Ghost of a Tale
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ixigia
[Moderator] Consigliere



Posts: 65132
Location: Italy
PostPosted: Thu, 28th Jul 2016 23:18    Post subject:
The game is very promising (had to test this early access version because I couldn't resist :3), though there are some issues due to its "wip" state that don't make it a joy to play (yet).

What stands out is the combo visuals/animations and atmosphere itself, rock-solid for such a small game:
 Spoiler:
 

(The performance isn't as good, especially after leaving the initial area - there's..room for improvements).

I like the idea behind the concept a lot, some sort of pseudo-adventure with lite RPG elements and stealth-oriented, though as of now, the AI needs to be tuned as it's very much based on the classic on/off neuralyzer-ish mechanism : "Ah, there you are!" -> finds a chest to hide -> "Nevermind, imma go back to my exact old position". Razz Laughing
Some quests appear to be bugged also, as expected. It's time to activate the waiting_mode and hope the poor mouse can complete its troubled adventure.
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JBeckman
VIP Member



Posts: 35168
Location: Sweden
PostPosted: Mon, 1st Aug 2016 12:58    Post subject:
http://steamcommunity.com/app/417290/discussions/1/352788917763223148/

Quote:

Release notes (Latest version 1.62)
(Version 1.62)

Fixed:

Hornets stay visible around Tilo after death
Light trigger in sewers not correctly fading darkness level
Reloading while holding a heavy item causes Tilo to carry invisible item
Dynamics distance slider not being recorded in preferences
Mouse cursor invisible in Statistics UI
Statistics screen not closing when pressing ESC
Various UI fixes (gamepad icons visible when using mouse, etc…)
Sleeping in Silas bed puts Tilo through the wall when he wakes up
Continue/Footnote buttons not clickable in narration during dialogs
Reloading a save while in the middle of a dialog doesn’t close the dialog UI
“You must hide...” text remaining visible after hiding and showing main menu with ESC
Aborting song performance does not stop the song from playing
Various steps blocking Tilo’s movement at slow speed (send us screenshots if you find more)
Rebinding some keyboard keys doesn't work (sprint, sneak, etc…)
Sliding door under war room resetting to open when leaving/re-entering zone
Map not being displayed when holding the gamepad map button
Map disappearing right away when called from inventory
Floating empty grain bags
Knocked out guards can’t be knocked out again after reloading a save
Lantern not equippable from inventory via mouse/keyboard once it’s depleted/refilled
Silas beetle missing when opening the cage
Dying when wearing the armor does not unequip the armor after reloading
Silas doesn’t react to Tilo wearing the armor
Traps can’t be triggered when throwing things at them
Rolo sleeps away from his chair
Gusto can end up inside a wall of the cell
Map markers for tarot cards are not displaying
Being able to unequip costume in front of an NPC
Missing/duplicate items after reloading a save
Save slots sometimes becoming unresponsive with gamepad
Being able to go back in-game after the credits are done
Map markers for escaped beetles not showing on the map
Rats stay stuck in front of a closed sliding door even though they could go the long way around it (some cases may remain)
Map not updating to show the proper area when moving from jail to courtyard
AI systematically entering confused state (blue exclamation marks) just after reloading a save
Various keyboard/mouse related issues
Cycling tools while Tilo’s jumping stops him in the air
Invert vertical camera works opposite of what it should when using a mouse
Faustus doesn’t react to Tilo having the 7 mushrooms



Added/Changed:

