TaleSpire Dev Log 288

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...
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TaleSpire Dev Log 275

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. ...
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TaleSpire Dev Log 260

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...
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TaleSpire Dev Log 244

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...
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TaleSpire Dev Log 242

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. ...
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TaleSpire Dev Log 238

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!
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TaleSpire Dev Log 229

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...
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TaleSpire Dev Log 223

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 ...
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TaleSpire Dev Log 214

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...
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TaleSpire Dev Log 154

(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, ...
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TaleSpire Dev Log 141

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...
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New mini - Work in progress gifs!

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...
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TaleSpire Dev Log 115

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...
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Midweek Update

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...
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TaleSpire Dev Log 93

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...
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TaleSpire Dev Log 92

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...
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TaleSpire Dev Log 91

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 ...
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