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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18 comments:

  1. can we plezz have a date for the update

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  2. *sniff sniff* Patch .2 can not come out fast enough =(. I LOVE what you are doing with this game though. It is by far one of the BEST game investments I have made in a title that is not well known. Keep up the great work =)

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  3. Would be cool later on you could take controll of a soldier/villager to give a feeling your part of something

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  4. I have played games for 30 years and I am as intrigued with this tite as I was when watching the pre-release material for Sid Miers Civ1. I may be wrong, but Im expecting great things from this game. I wasn't so sure when the decision was made to switch to sandbox, but now I see the vision and scope, the replayability and community engagmenent in this game make it entirely likely replayabiity will sustain it for years and increase the potential for expansion packs.

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  5. Can't wait to build my own maps! It's going to be awesome!! Keep up the good work.

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  6. Kavista

    I'm so excited about .2 patch!. Keep up the great work! :D Looking forward to playing with the editor.

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  7. hi

    is there any sound in the video ?

    not blocked my end

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    Replies
    1. There's no audio in the editor video. At 30 minutes, we felt a repetitive audio track would get annoying after a while.

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  8. Only got the about a month ago,why i see so much focus on editor and tower minigame? I just want to play the normal game so release a basic sandbox map even if not huge.

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    1. To maximize replayability we need to provide the team and players with the ability to design locations. For that we need a map editor and that's 0.2.x. Next, we need to test siege mechanics, city walls, and improved combat, and the best way to do that while providing interest during Early Access is to build a replayable Tower Defense Mini-Game which is 0.3.x.

      Beyond that we introduce quests, abilities, and dynamic story.

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  9. is there sound in the video?

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  10. When we save and finalize our maps do we have to way to play test our maps also or is that a feature for later? Thanks in advance.

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    Replies
    1. 0.2.0 is the very first Location Editor preview and won't provide an ability to play the maps. We're releasing it so that the community can start providing feedback to help shape it's development. There will be a number of 0.2.x patches, each expanding the functionality and content of the Editor. By 0.3 ( the tower defense mini-game ) we expect you'll be able to start playing maps in some shape or form because we'll have designed 0.3 using the Editor.

      It's been two months since the last update ( load/save ) and now that we have a good chunk of the Sandbox Foundation Layer built it's time to start rolling that out and building patch momentum.

      Not everything shared on the blogs will be enabled in 0.2.0, but will be in a 0.2.x point release. For example 0.2.0 won't have any characters, which will be added in a 0.2.x point release. We'll cover this in more detail in the mid-month blog.

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  11. Pls go on like this,I am a gameglobe creatorplayer and can,t wait to build up this new game,even the fact that we had a closedown from Gameglobe,i take the risk again and will inform other GG players also.kireocmer

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  12. Maybe you should consider to make the roads dynamic.

    What I mean is that if you build a new building, the characters are going to the building it will create a path. When needed due to a crowded path it will be upgraded.

    You could also combine this with a road created by the player. Like if you put down the main road of your village, the characters are creating paths from that road to the buildings.

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  13. I've been geeking out over this game since I found the early release on steam! I've been searching for games like this for awhile and if its half as good as it looks so far I can't wait to play it. Maybe a hint as to when .2 will be launched?

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  14. Possibly, however the shortest path, which characters normally take, is usually not the same one as you would use for a road. Perhaps for short paths, but for roads you are going to want a bit of a clearance to the buildings.

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    1. That is why I also suggested that it should be an option to add own roads. And you could if you wanted add a limit between the houses, so the roads can fit.

      If you look how it works in real life. (Although it might not happen so often now a days...) You want to go from A to B and you find shortcut through a forest, field... If enough people use same way there will become a dirt path. If the path is used a lot, gravel will probably be added by the owner or surrounding community and after awhile maybe even asphalt/tarmac.

      The point with the suggestion is that roads can be quite time consuming, and I think you should use that time to concentrate on other game aspects.

      Within this idea, the road to the house could be also upgraded when you upgrade the house. Like it will get a "higher status", or something.

      And you could do so that if you add your own roads, the automatic roads will get moved so it is the shortest time. to get to the house. Maybe the old path will slowly fade away and nature overtake that path. But that maybe has nothing to do with game play.

      Although it could be that it could hold more path/roads towards the house, like if you put a windmill and the bakery near each other, it might be better to have a path just between those houses. You could also spin this idea even longer and say that the short path could be abandoned if the longer, but larger road is a faster way to get the goods between the houses.

      One other idea is to enable an option to relocate a house. As in life, not all houses are perfectly placed, so people and businesses need to move. By relocation you could say that the people in the first house are moved between these houses, and not just demolish.

      But now I am just rambling on and on. its 5 am and I have not got any sleep yet. :)

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