Ghost of a Tale - SeithCG
Hello everyone! Here's a new patch release which brings us to version 7.26. It's mostly a maintenance patch, although behind the scenes we've upgraded the game's engine itself (from Unity 5.5 to 2017.4). As a consequence, performance and visual quality have gotten a boost.

Most notably the lighting quality has been greatly improved. The sun's light and shadows now progress smoothly throughout the duration of the day. If you remember before it was advancing abruptly and remained static for 10 seconds, then quickly advanced again and stopped, etc...

Enjoy! :)


Fixed:
  • A couple of holes in the sets geometry.
  • Some set sectioning issues on the shore.
  • Tilo’s hood can sometimes go through the top of his head.

Changed:
  • Major upgrade of the engine.
  • Optimization pass in preparation of console release.
  • Added a new visual option for bloom.
  • Light and shadows from the sun now move smoothly throughout the day.
  • Sunsets and sunrises as well as the game's overall shadows quality have been improved.
Ghost of a Tale - contact@rockpapershotgun.com (Alex Wiltshire)

This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they ve taken to make their games. This time, Ghost Of A Tale [official site].

Every time I see Ghost Of A Tale I m taken aback by its beauty. Its world of cracked flagstones, knurled furniture, twisting passages, haphazard towers and lush vegetation looks like it s truly lived in by its population of woodland creatures; by authoritarian rats, scurrying criminal mice and pirate frogs.

All that detail lends Ghost Of A Tale the feel that it s the product of a large studio, of a team of artists leaning on years of experience. But it wasn t. Ghost Of A Tale s world was made, fundamentally, by just one person. One person, in fact, who d never even made a game before. Lionel Seith Gallatt created every texture, level layout and model, animated them and did a great deal of the programming that underpins it all. Not bad for someone who d previously been Despicable Me s animation director. (more…)

Dying Light - contact@rockpapershotgun.com (RPS)

podcast-49-silent-hill-2

Psst. I know mum said you weren t allowed to listen to those hellions on your favourite podcast anymore, but the hosts of the Electronic Wireless Show won t tell if you don t. This week we re talking about the games we weren t allowed to play as youngsters, but did anyway. Alice suffered strict rationing of The Sims 2, and Dave (oh hello Dave) was looked at with concern while playing Silent Hill. Brendan s parents didn t seem to care. Let s all go to Brendan s house. He s got GTA 2. (more…)

Ghost of a Tale - SeithCG
Hello everyone! This is a patch release (v7.05) which fixes a couple of bugs and improves performance on the shore. You can now start a new game and change the language on the fly (without having to close and restart the app).

Textures have also been improved via better micro-detailing. You can see an example below (right-click and "View Image" to get the full effect):



Basically after playing God of War I noticed they were using this technique very effectively (normal + albedo micro-textures), so I implemented it in the game. :)

Enjoy!

Fixed:
  • Some UI dropdown menus don’t close (and reopen) properly.
  • Some characters in German don’t show up.
  • Some plates in the commissary float a little above the tables.
  • Music volume is sometimes too loud after reloading a save.
  • Rare issue with blowing up a brisance after it’s been hooked up.
  • Some sectioning issues when climbing on the rampart’s crenelations.
  • The sleeping rats’ colliders (in the barracks) are not active.
  • The collider for the lid of the shore chest is missing.
  • White (untextured) walls in catacombs corridor near the Great Hall.
  • Bees nests erroneously appear as items in inventory.
Changed:
  • Improved performance on the shore.
  • Improved textures quality.
  • You can now start a new game without having to close and reopen the app.
  • Pressing the RB/LB in the Lore UI now loops categories.
  • The new item marker “*” in the inventory now ignores consumables.
  • You can now change the game’s language on the fly (without having to restart).

