Monday, 14 October 2013

Folk Tale Dev Blog 14

by Simon Dean, Project Lead

A mini-celebration this week with the release of patch 0.1.7.0 introducing the greatly requested Load/Save function. Judging by the lack of support incidents in the forum, it appears the effort that went into testing was most certainly worth it. This was the first time we released an opt-in test build to the community prior to the main release, with members finding a number of bugs. I'd like to thank those who participated in the test for their efforts. Given it's success, we're going to repeat the practice in the future. Eager community members get their hands on unpolished builds a little sooner and help find bugs we've missed, while players happy to wait for the main updates receive more robust patches. That sounds like a lot of positives with few negatives.

On all other fronts, development continues unabated providing more great content to share. So without further ado, here's a look at what's been keeping the team busy.

Location Editor / Tower Defense Mini-Game

One of the ongoing challenges we face in the tile-based Location Editor is how to achieve a natural look where the tendency is for things to look a little square. With the Art Team iterating on the first set of tiles shared in previous blogs, the programming team took a run at adding smooth roads and paths. Adding road tiles was quickly ruled out, and a decision made to try a spline-based ( curves ) solution.


The results are extremely usable in the Location Editor where player-designers are likely to be highly proficient with a mouse. We now need to look closely at how easy to use it would be for less proficient players, and hope to receive plenty of feedback when the Location Editor Preview is made available in major update 0.2.

Concept Art

In the Tutorial we packed five environments into a single map to provide a taste of what to expect from the wider world. In Sandbox, we have an opportunity to explore each of those environments in much greater detail.

For desert environments, we're drawing on the ecology, geology, and architecture of both the Utah and Saharan Deserts. Utah has without a doubt some of the most visually astounding geological features, but we need to look further afield to North Africa for the ecology and architecture that we're after. Ancient Saharan cities such as Timbuktu provide a wealth of architectural inspiration. We'll be building the whole region up as nomadic bandit territory, dotted with trade outposts.












Sometimes concept art emerges that isn't what you originally had in mind, but gets you thinking in a completely new direction. Varsahik are a snake-raptor hybrid; fast on their feet, with a venomous spit and razor-sharp talons. Disturb a nest of this feisty fiends and you're in for a fast paced chaotic encounter that could see you ripped to shreds.

The name Varsahik is based on the Sanskrit word for venonomous snake - varṣāhika.




Art Assets: Characters

Prioritizing assets we need for the Tower Defense Mini-Game, the Art Team have progressed the Swamp Beast from concept to fully animated character complete with telegraphed special moves providing players with a short window of opportunity to move troops out of harms way. The video includes reference sound effects used to brief to our Sound Designer. Visual effects to go with the special moves will be added later.


Art Assets: Buildings

We've started the process of migrating the buildings found in the Tutorial to the three-tiered setup that will be used in Sandbox. Following on from the concept art shared in the last blog, the Windmill and Woodcutter Hut exteriors are now complete.


Featured Icon




Community-Driven Content

With the Favorite Monster forum thread providing great feedback ( please vote! ) one of the next tasks is to create two of the emerging favorites: the Skeleton cannon-fodder and the Necromancer boss. While not the leading monsters in each group, they are the best fit for the environment we are developing for the Sandbox Tower-Defense Mini-Game. We plan to add a derelict Crypt/Mausoleum point of interest that will contain some special loot to help you survive longer, but you'll have to venture out from behind your city walls to go and grab it.

14 comments:

  1. for some odd reason i like the flora concept a lot :D

    ReplyDelete
    Replies
    1. I know what you mean, I found it very beautiful.

      Delete
  2. Everytime this blog updates I get more and more stoked for the release. I wanna play the finished product instead of getting it piece by piece.

    ReplyDelete
    Replies
    1. Thats easy just dont think about the game for the next 2 years and voilá finished product! ;)

      Delete
  3. keep the work up it look cool

    ReplyDelete
  4. Overall this is a great blog. Especially the road placement impressed me, it simply looks marvelous! I am also very fond of the concept art for the desert enviroment.

    ReplyDelete
  5. This..Is..SWAMPSOME ! I like this very much, I might note that I find the swamp giants head a bit too small, I did not notice it untill the very middle of the view, so perhaps a small enlargement would help on this (When it will hit the game, when zoomed out, it might be even harder to see)

    Just a thought, but all in all. Awesome !

    ReplyDelete
  6. thats some quality designs right there ! love the swamp beast.

    Any aims to when the first mini game should be out ? i'm guessing this year but was more hoping you guys would say closer to a months date if you know what i mean.

    ReplyDelete
  7. all thats missing now is danny elfman to do some music. this games freindly looking colours, theme and gameplay bring about a dream i never thought would be possbile. now you guys add in all this cool stuff and i cant help but want to kick over tables in anticepation. keep it up guys.

    ReplyDelete
  8. Nice to have a save feature finally, but unfortunately, it doesn't work. I got a few saves, but now the save button just locks up the game. You can move around the scenery, but all control over the characters is gone. I tried going back to an earlier save, but no luck. I'm tired of going over the same parts of the game, so I guess I'll just wait for the next update. Funny that I don't see any comments here about bugs. Is this the wrong forum?

    ReplyDelete
    Replies
    1. Yes this is the wrong place to report bugs. This is a blog to share progress on sandbox and not a forum. To report bugs and seek help, please visit http://steamcommunity.com/app/224440/discussions/ where there are both Help and Bug Reporting sections.

      Delete
  9. Kavista

    Once again you guys knock the art out of the park. I love the design and direction your taking this game. Mini game soon(tm)!!! Very excited and impatient to play!

    ReplyDelete
  10. ok so... i have tried to read all of the updates, my game does not do the map edit, nor does it do a sandbox mode, the only thing is the same "how to" tutorial over and over...
    I like the idea of a "make your own map" and play a sand-box game, i have done that with other games, as well as the buildings show a lev, so lets hope they make it like an era style game, town hall, and then all other buildings, as time passes, say your wood, stone and mining get to lets say lev 10, you can upgrade each buildings to the next era in time and get new rewards, such as barracks, normal soldier, archers, knights and such maybe, would be nice to maybe see random invasions as well as guard towers.. I have only seen parts of the map edit and seems they are all pretty small, lets do a huge world as well plz...

    ReplyDelete
    Replies
    1. Kavista

      Map edit and sandbox is not out yet. They are currently working on building a mini tower defense game to test out sandbox. No date for the release yet.

      Delete