Optimization pass to improve framerate
Alleviated the freezes occurring when streaming zones
Moved rose in jail tower so that it’s less difficult to pick up
Replaced stairs in flooded cell (fixed collider issues)
Added wooden beams in front of un-openable doors (off-limit during EA)
Increased damage of Rats’ halberds
Added a slew of new screen resolutions (ask us for more and ye shall receive)
Added prompts when a dark location requires a light
Added some florins to various locations and containers in the keep
Fixed the dreaded wooden-beam jump outside jail tower
Finished area beyond grid-ladder in jail tower
Lights and shadows distance sliders can now go much higher (for powerful PCs)
Added V-sync option
Added depth-of-field option
Added feedback when donning a complete costume
Implemented exclusive full-screen mode
Fixed chains physics exploding (bad: not interactive anymore/good: they look and animate better)
HUD frame color now turns red when being chased by an enemy
Added parented camera mode which keeps the same camera angle when Tilo moves (mimics The Witcher 3’s camera)
Changed check marks in check boxes UI
Added music for “Rat with two tails” song
Added death music when Tilo buys the farm (still have to create animation)
Added option to lock the framerate at 30, 60 or 120fps
Added option to remove desaturation effect while in sneak mode
Added support for directional keys on keyboard (for left-handed players)





(Version 1.49)

Fixed:

Several location parts does not appear
Some NPC not spawning at their right place (Gusto/Rolo)
LOTS of improvement in the mouse/keyboard experience!
Ennemies does not loose aggro, forbidding to save
Additional options like more resolutions, DOF
Refresh Status when loading in perilous conditions (fire, poison, struggling etc.)

Added/Changed:

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lolozaur




Posts: 26309

PostPosted: Sun, 23rd Oct 2016 15:15    Post subject:
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h0rnyfavn
Serial Humper



Posts: 13886

PostPosted: Sun, 23rd Oct 2016 15:39    Post subject:
Quote:
Ghost of a Tale is not a hardcore stealth game (like Styx or MGS 5);


Hardcore? MGS5? Laughing

Quote:

Xbox One:
We have made huge progress on this front. Basically the game currently runs at 30fps in 720p.


Outstanding. Laughing


So..PC Master Race.. beta testing and paying for it(!) once again for them peasant to get a complete experience at once..


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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sun, 23rd Oct 2016 16:05    Post subject:
h0rnyfavn wrote:
Quote:
Xbox One:
We have made huge progress on this front. Basically the game currently runs at 30fps in 720p.


Outstanding. Laughing

LOL


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lolozaur




Posts: 26309

PostPosted: Tue, 20th Dec 2016 22:58    Post subject:
http://www.ghostofatale.com/improved-performance-all-around/

Last time I alluded to performance improvements and I can confirm they are indeed substantial! As an example I tried running the game in 720p on a very old computer of mine which doesn’t even have a proper gaming card (it’s got an old Quadro) and while before it was struggling to reach a barely playable 20fps it now runs above 40fps!

Some other average machines that could barely run the previous build at 30fps in 720p can now do so at 1080p (or close to 60fps at 720p).

Finally on my powerful gaming machine the average framerate went from 90fps to nearly 150fps (which is admittedly a little ridiculous). Surprised
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ixigia
[Moderator] Consigliere



Posts: 65132
Location: Italy
PostPosted: Wed, 21st Dec 2016 00:00    Post subject:
Hehe, it's nice to hear that. The performance definitely needed some tuning (despite Unity being..Unity Very Happy). If they can improve the AI reactions/scripts as well (really too simplistic at the moment), we'll be happy pandas. Smile
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Wed, 21st Dec 2016 00:23    Post subject:
So, will they ever finish the game content wise, or is it just bugfixing they will ever do?


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lolozaur




Posts: 26309

PostPosted: Fri, 23rd Dec 2016 12:48    Post subject:
updated build with the performace patches is live @rin
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Fri, 23rd Dec 2016 12:52    Post subject:
Bob Barnsen wrote:
So, will they ever finish the game content wise, or is it just bugfixing they will ever do?


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Nodrim




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PostPosted: Fri, 23rd Dec 2016 15:06    Post subject:
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sat, 24th Dec 2016 00:18    Post subject:
Nodrim wrote:
https://mobile.twitter.com/SeithCG
Ask him!


Well, apparently currently only ~25% of the main story content is finished. Sad
Also the devs seem rather dead on their and the Steam forums. Sad
And for some reason the purchase button on Steam disappeared. Sad


Meh, guess this will take a few more years to get released - if it ever comes to that even. Embarassed
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ixigia
[Moderator] Consigliere



Posts: 65132
Location: Italy
PostPosted: Sat, 24th Dec 2016 00:25    Post subject:
Bob Barnsen wrote:
Nodrim wrote:
https://mobile.twitter.com/SeithCG
Ask him!


