TaleSpire Dev Log 131

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...
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TaleSpire Dev Log 130

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...
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TaleSpire Dev Log 129

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...
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End of week update - Statefully yours

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...
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Manticore: Noun (plural manticores)

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 ...
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More gifs? More gifs!

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 the effect. Next Jason...
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A slice of TaleSpire

Update time! 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 gameplay. Whilst there i...
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Cutting Tiles Take 2

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 from...
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Dev Update - Lighting the way

Heya folks,  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...
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TaleSpire Dev Log 127

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...
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TaleSpire Dev Log 126

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...
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The next steps for the Alpha

Heya folks, it's time to talk about the roadmap for the alpha.One interesting part of shipping anything, even at the alpha or beta stages, is how long it takes relative to 'normal' work. All the various threads of the solution need to come to rest, be tested, fixed, changelogs & posts written and then finally shipped...
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TaleSpire Dev Log 125

Whyyyyy, WHY did I say on discord that the next alpha update would be 'soon'? It angered the demo-gods and we've been dealing with an asset-loading problem ever since. That issue has now been fixed and I feel like we know when that update will be landing. However I am not evening hinting at when that could be given what ...
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End of week update

Update time! On the business side, things are looking good. @Ree has been off talking to accountants and such, working out details and so that has been exciting for us. Even though I've probably said this a dozen times already, getting a shot to be independent from the start is still mind-blowing. I thought you...
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TaleSpire Dev Log 124

It's been a nice day today, both @Ree and I got some coding done. Here are a few highlights:- Dice feel regressed a while back and Ree got that fixed back up again.- He also updated the implementation of the radial menus which we hope has fixed the issues with some stats not showing. I tested this but we had never been a...
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TaleSpire Dev Log 123

Day two of the dev planning and again things went well. The main job today was going back through the task lists and working out which ones would be dependent on which. This is important so we don't get blocked by each other and that, for the cases where the is a dependency, there will be work the blocked person can be d...
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TaleSpire Dev Log 122

The end of last week saw me playing with a cool toy so I thought I'd write about it.First though, I've carried on with my digging into various erlang bits and bobs.With a bit of prodding I was able to get epmdless working with my erlang/docker setup. This is great as distributed erlang is one of the powerful features tha...
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Coffee, post-it-notes and scribbles (Day 1)

Ree and I have been having the first dev planning session today for the road from here to Beta. We've been going through the roadmap and making sure we know that, between us, we had an understanding of the next steps for every feature. This doesn't mean that each is fully designed, in many cases features need prot...
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The first days

Heya everyone, Dev logs will return late next week. From the comments in the last update, it sounds like the best approach is to link those dev logs here once a week. We can start that and see how it feels over time. For now, we are doing post-Kickstarter stuff :) First off @Ree has been off down to see an account...
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