Jan 31, 2014
Folk Tale - Games Foundry
With Patch 0.2.2 just around the corner we've been importing a lot of the assets from the last six months of dev blogs into the Editor, and some of the original assets from the Tutorial that we'll need for the next slice of playable content in 0.3. In the video we take a fly around the Human Village map in the Editor to visit some of the new assets.



Community Requested Assets

When we launched Patch 0.2.0 the community set to work with the Grassland Kit, combining assets to suggest new assets that would be useful to have. In Patch 0.2.2 we'll be adding some new assets that we've created in direct response to community feedback.

First up are additional water tiles. Now you can add tributaries and forks to your rivers, as well as multiple feeders into larger lakes.



Water presents a major navigational hazard ( especially since there is no swimming ) and a number of community members mocked together simple wooden bridges using the wood plank assets. We've taken those ideas a little further and introduced a number of complete bridge assets, three of which can be seen below.



Migrated and Extended Assets

The Tutorial established much of the Art Direction for Sandbox, and we'll be migrating many of the assets across for use in the Editor. While not strictly limited to Kobolds, the Kobold Camp Kit includes lots of useful assets for primitive races. Each of the monsters released in Patch 0.2.2 will in time have their own battle camp kits. The Undead will use the Graveyard Kit, while the Beastmen, Goblins and Ogres still need theirs creating at some point during the 0.2.x release cycle.



Farmer

The finishing touches are being made to the male and female Farmer, who along with the Miner shared in the previous blog will be included as assets in Patch 0.2.2.



What's In Production?

In a new section for the blog, we're going to start taking a look at what the team will be working on in the fortnight to come.



There's not much point going into any depth otherwise that we'll defeat the purpose of the next dev blog. Suffice to say that now the Editor is working well, focus has shifted towards developing a Player that can load in maps created in the Editor and actually play them. That means monsters coming to life, villagers performing work tasks in a run-time simulation, and possibly the occasional fight. UI will be extremely limited in early simulations, most likely relying on keyboard shortcuts to construction buildings. Work started on the final UI iteration in early January, and we'll be rolling that out across sandbox when the time comes.

Assets wise it's more of the same - new occupations created using the new character customization system in both male and female varieties, more buildings, and the resource points where workers go to harvest wood, stone, iron and meat.

Feature Icon

Jan 31, 2014
Folk Tale - GF
With Patch 0.2.2 just around the corner we've been importing a lot of the assets from the last six months of dev blogs into the Editor, and some of the original assets from the Tutorial that we'll need for the next slice of playable content in 0.3. In the video we take a fly around the Human Village map in the Editor to visit some of the new assets.



Community Requested Assets

When we launched Patch 0.2.0 the community set to work with the Grassland Kit, combining assets to suggest new assets that would be useful to have. In Patch 0.2.2 we'll be adding some new assets that we've created in direct response to community feedback.

First up are additional water tiles. Now you can add tributaries and forks to your rivers, as well as multiple feeders into larger lakes.



Water presents a major navigational hazard ( especially since there is no swimming ) and a number of community members mocked together simple wooden bridges using the wood plank assets. We've taken those ideas a little further and introduced a number of complete bridge assets, three of which can be seen below.



Migrated and Extended Assets

The Tutorial established much of the Art Direction for Sandbox, and we'll be migrating many of the assets across for use in the Editor. While not strictly limited to Kobolds, the Kobold Camp Kit includes lots of useful assets for primitive races. Each of the monsters released in Patch 0.2.2 will in time have their own battle camp kits. The Undead will use the Graveyard Kit, while the Beastmen, Goblins and Ogres still need theirs creating at some point during the 0.2.x release cycle.



Farmer

The finishing touches are being made to the male and female Farmer, who along with the Miner shared in the previous blog will be included as assets in Patch 0.2.2.



What's In Production?

In a new section for the blog, we're going to start taking a look at what the team will be working on in the fortnight to come.



There's not much point going into any depth otherwise that we'll defeat the purpose of the next dev blog. Suffice to say that now the Editor is working well, focus has shifted towards developing a Player that can load in maps created in the Editor and actually play them. That means monsters coming to life, villagers performing work tasks in a run-time simulation, and possibly the occasional fight. UI will be extremely limited in early simulations, most likely relying on keyboard shortcuts to construction buildings. Work started on the final UI iteration in early January, and we'll be rolling that out across sandbox when the time comes.