Updates:
- Hotfix 7.07 fixes a couple of specific issues introduced in 7.05 (mostly with the Italian localization and some non-aggressive guards after restarting a game from scratch).
- Hotfix 7.08 fixes an issue with the skiff not appearing in the harbour. Unfortunately it's not retroactive, so if you already met that particular bug, please send us your save file to: support@ghostofatale.com and we'll fix it for you.
Ghost of a Tale - SeithCG
Here's patch 6.60, which fixes a couple of remaining bugs. Most of them are quite specific, which is a very good thing indeed... :)

Fixed:
  • UI: Black screen remains after the end credits are finished rolling (when using gamepad).
  • Misc: Possible framerate drop when entering the catacombs for the first time.
  • Misc: The faraway surface of the lake can sometimes disappear when Tilo's in a precise location near the far tower.
  • Misc: The sequence of knocking down a key to the floor + saving + dying + reloading can lead to said key not being pickable anymore.
  • Misc: Specific exploit allowing Tilo to sprint and sneak while wearing the armor (sorry speedrunners!).
Changed:
  • Memory requirement for the game has been lowered by almost 600Mb.
Ghost of a Tale - SeithCG
Hello all! Here's patch update 6.55, which brings a few bug fixes (including for ultrawide resolutions) as well as full Chinese localization! :)

Fixed:
  • UI: Show Build number preference is not properly recalled.
  • UI: It is possible to call the inventory while the options menu is displayed.
  • UI: Rare cases where a speech icon stays on screen even if the NPC is not visible anymore.
  • Misc: Leeches detection counts as "detected by guards".
  • Misc: One bag of grain is not pickable in the room next to the garden.
  • Misc: There's a kill trigger on a step in a very specific location in the Great Hall.
Fixed (SPOILERS):
  • AI: Rare cases of guards' agro not subsiding when going from the jail to the distillery via the elevator.
  • UI: Fatale's name label is offset on the shore.
  • Misc: It is possible to talk to the commander even after he's knocked out.
  • Some issues when putting food items on the tables of the commissary.

Changed:
  • Lighting: The torches' shadows "wobbling" movement is now less extreme.
  • Misc: The camera black mask effects (when hiding) now work with ultrawide resolutions.
  • Chinese is now officially supported (sorry it took so long)!

There's also a few collider (stairs) issues, light-leaking cases, and plenty of visual "holes" in the sets geometry which have been taken care of (thanks to your guys' help with pinpointing those!). Finally there were some specific cases where Tilo would freeze when picking up mushrooms which should now be resolved.

Enjoy! :)
Ghost of a Tale - SeithCG
Hello all! After last week's huge release here's a new patch (6.51) which mercilessly stomps on a few more bugs... :)

Fixed:
  • Last remaining case of invisible wall in the harbour.
  • Rare case of the camera looking to the side of Tilo after reloading an autosave.
  • Specific case where the camera is not at the right spot during the end sequence (happens only when playing with mouse/keyboard).
  • Possible exploit with brisance right after the chest on the shore is open.
  • Some cases where bees' nests can't be looted.
  • Some cases where the HUD does not reappear after Tilo dies.
  • Couple of sounds not playing (i.e. whistling in "Stop That Racket" quest, distillery elevator, skapp beetles at night).
  • Couple of minor UI fixes (i.e. new item asterisk remains visible in inventory UI).
  • One of the grain bags in the jail cannot be picked up.
Changed:
  • The "Stack" skill now also works with candles taken from a container.
  • Butterflies don't appear at night anymore.
  • Some language-specific localization tweaks have been made to clarify a couple of points.
Ghost of a Tale

Developer SeithCG has released a massive new update for its delightful mouse-based RPG Ghost of a Tale, aimed at quashing the "vast majority" of its remaining technical issues.

Eurogamer liked Ghost of a Tale enough to give it the Recommended stamp of approval when it released earlier this month on PC; however, reviewer Edwin Evans-Thirlwell noted that it was "absolutely riddled with bugs".

SeithCG has been more than open in acknowledging the game's launch problems, and has already released a number of updates to address them. The developer says its latest patch, known as 6.5, "takes care of the vast majority of the remaining bugs", admitting that "it's been a very intense period, with a lot of work and very little sleep."

Read more…

Ghost of a Tale

It's been a couple of weeks since the release of the stealth RPG Ghost of a Tale, the story of a mouse minstrel in a medieval dungeon on a quest to reunite with his true love. The game is now "what it should have been right from the start," developer SeithCG says, courtesy of the update that was released over the weekend, which clears up "the vast majority of the remaining bugs." 

"In case some of you are wondering why those bugs were there to start with, the answer is simple (besides the fact that Ghost of a Tale is quite complex under the hood): a dozen persons testing the game on and off over a period of 2 months is simply no match for having thousands of people all starting to play at the same time. That being said, it's my fault of course," developer SeithCG wrote.

