TaleSpire Dev Log 198

Just signing off for the night, so not gonna write much.I got the server patch tested and deployed. It will have no effect on the current TaleSpire release, but the next patch will start using it. Right. Sleep is in order.Bye!
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TaleSpire Dev Log 197

Hey folks, I hope your week has started well.Ree has been busy taking care of business and working on rulers, and I've turned my attention to the backend.I really want to get TS streaming zones rather than downloading the whole board, but before I do that, I want to look into any issues in the current system.First orders...
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TaleSpire Dev Log 196

Today we got another patch out, which felt good. Since then, work has continued of visuals for the rulers, and I've made a couple of tweaks I can show.First, creatures have their own panel now. A little while back, we made placing creatures not transition to building mode, and this continues on that path of changes we wa...
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Beta Update 19

Hey again Beta peoples! It's time for an update.This time we have:Two new board mat colorsA fix to a bug that caused attempting to open one object to open a different oneCustomizable names for the four creature statsA brand new post-process for cold atmospheres called 'Frozen'Note that we have gained a player panel on th...
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Feature Request Summary 2020-07-01

Hi! This document is feedback to the community based on the posts made in the #feature-requests channel of our Discord server since the Kickstarter. This is a loosely organized collection of answers to summaries of your questions. It is the result of the following: We exported the whole #feature-requests channelI went...
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TaleSpire Dev Log 195

Hi all. Work has gone well today.Ree's been working across a few tasks include starting on the proper ruler UX.I spent the first half the day working through the list of feature requests categorizing them. I'm hoping to put out a more organized list by the end of play tomorrow so that you can have a peek at it before the...
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TaleSpire Dev Log 194

WARNING: The visuals for, and even the kinds of, rulers in this log are 100% temporary. The point is to work out a possible structure for the code and network sync. Drawing any data or conclusions from the clips presented in this update is meaningless.Heya folks, today Ree has been prototyping props, and I'm going to ram...
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Beta Asset Patch 03: "Summoning of the Harbor Beast"

Time for another Asset Patch. This one is a bit of an eclectic collection we've decided to call "Summoning of the Harbor beast." We ended up merging two separate packs into one, mainly because many of the harbor assets were already created. There is no water in this update (terrain system is being prototyped at the momen...
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TaleSpire Dev Log 193

Hi folks. I’ve been poking a little at the occlusion culling, so I thought I’d show something I found handy. We are not moving to Unity’s scriptable rendering pipeline yet. This means much of the work I’m doing right now is finding out how we should hook into Unity’s traditional rendering st...
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TaleSpire Dev Log 192

A small 'still working' update for the last couple of days. Ree has continued with terrain experiments and business work. I've been playing around with Unity's BatchRendererGroup type to learn what we have in our toolbox as we start to rewrite how we handle the rendering of tiles and props.More coming soon.Ciao
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TaleSpire Dev Log 191

Hi folks.Today, some of the things Ree and I have been working on don't make for great writeups. He was on business tasks, which included working on our GDPR documentation, and I was finishing a feature we'll be shipping in a few days if all goes well.I'm not ready to say what it is as, although it's tiny, we want to shi...
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TaleSpire Dev Log 190

This week has been dedicated to research and planning, and it's been fantastic.We have a lot of things that need to be done by Early Access. Between our plans, user requests, and polish, we definitely have our work cut out for us.Luckily some features are also polish, probably none more so than performance. We've known f...
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TaleSpire Dev Log 189

Hi all.Today I finished collating all the entries in the #feature-requests channel on the TaleSpire discord. With that done, @Ree and I went through them to work out what we wanted to do for each. What was cool was that there weren't many major surprises. Most were about systems that we still have plenty of plans around ...
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Update 17

This is a small update to just fix one thing. In the last patch, a mistake in the line-of-sight code meant it was calculating what was in view from the base of the creature instead of the head. This patch fixes that and also ensures that scale is taken into account.Thanks to everyone who reported this bug!BUILD-ID: 51408...
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TaleSprie Dev Log 188

Evening all.Work goes well. @Ree has been looking back into the emote system work he did previously. Once that is up to scratch, we can get the data & sync side worked out, and then hopefully, it's just testing and tweaks before we ship.Today I started with a few hours of going through all the posts in the #feature-r...
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Beta Update 16

We've added a small section in the Settings Panel for Test features. The only one available at the moment is Creature snapping. Creature snapping still needs work and has bugs. But we figured it still might be useful for some players in its current state.A small update today with a couple of bug fixes.Using the drag-crea...
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Beta Update 15: Creature Scaling

This update features creature scaling and general improvements to the Creature Controller. Added Radial Menu for Scaling Creatures.Screen-shake and custom "feel" added to Large Creatures.Creatures now avoid getting stuck in walls when dropping on top of other Creatures.Carried Creatures now has an indicator for where it ...
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TaleSpire Dev Log 187

A quick update tonight. Work continues of the fog of war. I’ve been fixing bugs and implementing the code that handles cleaning up fog-of-war jobs when transitioning boards. I still think there are some memory bugs, but it’s all going in the right direction. Ree’s work on the keyboard movement has gone we...
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TaleSpire Dev Log 186

TLDR: The first prototype of 3D fog of war started working about an hour ago. Check it out:BIG OL' CAVEAT: This is not the final mesh or shader used on the fog. This just shows that the raw transforms *can* work.A lot of the leg work over the last days has been managing the pools of cubemaps, buffers and such used in the...
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TaleSpire Dev Log 185

Heya folks,Today has been spent testing and fixing the backend changes for creature scaling and hooking the creature scale feature into the data model.The scaling is feeling great, Ree's done great work, and I'm very excited to see this ship. There are still bugs to be fixed, so we'll keep working on those. The server si...
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