Assets wise it's more of the same - new occupations created using the new character customization system in both male and female varieties, more buildings, and the resource points where workers go to harvest wood, stone, iron and meat.

Feature Icon

Folk Tale - Games Foundry
Platforms
PC, Mac

Bug Fixes
#0065 F Key No Longer Activates Follow-Cam

Changes
Editor: Added Paint Tool
Editor: Added Construction Kit
Editor: Current location filename now shown on topbar
Editor: 'F' now frames the selected object
Editor: Frequency of warnings over lost data reduced
Editor: Numpad-0 toggles UI and slows camera for making video flybys
Editor: Enabled Anti-Aliasing
Editor: Scale Mode usability improved

Known Issues
Editor: The rivet in the Construction Kit is untextured.
Editor: If you move the camera quickly, auto-grass fails to update.

Developer Comments
This patch updates the Location Editor only. Certain tile sets have been removed following the addition of the Paint Tool, and holes may appear in maps created with Patch 0.2.0.1.
Folk Tale - GF
Platforms
PC, Mac

Bug Fixes
#0065 F Key No Longer Activates Follow-Cam

Changes
Editor: Added Paint Tool
Editor: Added Construction Kit
Editor: Current location filename now shown on topbar
Editor: 'F' now frames the selected object
Editor: Frequency of warnings over lost data reduced
Editor: Numpad-0 toggles UI and slows camera for making video flybys
Editor: Enabled Anti-Aliasing
Editor: Scale Mode usability improved

Known Issues
Editor: The rivet in the Construction Kit is untextured.
Editor: If you move the camera quickly, auto-grass fails to update.

Developer Comments
This patch updates the Location Editor only. Certain tile sets have been removed following the addition of the Paint Tool, and holes may appear in maps created with Patch 0.2.0.1.
Folk Tale - Games Foundry
Hello folks.

A test build of 0.2.1.0 for Windows and Mac is now available on an opt-in basis. Following testing we will roll out as a public update.

Important

YOUR SAVE GAMES FROM EARLIER BUILDS MAY BE DELETED.
LOCATION FILES FROM 0.2.0.1 WILL BREAK.

Opting-In To Access The Build

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Betas, enter veW6kJBz into the password field and click Check Code.
3. You should receive confirmation that the debugging build is now unlocked. *
4. Select debugging - Public pre-release support builds from the drop down list and click Close.
5. Wait a few minutes for Steam to automatically patch your game. If it doesn't, try running the game. This should trigger the automatic patching.
6. Confirm the build version is 0.2.1.0 ( bottom left of the main menu, or right topbar in the Location Editor )

* Please note that on rare occasions, opting in to beta builds will give an invalid code error. Please try the code again. If it repeatedly fails, we're sorry but you are not going to be able to test this build. You might consider contacting Steam Support. We have used this password to support players in the past so it is known to work.

Opting-Out After Testing

After you have finished testing, you can opt out of beta builds and resume receiving the main patches as you have done before.

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Beta, choose NONE - opt out of all beta programs from the drop down list and click Close.
3. Wait for a few minutes for Steam to automatically resync/patch your game back to the main public releases. If it doesn't, try running the game. This should trigger the automatic patching.
4. Confirm the build version in the bottom left of the main menu has reverted to 0.2.0.1.

Feedback
We've created an entire new sub-forum Editor specifically for Editor related posts.

Notes

Please do read the Location Editor Reference Guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=204512410

Problem Solving

If when starting the Location Editor it runs in a small window and not full-screen, restart and first go into the Tutorial main menu. Under settings, change your native resolution to be that of your desktop. Exit to desktop and restart.



Here are the provisional patch notes:

PATCH NOTES 0.2.1.0

Platforms
PC, Mac

Bug Fixes
#0065 F Key No Longer Activates Follow-Cam

Changes
Location Editor: Added Paint Tool
Location Editor: Added Construction Kit
Location Editor: Current location filename now shown on topbar
Location Editor: 'F' now frames the selected object
Location Editor: Frequency of warnings over lost data reduced
Location Editor: Numpad-0 toggles UI and slows camera for making video flybys
Location Editor: Enabled Anti-Aliasing

Known Issues
The minimap is occasionally failing to initialize. Please restart the game.