"When I realized what was happening it was obviously too late to say, 'Whoops, sorry I’ll put it back in the fridge for moment.' The fact that most sounds didn’t play in the second half of the game furthermore gave the impression that it wasn’t finished. And that sucked." 

Despite the troubles, it doesn't appear to have been a disastrous launch by any measure. Steam user reviews are "very positive," and it boasts a solid 76 aggregate review score on Metacritic. But SeithCG said the problems were especially frustrating because the Early Access period went so smoothly.

"Today ... the game is what it should have been right from the start. So let this serve as an apology to the players who felt the game was not up to their technical standards when it launched, and an invitation to those who've been waiting to come and visit the world of Ghost of a Tale." 

The fixlist: 

  • No ambient sounds playing in the catacombs, harbor, great hall and shore.
  • Abrupt transitions between ambient sounds.
  • Elevators (courtyard, baskets, bells, etc…) don’t play their sounds.
  • Ravik’s arrival sequence (on the bridge) doesn’t play any sounds.
  • Sounds during dialogs are sometimes too loud.
  • Spiders don’t play their sounds.
  • No sounds when climbing ladders.
  • Several reverb zones are not kicking in.
  • Gallworms don’t play their sounds.
  • Pressure plates don’t play their sound.
  • Pinecones don’t play their sounds (collapsing worm holes, etc…).
  • All ambient sounds are turned off after quitting and relaunching the game.
  • The rebel mice remain visible although the skiff has left the harbor.
  • An invisible wall keeps Tilo from crossing the already-opened metal gate in the harbor near the crab’s pen (coming from the elevator).
  • The commander is sometimes not visible in his office.
  • It is possible to sleep in the commander’s bed.
  • Rolo at the forge is not hammering and talks about weird unrelated stuff.
  • The camera is too close to Tilo after reloading a save.
  • Cases where reloading an autosave results in the camera remaining locked on the spot.
  • Cases of invisible Ravik on the bridge.
  • The Gusto & Fatale’s achievement is not triggered.
  • The Lore Master achievement is not getting unlocked.
  • The wrong map is shown after getting to the shore via the cave.
  • Some map markers for items on the maps are wrong.
  • The well key can sometimes get stuck in an unreachable place.
  • The HUD is not properly restored after leaving photo mode.
  • The guards in the harbor can chase Tilo beyond the harbor (and disappear).
  • Some French characters are not properly displayed in the books UI.
  • The grid ladder in the jail tower can sometimes get stuck (after reloading multiple times).
  • Problems when reloading a save while the end sequence is still playing.
  • Some trees on the shore are missing their colliders.
  • Rare cases where Silas is awake instead of sleeping.
  • Some missing colliders in the catacombs walls.
  • Tilo can sprint and sneak while wearing the armor when launching the game and loading a save with the armor upgrade skill.
  • Ambient music abruptly kicks in instead of fading in.
  • Guards’ knocked out timer UI remains on screen after leaving the area of the guards.
  • Shutters don’t play their sounds when Tilo opens them.

There are separate fixes with spoilers which you'll have to hit up Steam to see, because I don't want to spoil any surprises. The developers are also still trying to bring Chinese support to the game. There's no timeline for it yet, "but it will happen eventually!" In the meantime, why not ogle the adorable GIFs Chris made of the game's mousy protagonist? 

Ghost of a Tale - SeithCG
This is by far the biggest patch update (6.5) since the release of the game last week. It takes care of the vast majority of the remaining bugs. I won’t hide that it’s been a very intense period, with a lot of work and very little sleep.

In case some of you are wondering why those bugs were there to start with, the answer is simple (besides the fact that Ghost of a Tale is quite complex under the hood): a dozen persons testing the game on and off over a period of 2 months is simply no match for having thousands of people all starting to play at the same time. That being said, it's my fault of course.

When I realized what was happening it was obviously too late to say “whoops, sorry I’ll put it back in the fridge for moment”. The fact that most sounds didn’t play in the second half of the game furthermore gave the impression that it wasn’t finished. And that sucked.

Of course, 95% of the people who play Ghost of a Tale love it and that feels great. But I’m painfully aware that early adopters (including reviewers to this day) played with builds that were just not at the technical level they should have been. Which was particularly frustrating after an excellent run in early access.

