Folk Tale
GF  [разработчик] 30 юли 2013 в 21:34
Folk Tale Dev Blog 9
I am pleased to announce that Folk Tale Dev Blog 9 is now available:

http://blog.gamesfoundry.com/2013/07/folk-tale-wip-update-9.html

It features a number of videos and an in depth write up of some of the elements the Folk Tale team have been working on during the month of July, including:

  • Location Editor
  • New tile-based navmesh pathfinding system
  • Siege Machines, Defensive Traps and Tower Weaponry
  • Wall climbing system for smaller units scaling City Walls and Palisades
  • Upgradable Buildings
  • The Minimap Overhaul

This dev blog follows on from last month's Sandbox Vision Presentation and shows how we are putting the plan into action to deliver the first two major updates.

We look forward to your feedback.

Best wishes,

Simon Dean
Project Lead, Folk Tale
Последно редактиран от GF; 15 авг. 2013 в 23:36
< >
Показване на 1-15 от 22 коментара
Hey, sounds cool. I had a question. Will there be a way to make a map in sandbox, where it keeps expanding as you play the game? For example, would it be possible for new chunks to spawn in akin to minecraft?
Very exciting stuff! Can't wait to start playing a non-tutorial version of the game, any word on when the next steam update will be?
GF  [разработчик] 30 юли 2013 в 22:12 
Първоначално публикувано от CryMeARiver95:
Hey, sounds cool. I had a question. Will there be a way to make a map in sandbox, where it keeps expanding as you play the game? For example, would it be possible for new chunks to spawn in akin to minecraft?

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.
GF  [разработчик] 30 юли 2013 в 22:18 
Първоначално публикувано от Mr. Technicolor:
Very exciting stuff! Can't wait to start playing a non-tutorial version of the game, any word on when the next steam update will be?

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/
Последно редактиран от GF; 30 юли 2013 в 22:19
It is looking great, keep up the good work guys. I hope that the people who say they feel "ripped off" or that the Devs have done a "hit and run" understand that you have been working hard changing and adding content. I also hope they now understand that because they want big changes it takes time.

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.
Последно редактиран от Keglanek; 31 юли 2013 в 3:22
Looking forward to have a go. I like the Assassin's creed like jump of the goblin while climbing the wall :P

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?
Последно редактиран от Fey; 31 юли 2013 в 3:32
GF  [разработчик] 31 юли 2013 в 5:58 
Първоначално публикувано от Fey:
Looking forward to have a go. I like the Assassin's creed like jump of the goblin while climbing the wall :P

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.
Последно редактиран от GF; 31 юли 2013 в 6:01
Every things looking good.. I really like the look of the editor, do you have plans to intergrate with steam workshop to import user generated items maybe in some form.. I was wondering how is the funding going for the game in general is steam early access enough to sustain you guys?
GF  [разработчик] 31 юли 2013 в 16:07 
Първоначално публикувано от Cyber-♥♥♥♥♥♥:
Every things looking good.. I really like the look of the editor, do you have plans to intergrate with steam workshop to import user generated items maybe in some form.. I was wondering how is the funding going for the game in general is steam early access enough to sustain you guys?

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.
Folk Tale is heading in a great direction, but I've still got someone major questions that need answering imo.

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
I am a modder and an existing customer, just watched the Update 9 video and i like where your going with it. I used to play Warhammer 40k and I made my own tile set for it. Whilst single tiles are useful for making large maps, they tend to be a little souless without set pieces.

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.
GF  [разработчик] 1 авг. 2013 в 15:32 
Първоначално публикувано от Giskard:
So I would recommend making a few special tiles that are bigger than 1 square than can be placed in the world randomly.

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.
Everything is looking amazing, the location editor looks extremely user friendly and simple to use. It really makes me reminisce over the custom maps that communities made for Warcraft 3 and the Stronghold series, i'm really looking forward to seeing what people come up with. I'm sure fans of the old Wintermaul or LegionTD maps will love the upcoming tower defense mini-game.

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.
GF  [разработчик] 1 авг. 2013 в 22:18 
It's worth watching the Sandbox Vision Presentation to familiarize yourself with the difference between World and Location maps.

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.
Последно редактиран от GF; 1 авг. 2013 в 22:19
< >
Показване на 1-15 от 22 коментара
На страница: 1530 50

Дата на публикуване: 30 юли 2013 в 21:34
Публикации: 22