TaleSpire Dev Log 226

A quick tip when dealing with BatchRendererGroup. The instance limit per batch is 1023, but the UNITY_INSTANCED_ARRAY_SIZE limitation still applies[0], and so on desktops, this will likely cut your max batch size down to 500. This matters if you rely on instance-ids. I saw some very odd stuff when a single batch went ove...
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TaleSpire Dev Log 225

Hey folks. For the last few days, I've been looking at batching again. Unity has an interesting limitation in that the max batch size is 1023. This seems to be an artifact of some decision long ago, however, we need to make sure we don't try and make batches bigger than this. Making our code respect this is a delicate op...
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Flat Roof Booster Pack

Coming up in this Booster Pack is a community request. Flat Roof Tiles for all current roofs. As seen in the image above, there are 14 new tiles in total, allowing for those smooth, flat roofs builders have been craving.Till next time!BUILD-ID: 5544471 - Download Size: 49.4 MB
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TaleSpire Dev Log 224

Hi everyone, last week was intense but productive. I've been down at Ree & Heckbo's place, working on the engine. We had hoped to start integrating our branches, but my stuff still was not ready, so instead, we just kept working, making use of the collaboration advantages that being in the same room gives.As there ha...
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TaleSpire Dev Log 223

A little while since our last update, so wanted to post a small one. Baggers came down to visit this week which resulted in a great amount of progress on the new physics implementation as well as the revamped asset database and scripting engine. I'm sure he'll be posting about those coming up though.Personally I've been ...
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Beta Update 24: Flying Creatures

Introducing flying creatures!Now you can enable flying on a Creature as a GM by togging flying in the Creature Radial Menu. Then, controlling players can set a Creature's flight height by holding the left-CTRL while carrying the mini. You can control the mini both from the top of the indicator tower and at the base. Flyi...
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TaleSpire Dev Log 222

Heya folks.Ree has been working full steam on the flying machanic, and it's looking pretty damn nice. You should get your hands on it very-soon™ if all goes well.Work on assets has been going well too. We have some good stuff we hope to show there soon-ish also.Before the weekend, I tried to get more dice working. Howeve...
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TaleSpire Dev Log 221

Hi everyone,Integrating the new physics engine is going well. I wrote a component that converts old-style colliders and rigid-bodies into the new style.Sorry about the weird colors here. Unity today decided that I last renewed my license tomorrow (yup), and so right now, it thinks I'm unlicensed and gave me the light edi...
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Beta Asset Patch 05: "Merchants"

Well met Travelers, and welcome to our humble bazaar. May I interest you in some spices and herbs? Or mayhaps some fine clothing? - You'll take it all, you say!? Well, how fortunate our next Expansion Set is all about the audacious Merchant.Just make sure you hire an observant golem to keep its protective gaze on your wa...
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TaleSpire Dev Log 220

Phew, a few days away from the dev-log there. I got really caught up in some changes that were a real grind.I've been working on the behavior of uncommitted changes. This work is taxing as you have a matrix of different states tiles might be in. Let's take redo of delete for an example.- You might be redoing an undo whic...
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TaleSpire Dev Log 219

Today has been spent working on the behavior of uncommitted action.Whenever you add or delete tiles, we need to perform the action on the other players' boards. To get the right result, the actions need to be applied in the correct order. This is done by sending all of these actions to a player, which was automatically d...
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TaleSpire Dev Log 218

Heya folks,Today I started out looking at the slab code again. The slab is the way we refer to a section of tiles that have been copied. When you paste a slab string, that slab appears in your 'hand' in-game, and you can place it like a tile.Recently we have been writing batching code, something that used to be handled b...
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TaleSpire Dev Log 217

After a lovely couple of days out of town, I've got back to business, and it's been a busy one.I spent the first half the day on dynamic colliders. For now, these are the colliders that are attached to tiles (and props) and are moved by scripts. This was a somewhat painful process as I ended up bouncing back and forth be...
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TaleSpire Dev Log 216

This looks like nothing. If you used TaleSpire, you've seen this a thousand times. For me however, this is great. The fact it looks the same means the following:Spaghet's realtime scripts are being controlled correctly by the state-machine scriptsThe custom animation system is workingThe new batching system is workingAll...
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TaleSpire Dev Log 215

Progress feels slow but is steady.The batcher now produces the data the physics engine needs for static colliders. Thanks to that, I've started writing some helper methods that mirror the parts of the older physics API we use. This should make the porting of the existing code noticeably easier. I'll find out how that goe...
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TaleSpire Dev Log 214

I've been looking at props recently, something which will allow for a little bit more freedom when decorating rooms, etc. While doing so, however, I ended making another pass on the building system. Which I'd like to talk about today.In this pass, there were a few things I wanted to focus on.Tile RotationTile ElevationTi...
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TaleSpire Dev Log 213

Morning all,Yesterday I got the new collider data loaded into TaleSpire and started writing the code that would lay out all the static colliders.I originally planned to store the colliders per asset[0], but after writing a significant amount of code, I remembered that Unity.Physics' colliders don't support scaling. This ...
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TaleSpire Dev Log 212

Today was pretty simple. I spent the day reading into the Unity.Physics package and trying to work out more of the nitty-gritty of how we will work with it. Tomorrow I'll start implementing thingsThe first thing to do will be to work out the serialization for colliders on assets. I'll be slightly changing the data stored...
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TaleSpire Dev Log 211

Finally, something decent to show again! I won’t lie, the last couple of weeks of coding have been hard. I’ve been working on the new animation system, and, as you’ll see, this dragged in a LOT of other systems. While the final solutions are not overly complicated, finding out what they needed took a lot of trie...
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