recently released on Steam we've got lots of improvements to share with you today. In an experimental change to our regular format, the video is the most recent Dev Hangout live stream where I explore the patch in detail. It's much longer than usual clocking in at over 100 minutes, so feel free to skip bits.

Sandbox continues to progress in leaps and bounds, with city building and economy moving beyond that of the original Tutorial. The first change you'll notice is that resources are now important, and you won't be able to construct larger buildings until you've harvested enough resources.

The Woodcutter Hut now produces an additional product, Firewood. Firewood is required by buildings to keep the occupants warm. If you're producing too much or too little firewood, you can toggle production of Planks and Firewood in the Production Tab of the Buildings Dialog. Not producing Planks will double the output of Firewood, and vice versa. Allocating potential work output between production and research is also working, and you can now start accumulating research points which are shown on the top bar. We'll be adding research options to spend those points on in a future patch.



Villagers collect Firewood direct from the Woodcutter's Hut, or a Storehouse if you have one, and carry it to their home building. In a future update delivering Firewood to a building will cause chimney smoke to rise as the wood burns. Once the fire goes out, villagers will need to collect more Firewood. Being cold for too long will have an adverse affect on the happiness of a building's occupants. For now though, they may stockpile Firewood in their homes.

We've capped the number of trainable professions per building to a very low 2. We had meant to increase this to 5, but unfortunately it didn't make it into this build. For now, if you want more of a profession, simply build more of that building type.

Economy chains are now in, including the Farmer growing Wheat, milling it into Flour in the Windmill, before carrying it to the Storehouse. The Baker will collect the Sacks of Flour and bake them into Bread at the Bakery.

The Hunting Lodge now supports roaming Hunters who will kill Deer and carry them back to the Lodge for skinning, before carrying the carcasses to the nearest Storehouse. The Butcher will collect the carcasses and carry them to the Butchery where he'll chop them into Raw Meat.



The Monastery now farms the Bee Yard for Honeycomb and brews Barrels Of Mead which the Monks carry to the Storehouse. The Innkeeper collects the barrels and carries them to the Tavern for selling on to villagers.

In the next patch we'll add the final economy part which is where villagers have needs and will visit each of the vendors to purchase finished goods in exchange for gold. For now though we've given you plenty of starting gold, and if you run out hold down G,O,D on the keyboard to replenish your coffers.

While I'm on the subject of the Monastery, we've added Prayers to the top bar in preparation for the next patch. Villagers will have a need to worship the Holy Toast, and will visit the Monastery to pray, generating Prayers. These Prayer points, simply referred to as Prayers, will eventually be spent on Miracles which will appear under the Monastery Building Dialog in place of the crafting tab.

As your village expands, you'll be needing a steady supply of Peasants to train in new professions. Population expansion has been added, and building five or more cottages will now lead to new peasants appearing in your village. In testing I've had over 200 villagers and lots of buildings, but currently the frame rate will drop. We'll continue to optimize throughout development and the frame rate will start to recover. For now though, you can try reducing your settings, which will help if your PC is limited by the graphics card.



There are a number of other changes in the village, including Wells which are now constructible but not functional. In time these will supply water for economy production and putting out fires. The other changes I'll leave for you to discover.

Combat is fleshing out nicely, although the monsters are currently over-powered so you need to be tactical with your pulling, and go mob-handed by building lots of Barracks. Tower-mounted Trebuchet now target enemy units and do area damage, and we've updated the Repeating Crossbow asset and made it functional, reining down bolts at approaching enemies.



Professions are now attacking with the proper weapons and animations. Farmers fight with Pitch Forks, Butchers with Cleavers, Bakers with Rolling Pins, Innkeepers with Broken Bottles, and so on.



New Monsters have been added or made spawnable in the Editor, including Wolves, Giant Snails, Swamp Beasts, Skeleton Warriors and Necromancers. We'll be adding Earth Mothers, Forest Imps and the Goblins in subsequent patches.

We've also added a number of new terrain tiles, including 1/4 and 1/2 height waterfalls, and full height stone stairs cut into cliffs. You can check them out by opening the Human Village map in the Editor. Bridges have also received a navmesh fix that was preventing villagers from crossing in certain positions.

I'd also like to announce the Sunday Dev Hangout stream on Twitch.tv. Every Sunday I'll be streaming live, playing the latest dev builds, designing levels in the Editor, and answering community questions. You can find our channel at www.twitch.tv/gamesfoundry where there is a schedule for different time zones, and a number of earlier streams including a play through of Patch 0.2.7. Creating a Twitch account and following the channel will send you an email notification when we're about to go live. You can also follow us on Twitter (@gamesfoundry) account, where we announce streams just before we go live.

Thanks for watching - especially if you made it through the 100 minute video!