Developer Comments
This patch updates the Location Editor. No changes have been made to the Tutorial.
This patch unfortunately breaks previous location maps due to certain tile sets being deprecated following the addition of the Paint Tool.
Jan 16, 2014
Folk Tale - Games Foundry
Today we take a look at the Location Editor Paint Tool, the Grassland Animals Kit ( coming in 0.2.2.0 ), both the female and male Human Miner characters ( coming in 0.2.3.0 ), and a review of the 0.2.x release cycle including the planned features and content of each patch.



Towards the bottom of the blog is an overview of Sandbox vs. Campaign ( not covered in the video ), and how we plan to strike a balance between the humorous storytelling of the Tutorial and the open play of Sandbox.

All being well we're just a few days away from the release of Patch 0.2.1.0.

Terrain Painting



As well as a number of community requested improvements, the new Paint Tool provides a significant productivity boost. We've removed the need to place individual mud and cobblestone versions of tiles ( where only the texture differed ) and now have just one set of tiles that can be painted. Unfortunately this will visually break some of your previous designs, and you may need to patch up the holes that will appear in your Location designs where the old mud tiles used to be.

Each tile is now divided into four invisible quadrants. Painting may not be quite as fine as voxel-based terrain systems, but it does provide for some nice blending between the different terrain textures as shown in the visual above.

Characters



Following the Christmas holiday, work commenced on the Human characters, with both female and male versions produced in parallel. In Patch 0.3 the overlooked female Peasants will - as promised - be able to take up occupations in an equal society.

We're focused on early-stage characters needed for Patch 0.3 - the resource collectors ( Miner, Woodcutter, Stonecutter, Farmer, Peasants, Hunter ) and the City Guard. Once we've delivered Patch 0.3.x we'll then add the required characters found in the Tutorial with a view to migrating it to Sandbox technology, before adding any remaining Human characters such as the Butcher and Weaver.

Back in Dev Blog 12 we highlighted the new character customization system that introduces variety into character appearances. All new characters are being produced using this system, and in the visual above we've randomized the facial features and tinted both the skin tone and hair. More attentive readers will note they are missing eyebrows, but even those are now randomized along with facial hair.

We had a minor issue with certain hair styles when an outfit included a helmet, with hair poking through the helmets. We're solving that by having a preferred outfit hairstyle. For example, a female peasant with long hair will have it temporarily restyled ( just as in real life food workers have to put long hair into a bun under a hair net ). Demoting her back to Peasant will revert her hair back to her normal style.

Grassland Animal Kit

The Grassland Animal Kit is now finished and scheduled for inclusion in a patch once Spawn Points and/or Buildings become available.



Chickens lay Eggs at the Chicken Coop which once collected by a Farmer can used by the Bakery to make Pies, a special recipe yielding a higher than normal profit.



Grassland streams and ponds provide for a rich source of Fish, which the Fisherman catches and takes back to the Fishing Hut for smoking, before selling to your Peasants.



Bunnies are there for gratuitous violence and a spot of beauty. Need some Siege Weapon practice? Guess who's going to be in the cross-hairs. Aww, but they're soooo cute. Kaboom.



Mrs Squirrel is another beauty creature who from time to time roams too close to Hunter's Traps. Much like the Rabbit, the Squirrel is designed for those beautiful scenes of tranquillity, providing a juxtapose of rural peace against an invading goblin horde that you'll be facing in Patch 0.3.

Sandbox vs. Campaign

In the last few weeks there's been some debate over in the forums regarding the switch from Campaign to Sandbox game following the community poll back in December 2013, and the impact that change will have. Many campaign fans were left feeling that a lot of the storytelling, humour and strong characters found in the Tutorial will be lost with the move to Sandbox. I'm pleased to say that is definitely not the case.

It is true, that when we originally scoped Sandbox, we had considered providing player-designers with tools to add their own quests. But this would essentially have left text-only quest descriptions, without the niceties of voice acting or cinematics to communicate story and humour. We've since evolved the design and plan to introduce Encounters into the Location Editor. An Encounter is a pre-packaged interaction with a specific named character in a specific environment with cinematics and voice over. Slavemaster Urzal from the Tutorial for example can be packaged up into an Encounter and dropped into a jungle ruins Location design.



