I’m currently writing this on the train home, I’ve been down working with Jonny for the last time (in person) this
year, and it’s been a great few days. We made a bunch of progress in
different places, so lets natter about that.
First off, we were looking at tile placement and control. We may have
Hey! I best recap the last two days before even more get away from me.
Monday was spent debugging some of my uses of unsafe code. Unity’s
Job system has some great tools to detect race conditions, but they also
let you disable it if you have a use case that demands it. This is a
Phew, so that was the meat of the week’s work. Let’s wrap up the loose ends.
This is probably skippable as it’s just a note of some other things that got changed.
Moving to Unity.Mathematics
Unity added a new math library
recently and whilst having practical benefits, it also results in muc...
Sound of trumpets BEHOLD, Part 3 commences.
We have talked about updating the data and the presentation but we still have to animate the tiles.
In TaleSpire we want to be able to have animate tiles as they appear
and disappear as it makes the game feel better. We have a lot of tiles
to update so...
Alright, part 2!
So in the last post, we talked about updating the data representation
of the board. This time let’s get into the bit the players see and
interact with. The GameObjects.
In Unity’s currently supported approach, any thing in the
world is a GameObject. GameObjects do very litt...
There have been no daily updates for the last six days as I’ve been
in a sort of self-imposed crunch to hammer out some things that have
been on my mind.
The first one was related to the performance of Add/Delete/Undo/Redo
operations on tiles. The faster we do this the better and we ...
This will be a quick one but there's plenty of additional reading for those who like the technical details
On the asset side of the story, we've been working on base meshes and
tools to speed up the asset production workflow. This should give us a
boost, especially when making Heroes and NPCs. We are aimi...
The last two days touched a few different things.First off I was working on the resource list for the Spaghet scripts. This holds references to Unity objects in the asset like Colliders and Animators, and also the configuration of radial menus and GM requests.In implementing this I re-learned a terrible rule of Unity's i...
A day of wrangling packages has completed. It turns out Unity's package system is really easy to get started with so moving Spaghet out of TaleSpire wasn't too bad. In doing so it made sense to move a bunch of utilities and extensions that make the whole affair easier and so now I have a small collection of packages at m...
Today I carried on working on the scripting implementation.Each script has a small section of memory that it will be able to store values to, my first job of the day was finishing of that data store. A few things were a little difficult to debug as VS2017's debugger doesn't show what data is on the other end of a pointer...
Today I've continued working on scripting. My main goal has been to work out the most efficient way to handle the allocation and setup of the private data that each instance of a script is allowed to store data into.There can be large numbers of tiles made in a single action and so making sure I'm no performing unnecessa...
Update time! Progress has been very good.
@Ree has kept on hammering away at the building tools from the last
update. He’s also been handling lots of behind-the-scenes
organizational stuff which whilst not exciting to blog about is as
critical to TaleSpire happening as anything else we do.
Jason has been chatt...
(Paraphrasing Rincewind the Wizzard)Greetings!Baggers is continuing his amazing work on the new backend and Dwarf has started exciting work on the Kickstarter "Help design a" rewards! So this week I'm going to be rambling on about stuff. Stay awhile, and listen. I mean, if you've got some time...Everything in this update...
Hello, again folks!
We are still hard at work on TaleSpire and so it's that time again that we talk a bit about what we are up to.
First off, as some of this will be technical, let's start with some bits from the art side of the project
First, we have a warrior from a future Norseman set. He is no doubt ...
First off a little clip of some of the cutaway work we are doing.
This is a WIP of the effect from the other day, re-implemented in to
Unity. As you can see we haven't made this play nicely with shadows yet
but it's fun to see that we will have the level of control we need for
This week Ree did more coding on the atmosphere system and then
turned his hand to the GM Layer. The GM Layer is a view a GM can switch
to see notes, hidden assets and other goodies that make running a
campaign easier whilst also making sure it doesn't get in the way of
Whilst there i...
This weekend Ree and I also took another look at the tile cutaway
effect. This one is super important not just to reveal the part of the
building you are looking into, but also to cut down walls that would get
in the way of controlling your creatures.
Please note: All the following screenshots are not
It feels like a good time for a little update so let's get cracking!
First off Ree has been making great progress on a bunch of systems
but especially those around lighting. Here is a little gif where you can
see some experiments in controlling the new day/night cycle.
Those in the alpha...
Recently I’ve been spending most of my time working on undo/redo
support and general data model work inside TaleSpire. Because of that, I
thought I’d take a post to ramble a little about undo/redo and how a
‘simple’ feature can grow when you have a few constraints.
This is not the exact way we are doing things i...
Current dev work is focused on the new building systems.My goal is to have the basics of the data model worked out locally by the end of the week. Most of this right now is focused on how best to handle undo/redo so that it's fast but also simple to synchronize. I had previously designed had some schemes for this but som...