Thursday, 19 June 2014

Folk Tale Dev Blog 24

by Simon Dean, Project Lead


Hey guys. Thanks for dropping in for Dev Blog 24. Today we’ll be looking at the recently released Patch 0.2.6, and the new website packed full of useful information.

Patch 0.2.6 is available now on Steam if you want to try it out for yourself. We’ve added a raft of new buildings and professions that are going to make the first playable sandbox content in Patch 0.3 a deeper and more enjoyable experience.

The Hunting Lodge is home to the Hunter profession, ranged bow units that hunt Deer and Boar for raw meat and hides. For the next patch we’re focusing on making the new professions work-enabled. That means the Hunter will go about his daily routine of hunting nearby animals, and take them back to the Lodge for skinning.





In an example of one of the economy chains we’re introducing, once the Hunter has processed the carcass, they’ll pass the meat over to the Butchery. The Butcher’s job is to process the raw meat and make Steaks, Sausages, and Meat Pies for selling on to your villagers at a healthy profit, swelling your coffers, filling their bellies to stave off starvation, and keeping them happy.




The Farmer, Windmill and Wheat Field have been in for a while now, and with the addition of the Bakery we’ll soon be able to complete another economy chain. The Baker mixes flour from the windmill with water from the well, and bakes it into tasty bread. The Baker will also be able to craft luxury items including cakes and toast ( both of which require butter as a crafting ingredient from the Dairy which we’ll be adding later ).







In a previous patch we added the Monastery, Monk and Bee Yard for brewing Barrels of Mead. With the addition of the Tavern and the Innkeeper, tankards will soon be clinking to the sound of merriment as the Mead flows into the gullets of thirsty villagers. The Tavern will also be where you’ll hire heroes for adventuring out into the wilds in the RPG side of Folk Tale, but for now we’re focusing on citybuilding, economy and RTS style combat.




In the latest patch we’ve also added in basic combat. To help testing, we’ve made monsters selectable and movable, so you can either send a group of City Watch and Hunters out to find them, or throw monsters against your City Walls. It’s very rough at this stage, and we’ll be improving combat with each subsequent patch.



The Hunters are the first ranged unit to be added to sandbox, and as you might expect, we’ve gone the extra step and made sure the elevation of their arms matches the arc of fire. If you looked closely at the goblin archers on the Barbican in the old Tutorial, you may have noticed that even though they shoot down, their arms remain straight, which looks terrible and breaks immersion. In Sandbox, we’ve sorted that, and ranged units now adjust the angle of their bow arm, so when they are shooting down from elevated positions such as city walls, they look the part.



The Character Designer has now been updated with all the latest profession uniforms, and we’ve added in a couple of new hair and beard styles. Longer term we intend to support loading and saving of characters so you can play sandbox games with your favourite bunch of villagers, as well as sharing and downloading characters with the community.

Lighting has a new high quality setting for high-end PC’s that adds proper lighting to the night windows. It’s purely aesthetic but does add to immersion at the cost of some performance.



There’s no more ALT F4’ing or command-Q’ing to quit out of sandbox player, with the escape key now bringing up a quit to desktop option.

And finally one of the biggest changes is that we’ve swapped the default public version of the Windows build over to 64-bit. Most players are already using a 64-bit edition of Windows, and for those it brings the benefit of fewer memory related issues including moonwalking villagers after loading a Tutorial save game.

Players who find Folk Tale no longer works after Patch 0.2.6 are most likely on Windows 32-bit. Don’t worry, we’re still supporting a 32-bit build, but you need to opt-in to a special build under the Steam beta’s system. Instructions on how to do this can be found in the Announcements tab of the community section on Steam.

And that leads me nicely on to the next announcement we have today; the overhauled website. As development of Sandbox continues, we needed somewhere to provide all the information that players will soon start asking us for. What buildings are available? What function does each building have? What character professions are available? What loot items are available and what are their stats? We’ve set the foundations early so that we can continue to add meaningful content to the website, including Tutorials on how to use the Editors.



You’ll also find a development roadmap on the website. This is a high level overview of what features and content are coming in each patch.

In the next patch we’ll be introducing more of the economy, making resources more important, improving combat, and bringing more monsters to life.

I’d like to say a big thank you to the 875 play ers who completed the Player Satisfaction Survey. Your feedback has been important in helping us understand where we need to increase our efforts and make changes. Hopefully you’ll notice some of the changes resulting from your feedback, including the Production Status mini-blog where we look more closely at what’s in production, and a continuing drive to reduce patch times, down from once a month to around three weeks. Hopefully we can continue this and have the next patch out in the first half of July.

Your role as part of the community and your continued support during development is very important to us. We always try to listen to the voice of the community, and do our very best to respond to the feedback provided by taking actions that make a difference. Thanks for taking this journey with us.

Until next time, bye for now.