Important Announcement

In the last update, we stated that we would tell you immediately if there was any medical issue that arose before Beta release.Sadly that has happened.Ree was in the hospital last night with what turned out to be inflammation between the spinal column and his lungs. This, as you might imagine, causes great deal of pain.W...
Read More

TaleSpire Dev Log 167

Quick one as I'm dead tired and am getting straight to bed after this.No surprises here; we are working on the beta :p. Bug fixes everywhere. @Ree has been working on the GM blocks, UI, input system, cutscene mode, and more. I've been mainly working on fixing issues in creature sync, long-running server services that cle...
Read More

TaleSpire Dev Log 166

Hi again, Yesterday I managed to get ‘unique creatures’ working in TaleSpire again. A unique creature is a creature which has has been marked as special by the GM, it is no longer tied to a single board, and it’s hp, stats, etc. are retained across the campaign. We use Photon for the realtime networking in ...
Read More

TaleSpire Dev Log 165

Good morning folks, Yesterday went pretty well. I was able to deploy the production DB, two servers, and show that they are communicating as expected. One thing that took me a little bit to grok was how the two Erlang nodes were meant to find each other...
Read More

TaleSpire Dev Log 164

Heya folks,Time for another little update on what I'm poking at.This week I'm focusing on server-side work, and the first thing I needed to look at was the new server setup. Previously the servers themselves were in a private subnet with the load-balancer being the only thing that was public-facing. With the move the web...
Read More

TaleSpire Dev Log 163

Hi again folks!Work is going well. For the last two days, I've been focusing on handling network failures and testing board sync.Sometimes you just lose connection for a moment; in that case, we want to get you back into the game as fast as possible. It's quite likely that, since the client dropped out, nothing significa...
Read More

TaleSpire Dev Log 162

Howdy folks,Alright, so yesterday I working on a few bugs in the code that handles the Unity GameObjects of the tiles (I'll be referring to this as the 'presentation' as opposed the data-model which is separate).I did a little work, so that undo/redo reuses portions of the `List` that holds the game objects. It wasn't to...
Read More

TaleSpire Dev Log 161

Things have been going really well. The rewrites to fix the fundamental bugs are done, and I've been chasing down lots of regular bugs, mistake, typos, and other fuckups :)It feels really nice to be back in a place where each issue is somewhat contained. A bunch are, naturally, related changes for the bug fix; however, a...
Read More

TaleSpire Dev Log 160

I forgot to write this last night, so here is the update from yesterday.I've rewritten copy and paste. I don't have proper test coverage of these yet so I will need to look into that. First though I want work through the obvious bugs that show up through play. This should keep me busy for a day.Seeya
Read More

TaleSpire Dev Log 159

Today work progressed pretty well. I've updated the code that handles tile deletion and have moved over to fixing up tests. Copy and paste still need to be updated, but I'm more likely to find fundamental issues in the code I already have, so I definitely want to get that fixed up first.I'm fixing up small mistakes from ...
Read More

TaleSpire Dev Log 158

Hi folks.Today has gone well, I feel like the code that handles adding tiles and the undo/redo of 'add tiles' has taken shape well. Whilst I'm not stoked about increased complexity, I'm glad to see code shaping up in the right ways.I'm going to start on the updated version of tile deletion tomorrow. It seems like it will...
Read More

TaleSpire Dev Log 157

A good time-adjusted evening to you all,Today I've carried on with the bug-fixing. The day started out with more planning, as my initial plan didn't cover some cases. I then spent the afternoon working on the code that handles adding assets. This seems to be going well so far.Tomorrow I'll continue with the 'add assets' ...
Read More

TaleSpire Dev Log 156

It's a nice quick update today.I have set aside this week to work through the nasty bugs that delayed the release. I spent today wandering around my flat rambling about possible approaches, pausing to scribble furiously on a tablet, and then repeating those steps for 9 hours.Between that and a few chats with Ree, I feel ...
Read More

TaleSpire Dev Log 155

[EDIT] Hehe, I hadnt checked to see that Ree had already written a devlog. Looks like you've got an extra one.Heya folks, As planned, I started off Wednesday working on a bug, which meant that scripts were not getting unique ids. This manifested resulted in you clicking a door to open it, but instead, a chest in another ...
Read More

TaleSpire Dev Log 154

(Knock-down all the things! Well, actually, completely unrelated)Summary of my week.I decided on Monday that I was going to write about a topic this week, and that topic would be the Game Master(GM) Blocks. Hoping that I would be able to show placing blocks inside the GM Overlay[1].Although I'm very close to that point, ...
Read More

TaleSpire Dev Log 153

Since the end of last week, my focus has been looking into unknowns on the code side of the project. To that end, I've jumped over to the server-side of things.The first task change was that, in the alpha, all the communication with our server (which only handle persistence) was over https. This means that polling was us...
Read More

TaleSpire Dev Log 151

Today has been a tricky one. I found a significant bug in the building synchronization code that is definitely going to cost me a day or two. Given that I'm already behind on where I wanted to be this is a bit stressful. As I have an understanding of this problem but still have a good few unknowns on the server side I'm ...
Read More

TaleSpire Dev Log 150

Heya folks, yesterday I got the Spaghet that run our doors and chest hooked up and syncing correctly.Spaghet is our little scripting language we made to deal with the question "if someone drags out a 30x30 slab of scripted tiles, how much resources are we using (both CPU & networking)".Scripts come in two kinds:state...
Read More

TaleSpire Dev Log 149

Well, I've learned something about myself in this whole process. The closer I get to deadlines, the harder it is to convince myself to write updates when 'the answers' aren't yet available. I've been struggling with a bunch of bugs and issues in the last couple of weeks and each time I see that I really should be writing...
Read More