The key to making this work will be to provide a broad selection of Encounters, as well as attempting to tackle multiple outcomes for each story. That way each world can be varied, and even if you have previously played an Encounter, the second time around you may take a different path resulting in a different outcome.

Feature Icon

Jan 16, 2014
Folk Tale - GF
Today we take a look at the Location Editor Paint Tool, the Grassland Animals Kit ( coming in 0.2.2.0 ), both the female and male Human Miner characters ( coming in 0.2.3.0 ), and a review of the 0.2.x release cycle including the planned features and content of each patch.



Towards the bottom of the blog is an overview of Sandbox vs. Campaign ( not covered in the video ), and how we plan to strike a balance between the humorous storytelling of the Tutorial and the open play of Sandbox.

All being well we're just a few days away from the release of Patch 0.2.1.0.

Terrain Painting



As well as a number of community requested improvements, the new Paint Tool provides a significant productivity boost. We've removed the need to place individual mud and cobblestone versions of tiles ( where only the texture differed ) and now have just one set of tiles that can be painted. Unfortunately this will visually break some of your previous designs, and you may need to patch up the holes that will appear in your Location designs where the old mud tiles used to be.

Each tile is now divided into four invisible quadrants. Painting may not be quite as fine as voxel-based terrain systems, but it does provide for some nice blending between the different terrain textures as shown in the visual above.

Characters



Following the Christmas holiday, work commenced on the Human characters, with both female and male versions produced in parallel. In Patch 0.3 the overlooked female Peasants will - as promised - be able to take up occupations in an equal society.

We're focused on early-stage characters needed for Patch 0.3 - the resource collectors ( Miner, Woodcutter, Stonecutter, Farmer, Peasants, Hunter ) and the City Guard. Once we've delivered Patch 0.3.x we'll then add the required characters found in the Tutorial with a view to migrating it to Sandbox technology, before adding any remaining Human characters such as the Butcher and Weaver.

Back in Dev Blog 12 we highlighted the new character customization system that introduces variety into character appearances. All new characters are being produced using this system, and in the visual above we've randomized the facial features and tinted both the skin tone and hair. More attentive readers will note they are missing eyebrows, but even those are now randomized along with facial hair.

We had a minor issue with certain hair styles when an outfit included a helmet, with hair poking through the helmets. We're solving that by having a preferred outfit hairstyle. For example, a female peasant with long hair will have it temporarily restyled ( just as in real life food workers have to put long hair into a bun under a hair net ). Demoting her back to Peasant will revert her hair back to her normal style.

Grassland Animal Kit

The Grassland Animal Kit is now finished and scheduled for inclusion in a patch once Spawn Points and/or Buildings become available.



Chickens lay Eggs at the Chicken Coop which once collected by a Farmer can used by the Bakery to make Pies, a special recipe yielding a higher than normal profit.



Grassland streams and ponds provide for a rich source of Fish, which the Fisherman catches and takes back to the Fishing Hut for smoking, before selling to your Peasants.



Bunnies are there for gratuitous violence and a spot of beauty. Need some Siege Weapon practice? Guess who's going to be in the cross-hairs. Aww, but they're soooo cute. Kaboom.



Mrs Squirrel is another beauty creature who from time to time roams too close to Hunter's Traps. Much like the Rabbit, the Squirrel is designed for those beautiful scenes of tranquillity, providing a juxtapose of rural peace against an invading goblin horde that you'll be facing in Patch 0.3.

Sandbox vs. Campaign

In the last few weeks there's been some debate over in the forums regarding the switch from Campaign to Sandbox game following the community poll back in December 2013, and the impact that change will have. Many campaign fans were left feeling that a lot of the storytelling, humour and strong characters found in the Tutorial will be lost with the move to Sandbox. I'm pleased to say that is definitely not the case.

It is true, that when we originally scoped Sandbox, we had considered providing player-designers with tools to add their own quests. But this would essentially have left text-only quest descriptions, without the niceties of voice acting or cinematics to communicate story and humour. We've since evolved the design and plan to introduce Encounters into the Location Editor. An Encounter is a pre-packaged interaction with a specific named character in a specific environment with cinematics and voice over. Slavemaster Urzal from the Tutorial for example can be packaged up into an Encounter and dropped into a jungle ruins Location design.



