Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
In each Folk Tale sandbox game there is the potential to experience a totally different and very large game world. It's just presented differently to a game like Minecraft, which has very different technical constraints to work within.
There will be a minor update to roll out the new minimap system. The first major update will be the Location Editor Preview and will be released when it reaches a more mature state. The second major update will be the sandbox tower defense mini-game ( which first requires more work on the location editor with the new pathfinding system integrated ).
We continue to execute the plan as presented in the Sandbox Vision Presentation. This WIP Update is a look at how progress is going.
If you wish to follow news on updates, please visit this topic:
http://steamcommunity.com/app/224440/discussions/0/864973032745748435/
Do not rush the game to please the few, we all want a great game and if it takes time then so be it, i will have more fun when i get a full product instead of a rushed, half arsed game that no one is happy with.
You may want to distinguish the dev blog updates better from the actual game updates. You actually anounce dev blog updates in the "When is the next patch" thread, altough it isn't exactly a patch, or am I wrong?
Noted. I'll look at the wording now.
Yeah that's kinda confusing. We've always called the dev blog videos WIP Updates. But I can see how that now conflicts with a game update. I'll review it when writing the next blog.
Thanks to the great support we have received so far Folk Tale's future is secure. Sales are now about funding team expansion to further speed up production.
1) Will user-created content be available via steam workshop, or will we be required to share these via e-mail and other personal/community means.
2) Will we be allowed to make user created buildings/units/objects/doohikies/thingamajigs
So I would recommend making a few special tiles that are bigger than 1 square than can be placed in the world randomly. These could be anything from a complete valley, haunted castles or mountains that fit directly in to the location editor along side the single tiles.
Once you move away from 1x1 tiles and make 1x2, 2x2, 3x1, 3x3 etc, the levels take on a more natural look because larger tiles break things up better when mixed with single square tiles.
I saw your deleted post and wanted to answer it so I'm glad you reposted. You'll be pleased to hear that this is exactly what we are doing. :-)
River pieces for example will span multiple tiles to get nice s-curves going. I imagine some rock formations may do the same.
Something I see mentioned a bit is memory restraints, this kind of seems like an ongoing problem although I honestly know hardly anything relating to that, is it something thats going to impact custom maps drastically?
I remember old Warcraft 3 maps having to be under 4MB or something similar if they were to work with multiplayer, but singleplayer custom maps could be however large they wanted. However, we've come a long way since those times and I assume file sizes for FT would be much larger, but is something similar to that going to happen?
Also the World Editor, what is that? It's different to the Location Editor clearly but it seems like everything in the planned kits are for the Location Editor.
Most Windows games are constrained to a maximum of around 1.25GB - 1.5GB of addressable memory at any point during the game because of the need to support Windows 32-bit and DirectX 9.0c ( the Achilles Heel of both is covered in the guide ). The very first version of Folk Tale on Steam consumed close to 2GB of memory which lead to crashing. In one of the patches we reduced this to around 1.6GB by pushing more of the audio out to be streamed on demand. The 1.6GB that remains is mostly texture, audio and geometry assets, and further optimizations can still be made.
The tutorial consumes so much memory because we've packed so many zones and content into the one map to show off the art style of the final game. In sandbox, each Location will represent just 1-2 of these zones, thereby reducing the numbers of assets in memory. We'll be putting a memory cap into the Location Editor to keep players within allowable memory budget. However, please bear in mind that a World comprises many Locations, each one swapped into memory as and when required.
We're comfortable that each Location map can be as big as the map found in the tutorial. You will of course be able to create smaller locations, such as caves or sewers. Locations include both exterior and interior maps.