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Monday, 4 May 2015

Folk Tale Dev Blog 34


Folk Tale milestone Alpha 20 (Patch 0.3.0)

A New Release Cycle


This weekend we bid fair well to release cycle 0.2.x and welcomed in 0.3.x. Having massively expanded the scope of the 0.2.x cycle last year to make it by far the largest of all the cycles, we've had 17 monthly releases since. Many aspects of the game have matured including village building, economy, and the editor, which we use to design and deliver playable content. With the addition of Workbench - our visual modding tool - we're primed to deliver RPG content and gameplay in coming patches.

What can players expect in Alpha 20? As with any major milestone release, we have headline features to share, but also bug fixes which have an equally important role to play in improving gameplay.

Building Upgrade Tiers


Tier 1 buildings can now be upgraded to Tier 2 and Tier 3. Each tier delivers benefits, including support for more workers; 8 workers at Tier 2, and 12 at Tier 3. Each upgrade will expand a building's boundary bringing more resources into reach for workers. In later patches we'll introduce a pseudo tech tree with new research being unlocked at each tier; more complex production options that deliver additional benefit; and staggered crafting recipes bound to building tiers.

Tier 1 Buildings

Tier 2 Buildings

Tier 3 Buildings






Workbench


With a limited feature preview of Workbench included in the last patch, in Alpha 20 we've more than doubled the node count, introducing 35 new node types. We'll be updating the Workbench Guide on the website to demonstrate how the new nodes can be used to deliver engaging gameplay and storyline. We'll add more great features to Workbench throughout the 0.3.x release cycle targeting RPG gameplay including quest rewards and faction standing.

Workbench



Sandbox Tutorial


New players, and those returning to check progress can feel a little overwhelmed when experiencing sandbox for the first time. Using Workbench, we're adding a voice acted step-by-step tutorial to walk inexperienced players through early game mechanics. As the list of mechanics continues to grow, we'll continue to expand the new tutorial.



New Content For Level Designers


With each new patch we aim to add new kits and/or pieces so community level designers have something to play with. This release is no exception, with numerous additions. We have Mordrich's Factory kit, rusty pipework we'll be using to make his underground magic sandal factory; and the Grassland Caves kit for spider and dragon layers.

We've linked monster movement speed to their scale, so it's now possible to have giant skeletons and spiders that move naturally. Players can observe this in the spider lair added to the Crypts Level 1 map, which makes use of the Grassland Caves kit.

The Systems kit receives three new pieces:

  • A new Point piece for marking locations where you want the command NPC's to go using Workbench. You can grab the position and rotation for exact placement;
  • Sphere and box triggers for triggering scripts such as NPC interactions, monster ambushes, and in time traps;

Previously missing pieces make a return in the now separate Water FX, Bones and Spider kits.

Environment lights located in the Lighting kit are now scalable, adjusting the light range. A word of caution though - large lights can get expensive.

Grasslands Cave Kit



Bug Fixes


We strive to fix bugs and gameplay niggles in each patch release. Small changes such as eradicating the delay when commanding peasants to clear resources and making them run instead of walk instantly feels more responsive.

Building research is working once again, including the Tailor who wasn't progressing research at all. We've also modified the Building Dialog production tab to separate our worker happiness (and it's effect on production) from bonuses provided by research and epic items to give a clearer picture of what's going on.

The Monastery Of The Mangy Wolf has all of it's navigation and chest issues addressed, including being able to cross the bridge that connects the Tall Tower to the main Monastery. The map has been updated to add additional resources in key locations, so you don't always have to start in the same location.

Many loot items that were previously cluttering inventory now stack properly.

What's In Production?


During game development it's usual to have lots of parallel tasks each month. Some of those are highly visible and make their way into the Dev Hangouts, while some do not. For months our character artist Allan and animator Tom have been working diligently behind the scenes on bosses, heroes, behemoths, and creeps. They are now ready to debut in-game, and we'll be adding them during this release cycle. So far we have fleshed out the Gladefolk, Withering Dead, Goblin Traders, and Toadkin factions.

The script writing for the Gladefolk and Withering Dead faction storyline is progressing well, and we'll soon be sitting with the recently cast actors to record the voice acting. Devin, our texture artist, has the task of producing the 3d weapons that can be equipped, and there's a small mound waiting to be added. Jen, our Illustrator is alternating between loot icons and NPC portraits that will appear during quest conversations.


Rich and Hayden recently finished adding the 34 building upgrade tiers, and have moved on to the lava zone. While the snow zone is my current favourite, the lava zone is a contender to take that crown.

Aron continues to be omnipotent. We've been eyeballing an upgrade to Unity 5.x for a while, and now seems like a good time. Then it's on to implementing heroes and all the RPG goodness.

As for myself, well I'm just here to make the coffee.