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...
A little while since our last update, so wanted to post a small one. Baggers came down to visit this week which resulted in a great amount of progress on the new physics implementation as well as the revamped asset database and scripting engine. I'm sure he'll be posting about those coming up though.Personally I've been ...
I've been looking at props recently, something which will allow for a little bit more freedom when decorating rooms, etc. While doing so, however, I ended making another pass on the building system. Which I'd like to talk about today.In this pass, there were a few things I wanted to focus on.Tile RotationTile ElevationTi...
(Knock-down all the things! Well, actually, completely unrelated)Summary of my week.I decided on Monday that I was going to write about a topic this week, and that topic would be the Game Master(GM) Blocks. Hoping that I would be able to show placing blocks inside the GM Overlay[1].Although I'm very close to that point, ...
I don't post updates quite as much, but I do like to show what I've been working on, usually in the form of gifs on twitter or sneaking it into Baggers' posts. This particular update is in two parts. First of which is in the way of some progress. The first iteration of the new Atmosphere system is almost beta ready. For ...
Greetings! Growing and harvesting Creatures.Over the weekend I had the pleasure of starting on the Kickstarter Exclusive Hero sculpts. I haven't been able to do as much artwork with designing and coding the floor/build system, so this is a wonderful change of phase. (more on the Building system and floor system in anothe...
(Paraphrasing Rincewind the Wizzard)Greetings!Baggers is continuing his amazing work on the new backend and Dwarf has started exciting work on the Kickstarter "Help design a" rewards! So this week I'm going to be rambling on about stuff. Stay awhile, and listen. I mean, if you've got some time...Everything in this update...
The Kickstarter, while busy, has allowed us to step back, recover from the prep, and do some technical planning. However, sometimes making stuff is just too much fun and in that spirit, Jason has started work on a new mini. We thought you would like to see a little of the 'behind the scenes' as the mini evolves so here a...
Let's get back into the swing of these!During the Kickstarter I'm using any free time I have to study and make little systems to get familiar with systems we may end up usingToday I've mainly been getting familiar with blittable types. The reason for this is that Unity's DOTS primarily operates on them.I got interested i...
Here are a little pile of tweaks and fixes that are in today's update:Added a little spin to dice when you pick them back upFixed the visualization of the turn based list whilst being editted.We now show the name of the selected creature along with the player name in the GM UIWe clear the history panel when switching boa...
We've been working on changes with the tiles, especially bringing them into a uniform size. This led to the introduction of deprecated content. This is content we'll leave around for a while to not break any of the current content, but will be removed over time.The following tilesets have received an overhaul - this incl...
Let's talk props.There are a lot of smaller assets in the game. Stuff that doesn't feel like it should hinder movement, but does. I'm talking about floor torches, table plates, cheese wheels. You know the ones. It can be pretty annoying at times and breaks immersion. So we're working on the concept of props. Props will b...
Today's update is a continuation of my previous post about doors. The doors are in, but the original animations were pretty lame, so I took some time to work on these today. We want each door's animation to feel unique. Opening a peasant's door shouldn't look and feel the same as an iron gate, so the animation curves ...
Moredoor*knock knock*"Who's there?""mphggpmpmhggglll...""mhggglll who?""mhggglllmhggglllmhggglll!!!!"There has been a small problem with our doors in TaleSpire. One that you folks have probably notice. And one that we have been aware of....So we have some clipping issues between the doorways and the minis attempting to...
Hello everyone!Figured I'd take some time today to talk about Timelines and their new role in TaleSpire. I've recently spent some time reworking how emotes (and creature actions) work in-game. Previously this was a simple animation which ran on the character base — enabling it to do stuff like a swirl or knock in the dir...
Today was an interesting mix.I got around the staging server issue from yesterday by using a different subdomain..yeah I’m not happy with it either. I’m guessing that the certs weren’t cached and so every time I pushed a new build it was asking letsencrypt for new certs.. they have a limit of how many they will give out ...