Evening all!Today I helped test and ship a small patch, did some planning, and worked some more on the VFX system.On the VFX side, I've started adding support for quaternions. In one of my old hobby projects, I wrote a Lisp-to-GLSL compiler and a maths library to go with it. Part of the math library was support for quate...
This is a very unexciting patch from a gameplay point of view, but it has some stuff we need to make the game more robust.
Changes include:
Fix the console as it was starting late and so was missing some important logs during startup
Internal changes to support better workarounds in case of server connectivity issue...
Evening all, Was a bit of an uphill day, but stuff got done. We kicked off with the build server getting confused and failing builds. Then I had misunderstood a task and only partially implemented what was needed. So that whole build had to go through again. We hadn't merged a git branch, and so some assets were also mis...
Hello again,Last devlog, I talked about how we found some UI issues with the new search systems while reviewing and testing, so let's talk about what I've done about that.Let's start with the visually most fun ones, the bugs:These should be fixed now (though I'm sure I'll find one or two more before release) - the first ...
Heya folks,
Wait.. I already did this today. I wrote a dev-log, and then told myself, “Alright, I’ll just code this one thing and then post it”… and now it’s midnight. So, just before my original dev-log here is the one from today:
I worked on exactly the kind of polish I mention below, with lots of focus on how th...
Heya folks,Busy week so far.Monday was mainly spent on getting things compiling again in the effect system project. With that done, I got to fixing the logic bugs from the massive refactoring.This is going well and, other than having to spend hours wrestling with Unity in order to get the editor behaviour we want[1], thi...
Hey folks, Work continued well on the code that reconfigures effects on the fly in response to artist changes. I mainly focused on error handling, but I'm now getting into the code that updates the compute-shader uniforms.With that, I should finally be through the main effect-driver refactor, and will get on to the edito...
Hey,I've now firmly arrived at the last 10% that (at least feels like) takes 90% of the time regarding search. But first, let's cover the 90% that are done:TaleWeaver: Our internal version of TaleWeaver now has all the new tag stuff integrated, meaning we can actually use it for our own assets. I'm happy to report that m...
Today I continue plugging away at our effect system.
I’ve been steadily writing code to handle the various ways an artist may reconfigure the effect while it runs.
It’s a lot of work, but I’m seeing the light at the end of the tunnel. Tomorrow I hope to finish the code around particles that spawn other particles, a...
Allo folks,
This dev-log is for the last two days
I’m working on the code that runs an “effect” as defined in our particle system. This code is currently called the “effect-driver” which may change, but will do for this log.
The effect-driver is a MonoBehaviour (a component that lives on Unity’s GameObjects and gi...
Heya folks,
Today I worked on updating a bunch of our libraries to support a feature in Unity: Disabled domain reload
You can find out the official details here. It does a good job at explaining it actually, so I’ll quote it here:
Domain Reloading resets your scripting state, and is enabled by default. It provid...
Friday went well enough. I was preparing to rewrite the editor code that runs the effects, as I need to make it work outside of play-mode.
This was a good time to restructure the project, so I was doing that and experimenting with what Unity allows it terms of spreading the definitions of scriptable-objects over mul...
Hey all,
Decent progress yesterday .
Fixed cases where curves connecting nodes were laid out incorrectly during certain inputs
Dedicated types for various internal IDs
Added the ability to drag/drop resources from the Unity project directly into the canvas.
Improved debugger integration
Users can now replace ...
Heya folks,
As promised, the minimally viable dev log!
I’ve continued work on the fixes post my major refactor of the particle tooling. Today has involved
A bug in node deletion
Fixing deserialize as it wasn’t preserving node-inputs with fixed values (as opposed to a connection to another node)
Improvements to...
Heya folks,For the past week, I've been working on tooling for our particle system. I wasn't blogging about it as (as you'll likely see) it doesn't make for exciting reading. However, this means things are radio silent, and that's no fun either. So prepare yourselves for a run of only marginally interesting dev-logs :PI ...
We'll be away from today until January 5, 2026. There will be reduced activity by Bouncyrock members on Discord and other Forums for development feedback and discussion.Season's greetings to you all!I hope everyone is settled in, enjoying all the festivities! As with every year, the community continues to amaze us with ...
Season's Greetings!We decided to take a quick break from our planned work to create a small Holiday pack for you all. We hope you enjoy it!This Early Access Content Pack includes the following assets:Polar Bear mini3 Decorated treesCandy cane decorVarious stringed lightsA wooden toy and a small basket of holiday cheerLa...
Hi there folks,No more patches this week, not for lack of bugs, but because I'm working on a big one. At the end of last week, I discovered a bug, and it's a serious one. However, it's the happiest I've been to find a bug in a long while. The reason is that I (like many of you) have had the general sense that TaleSpire c...
Hi folks,
Apparently, there are still bugs, who knew!
In this release, we fix the following:
An error that would occur if you joined a board while players had an open request for a multi-creature attack
A bug in physics that could cause an error on exit.
Poor handling of a reasonably rare connection issue.
A full...
Hi folks, we are coming in hot with a pile of fixes for you.
We have:
Fixed a bug where a portion of the symbiote might not be clickable.
Tweaked the tools so gm-blocks can be placed on the surface of hidden tiles & props.
Fixed a typo in the cut-tool description.
Improved symbiote documentation for the pickin...