Today, exactly 11 days after release, the game is what it should have been right from the start. So let this serve as an apology to the players who felt the game was not up to their technical standards when it launched, and an invitation to those who've been waiting to come and visit the world of Ghost of a Tale!

I can say at 95% that you won’t regret it... :)


Fixed:
  • No ambient sounds playing in the catacombs, harbor, great hall and shore.
  • Abrupt transitions between ambient sounds.
  • Elevators (courtyard, baskets, bells, etc…) don’t play their sounds.
  • Ravik’s arrival sequence (on the bridge) doesn’t play any sounds.
  • Sounds during dialogs are sometimes too loud.
  • Spiders don’t play their sounds.
  • No sounds when climbing ladders.
  • Several reverb zones are not kicking in.
  • Gallworms don’t play their sounds.
  • Pressure plates don’t play their sound.
  • Pinecones don’t play their sounds (collapsing worm holes, etc…).
  • All ambient sounds are turned off after quitting and relaunching the game.
  • The rebel mice remain visible although the skiff has left the harbor.
  • An invisible wall keeps Tilo from crossing the already-opened metal gate in the harbor near the crab’s pen (coming from the elevator).
  • The commander is sometimes not visible in his office.
  • It is possible to sleep in the commander’s bed.
  • Rolo at the forge is not hammering and talks about weird unrelated stuff.
  • The camera is too close to Tilo after reloading a save.
  • Cases where reloading an autosave results in the camera remaining locked on the spot.
  • Cases of invisible Ravik on the bridge.
  • The Gusto & Fatale’s achievement is not triggered.
  • The Lore Master achievement is not getting unlocked.
  • The wrong map is shown after getting to the shore via the cave.
  • Some map markers for items on the maps are wrong.
  • The well key can sometimes get stuck in an unreachable place.
  • The HUD is not properly restored after leaving photo mode.
  • The guards in the harbor can chase Tilo beyond the harbor (and disappear).
  • Some French characters are not properly displayed in the books UI.
  • The grid ladder in the jail tower can sometimes get stuck (after reloading multiple times).
  • Problems when reloading a save while the end sequence is still playing.
  • Some trees on the shore are missing their colliders.
  • Rare cases where Silas is awake instead of sleeping.
  • Some missing colliders in the catacombs walls.
  • Tilo can sprint and sneak while wearing the armor when launching the game and loading a save with the armor upgrade skill.
  • Ambient music abruptly kicks in instead of fading in.
  • Guards’ knocked out timer UI remains on screen after leaving the area of the guards.
  • Shutters don’t play their sounds when Tilo opens them.

Fixed (SPOILERS):
  • Getting Duinlan’s gilded armor: equipping it and then reloading a prior save left the items floating in space.
  • Duinlan's sounds are missing.
  • Skeletal rats on the shore don’t play their sounds.
  • Final battle: Some skeletal rats walk on the spot.
  • Final battle: Rolo sometimes runs on the spot.
  • Final battle: If a brisance keg explodes in Tilo’s hands the brisance durability bar is visible after a reload.
  • Final battle: your allies don’t play their sounds.
  • Final battle: Tilo can get agro from unseen skeletal rats after the battle is won.
  • Final battle: The green flame in the shore chest plays no sound.
  • Final battle: The music is not playing.
  • Final battle: All the skeletal rats attack your allies, leaving Tilo unbothered.
  • Final battle: Rolo does not start at the right place after reloading a save.
  • Final battle: Your allies remain in a fighting stance after the battle is over.
  • The shore chest’s durability bar is visible after reloading a save.
  • The skeletal rats are already resurrected (standing idle) after reloading a save where they should not yet be.
  • Duinlan’s chest floats in the air after leaving the great hall and coming back.
  • Tilo remains in “scared” stance after playing the final battle and reloading a previous save.


Changed:
  • Added an option to hide the build number (in the lower right corner).

Although it should be fixed now, if you ever meet a framerate drop in the catacombs (just after talking to the squad leader) please call the game’s main menu, wait for 3 or 4 seconds and exit the main menu. That should fix it.

Regarding Chinese support: I’m still looking for a way to implement proper support for the font (character ranges are proving tricky). But it will happen eventually!

As always, thank you for your patience!
...

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