Hello everyone!Thanks to the ticket backlog finally being under control, I've been free to tackle other tasks - and in the spirit of "a lot going on in the background" that Baggers mentioned in the DevLog earlier today, here's what I've been up to: Symbiotes!In some previous DevLogs (#374, #373, and the introduction of i...
Let's start this a-bit-different-devlog with some shout-outs:Firstly huge props to you, our community! For the last three-ish months, I've been pouring over every single bug report, feature and asset request submitted to our ticket platform since, well, ever! It's been incredible to see the passion and ideas you all have...
The previously mentioned hackathon has concluded. Baggers has left our shores and sailed back on slippery roads, safely docking at home.It was an incredibly productive extended weekend. Touching on multiple planned and potential features, some of which I'd like to discuss here today.Here goes:Sequencer (Experimental)Work...
Hello everyone! (a bit of a summary today)I want to start this DevLog by discussing a "new" arrival and the TaleSpire feedback website. There has been a lot of cleaning up and reorganizing thanks to our latest member of the Bouncyrock Team. So we're welcoming Luis Büchi (aka Chairmander) into our little adventuring party...
Let's look at Water Tiles.I've been working on/off on Water Tiles for the past few weeks. Although the request has been for some blue tiles, we did want to test using the water plane shader to make it more in line with the "resin liquid" in-game. It had some issues but was promising. The Water Plane was never meant to ha...
Hello everyone! The Cyberpunk/Sci-Fi release is now only a stone's throw away, assuming it's a very heavy stone. Don't get me wrong, it's close—just a bit more than a pebble drop worth of effort. In fact, we're looking to do some public testing.Sticking with the rocky analogy, getting to this point with Cyberpunk/SciFi h...
Hello folks - we hope you’re all doing well these days!It feels like time has flown by since our last progress report from the art side of things. As some of you may know, a cyberpunk content stretch goal was hit during our Kickstarter campaign and we've been hard at work on these assets. This dev log will focus on whe...
Over the weekend, I took a break from Asset Library refactoring and looked at some more effects, more specifically weather effects.Doing weather well, comes with some challenges. There are a lot of different aspects which need to be handled. For rain, there are the particle effects, sure. Then there are the splashes and ...
Disclaimer: This DevLog is from the perspective of one developer. So it doesn't reflect everything going on with the teamGreetings everyone!I'm here doing TaleSpire things again after a pretty nasty cold bug afflicting both myself and Hannah last week. We're back with newfound vigor, squishing bugs, developing features, ...
Here is a DevLog about Today's upcoming Patch. It isn't a significant patch seen from an outside perspective but does contain some code refactors, which will make it easier to do future things.Camera RefactorThe Camera Controller file has been rewritten to utilize camera Modes rather than being a single monolithic class...
Rewriting Camera ControllerThe Camera Controller class in TaleSpire is one of the absolute oldest pieces of code in the project, surviving multiple code iterations to become one of the most convoluted parts by holding on to a bunch of legacy code while being given more and more responsibility. Every time I've had to do a...
TLDR: While we are still more than a couple of months away from being ready to release the Cyberpunk content, we really wanted to show you what's coming!Some time has passed since our previous Asset update. Although we do have another couple of Medieval Fantasy packs in the works, today, I'd like to talk a bit about our ...
Before we kick off with this dev log, we have not forgotten the HeroForge integration dev log that we promised by the end of September. We thought we were ready to publish that. However, at the last second, we decided we wanted to confirm a few details with HeroForge before we let you read it. All companies have their ow...
Experimentation with vertical fogThis experiment is actually a couple of months old at this point but has been put to the side for a little bit to make a better implementation. It doesn't look half bad, but there are some limitations. For starters, this is not volumetric. It is a post-processing effect utilizing the dept...
Hello everyone!We're slowly getting back into things after the extended weekend. I think everyone was a little bit more exhausted than we realized. So please bear with us as we get back into the routine of things and start releasing those patches.For me, the past couple of weeks have been focused on meetings and emails. ...
A little dive into the new building workflow. A bit of redundancy in this video but hopefully gives a decent sense of what Chimera Building feels like and how it improves on the previous iterationWe're moving into the later stretches of the Chimera Build. Chris drove down today for us to work a bit closer on being able t...
Greetings!With a lot of work continuously being done on the Chimera Build, I wanted to get a few things out of the way. It is easy for tutorials etc to be left till the last moment and we're hoping to avoid that for the Early Access Release. So to start with that I've gotten rid of the old Help Panel.In favor of somethin...
Greetings!This week has been pretty business heavy for me. A lot to take care of with the end of the year closing in, good to get things out of the way. There has been some exciting progress, however. Baggers came down this week and we've been focusing on getting the new Rendering/Batching/Physics branch up and running. ...
Hello everyone, Just a short DevLog to confirm that I wasn't able to get the assets out today. They're close to ready, but need to do some final checks prior to pushing it to steam. Here is a shot of the assets going out.So expect these within the next day.Now some sleep! Till next time!
We have a patch coming out within the next few days containing some smaller features. So I decided a video might be easier than trying to put it all in text and gifs.Here is is: The features still need a bit of polish. I've also started looking at Key-Bindings this week as I was working on refactoring a bit of the Game S...