The Mushroom Grove Booster Pack

This update is a bit of a smaller asset release, but no less exciting! We've decided to call these Booster Packs. Now, this one features Mushrooms in the form of two creature miniatures and mushroom patches to place around the forest floor.Tread carefully! You never know which fungi might bite.PS: This patch also feature...
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RWBY: The Grimm Campaign

We're dipping our toes into new waters by doing a small collaboration with the people over at Rooster Teeth. They've got a show starting on the 15th of August featuring a Tabletop run in their RWBY universe dubbed RWBY: The Grimm Campaign. Rooster Teeth reached out to us after having played around with the TaleSpire Kick...
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TaleSpire Dev Log 210

Hi folks, I skipped yesterday's log as I was far too deep in code, and to be honest today has been much the same.The TLDR is that I'm working on TaleWeaver and the modding tools. I'm doing this as we want to move to more directly managing the batching of what is drawn rather than leaving it all to Unity. Changing the way...
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TaleSpire Dev Log 209

Phew, what a week. I've almost lost track of all the things that have been going on. Amongst it all, more code is getting written.Ree has been able to get through enough other tasks that he's got some time to start experiments with props behaviors. Props are one of the most significant missing pieces from the game right ...
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Beta Update 21

We are thrilled to announce that with this patch, you now have access to rulers!This is the first version of this feature is the base we will be building on. We will be adding improvements up to, and during, the early access.The first improvement to the ruler system will be to support rulers only GMs can see, so keep an ...
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Beta Asset Patch 04: "Rural Farm"

It has been a while! Time for another content patch.This patch focuses on the farm. Follow the signs and take your adventure out into the countryside. Build yourself a humble abode, dig a well, and raise your favorite livestock. Live the simple life! Just make sure you're armed, in case the two-headed hunter tries to cla...
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TaleSpire Dev Log 208

Today, working with a total star from the community, we’ve been able to track down one cause of the “Stuck a main menu with a spinning hourglass bug”. TLDR: Check your proxy settings. You may find that manual proxy is enabled, but the address is blank. This exposes a bug in Mono (a thing Unity relies on), ...
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TaleSpire Dev Log 207

Good evening all. For the last few days, I've been struggling with the graph UI and how I want to serialize the scripts. The TLDR is that I'm making progress again, but I'm about two days behind where I wanted to be.One afternoon was spent trying to understand some odd behavior I was seeing when dragging assets onto node...
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TaleSpire Dev Log 206

Hey folks. I’ve now ported enough of my old Spaghet experiments to the new node graph that I can compile code again. Here is a useless script: On the left, we have some nodes (the node visuals are still WIP), and on the right Visual Studio’s debugger showing the result from the compiler. I’ve indicated the ...
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TaleSpire Dev Log 205

Good evening folks, It’s been another decent couple of days convincing computers to do things. Most of my time this week has been spent getting to grips with NodeProcessorGraph, which so far I’m loving. The main developer has been super responsive, making me even happier about sticking with this library. I d...
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TaleSpire Dev Log 204

On Friday, I got the code written to extract Unity's animation data and pack it into the AssetBundle file in the way we wanted. This data will be utilized by the upcoming animation system to be used by tiles and props.Before we get there, and as mentioned in the last dev-log, we need to update the boardAsset format that ...
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TaleSpire Dev Log 203

Phew, this one took a while to get out.The art team is hard at work, prepping the next big asset patch. Should be another fun one!On Wednesday, I had some boring life stuff to sort out, so I wasn't working that day.On Thursday, Jonny and I had a catchup meeting and roughed out a plan for the animation system for tiles &a...
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TaleSpire Dev Log 202

Allo folks,Some good progress today. The new batcher seems to be laying out tiles correctly now, so I can kind of build again. I haven't hooked into the new physics engine so I can only build on the build plane currently.What was nice was I could do some quick performance tests to see what ballpark we are in. I was able ...
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TaleSpire Dev Log 201

Hey again folks.Saturday's work went well. I spent most of it reviewing the current code and double-checking the tile spawning implementation. We've put out a bunch of fixes since the beta release, and so I wanted to be sure the code still matched my design notes from earlier in the development. Luckily it did, and worki...
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TaleSpire Dev Log 200

Heya folks,On Thursday, I continued work on the batching code. I got a first approximation written[0], but upon trying to hook it into the existing setup, I noticed that disabling the current system is not trivial. In fact, I had a choice between working a bunch for a test that wouldn't teach me much[1] or just plowing i...
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TaleSpire Dev Log 199

It's the summer holidays over here, so we'll see a little less of Ree this week as he takes some well-earned breaks. However, you still have to put up with me :)Today I've been looking at writing the batching for the rendering as we move away from Unity's GameObjects. It's slow going, but I should have something running ...
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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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