The key to making this work will be to provide a broad selection of Encounters, as well as attempting to tackle multiple outcomes for each story. That way each world can be varied, and even if you have previously played an Encounter, the second time around you may take a different path resulting in a different outcome.

Feature Icon

Folk Tale - Games Foundry
Platforms
PC, Mac

Bug Fixes
#0040 Inactive Military Units On Final Enemy
#0062 Possible To Spawn Multiple Camphry Wizards
#0063 Saving/Restoring During Golem Quests Fails To Restore Tesla Coils

Changes
Sandbox Location Editor Preview
Golem now recovers health and power properly
Units now recover health when no enemies in range but stalking an enemy
VSync now mandatory
Reduced memory usage for shadows; now all shadows are soft
First time game starts it should now run full-screen at native resolution

Location Editor Preview
We strongly recommend reading the comprehensive guide to the Location Editor available at http://steamcommunity.com/sharedfiles/filedetails/?id=204512410

Developer Comments
This patch marks a major internal milestone for development: the first Sandbox Tech release. It contains the Sandbox Foundation Layer, the foundation on which the entire game will be built.
Folk Tale - GF
Platforms
PC, Mac

Bug Fixes
#0040 Inactive Military Units On Final Enemy
#0062 Possible To Spawn Multiple Camphry Wizards
#0063 Saving/Restoring During Golem Quests Fails To Restore Tesla Coils

Changes
Sandbox Location Editor Preview
Golem now recovers health and power properly
Units now recover health when no enemies in range but stalking an enemy
VSync now mandatory
Reduced memory usage for shadows; now all shadows are soft
First time game starts it should now run full-screen at native resolution

Location Editor Preview
We strongly recommend reading the comprehensive guide to the Location Editor available at http://steamcommunity.com/sharedfiles/filedetails/?id=204512410

Developer Comments
This patch marks a major internal milestone for development: the first Sandbox Tech release. It contains the Sandbox Foundation Layer, the foundation on which the entire game will be built.
Folk Tale - Games Foundry
A test build for Windows and Mac is now available on an opt-in basis. Following testing we will roll out as a public update.

Important

YOUR SAVE GAMES FROM EARLIER BUILDS MAY BE DELETED.

THE TUTORIAL HAS NOT CHANGED OTHER THAN A COUPLE OF BUG FIXES. THE MAIN ADDITION IS THE SANDBOX LOCATION EDITOR PREVIEW.

Opting-In To Access The Build

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Betas, enter veW6kJBz into the password field and click Check Code.
3. You should receive confirmation that the debugging build is now unlocked. *
4. Select debugging - Public pre-release support builds from the drop down list and click Close.
5. Wait a few minutes for Steam to automatically patch your game. If it doesn't, try running the game. This should trigger the automatic patching.
6. Confirm the build version is 0.2.0.0 ( bottom left of the main menu, or right topbar in the Location Editor )

* Please note that on rare occasions, opting in to beta builds will give an invalid code error. Please try the code again. If it repeatedly fails, we're sorry but you are not going to be able to test this build. You might consider contacting Steam Support. We have used this password to support players in the past so it is known to work.

Opting-Out After Testing

After you have finished testing, you can opt out of beta builds and resume receiving the main patches as you have done before.

1. In your Steam Library, right click on Folk Tale and select Properties.
2. Under the fourth tab, Beta, choose NONE - opt out of all beta programs from the drop down list and click Close.
3. Wait for a few minutes for Steam to automatically resync/patch your game back to the main public releases. If it doesn't, try running the game. This should trigger the automatic patching.
4. Confirm the build version in the bottom left of the main menu has reverted to 0.1.7.0.

Notes

Please do read the Location Editor Reference Guide:
http://steamcommunity.com/sharedfiles/filedetails/?id=204512410

Problem Solving

If when starting the Location Editor it runs in a small window and not full-screen, restart and first go into the Tutorial main menu. Under settings, change your native resolution to be that of your desktop. Exit to desktop and restart.

We will add access to settings preferences in the Location Editor.
...

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