Well, apparently currently only ~25% of the main story content is finished. Sad
Also the devs seem rather dead on their and the Steam forums. Sad
And for some reason the purchase button on Steam disappeared. Sad


Meh, guess this will take a few more years to get released - if it ever comes to that even. Embarassed

Damn, that sounds Okay
Perhaps I should add a new tag, [Early Access Forever] Laughing Sad
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sat, 24th Dec 2016 00:33    Post subject:
ixigia wrote:
Perhaps I should add a new tag, [Early Access Forever] Laughing Sad

Noooooooo! Crying or Very sad


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h0rnyfavn
Serial Humper



Posts: 13886

PostPosted: Sat, 24th Dec 2016 00:34    Post subject:
@Bob Barnsen

http://www.ghostofatale.com/improved-performance-all-around/#comments

It doesn't look like they are dead Very Happy


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Nodrim




Posts: 9709
Location: Romania
PostPosted: Sat, 24th Dec 2016 00:40    Post subject:
Bob Barnsen wrote:
Nodrim wrote:
https://mobile.twitter.com/SeithCG
Ask him!


Well, apparently currently only ~25% of the main story content is finished. Sad
Also the devs seem rather dead on their and the Steam forums. Sad
And for some reason the purchase button on Steam disappeared. Sad


Meh, guess this will take a few more years to get released - if it ever comes to that even. Embarassed


I think the purchase button was removed because there was a price bug. But they did say at some point that the development of the game depends on how well it does in Early Access.
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Sat, 24th Dec 2016 11:14    Post subject:
@h0rnyfavn
That was only one recent news. The previous one was from october i think?
And on Steam forums the last dev answer was from october too, and their own forums look not really active either.


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h0rnyfavn
Serial Humper



Posts: 13886

PostPosted: Sat, 24th Dec 2016 11:42    Post subject:
@Bob Barnsen

Maybe because he has been working his ass off to make updates happen? Laughing Read the previous post(October). It is explained there. Not everything they planned is included in the last update btw.

And keep in mind that

Quote:
The game is mostly being developed by one person


I prefer the way this guy develops his game to Chris Robert's shenanigans Very Happy One talks little but keeps slowly updating his game and making it better. Another one talks big and asks for millions of dollars but consistently fails to deliver


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JBeckman
VIP Member



Posts: 35168
Location: Sweden
PostPosted: Sat, 25th Feb 2017 19:54    Post subject:
https://steamcommunity.com/games/417290/announcements/detail/680445313455955472

Quote:

New GDC 2017 build!
25 February - SeithCG
Hello all! Ghost of a Tale will be at GDC next week and we're just finished with a new build (v3.37).

It features a ton of bug fixes, improved performance and better assets! It also opens up a new area for you to explore (forest area near the far tower).



Here are the release notes detailing fixes, changes and additions. More information in the official update here: http://www.ghostofatale.com/gdc-2017

Fixed:

Torch sounds are not obeying the sound slider (roaring loud)
Some items remain indicated on the map even after they’re picked up
Farting rat slides on his bed
Rolo reveals markers on the map even if the corresponding items were already picked up
Tilo can talk to the farting guard (must be an explosive conversation)
Paw icon says “Paw” in inventory instructions after when switching to mouse
Clicking on the quest log after reload shows empty quests
Some rats can stay blocked in front of a door
Armor pauldrons are still equipped after loading a save
Escaped beetles are showing up after reloading a save (even when they shouldn’t)
Book UI stays up after loading a save when a book is open
Tutorial buttons don’t get highlighted when hovering mouse
Sparks are missing when Rolo hits his hammer
Gamepad menu item selection goes crazy (reverting to previous selection)
Game crashes if a save file is corrupted
Tilo doesn’t always jump when pressing the jump button
Leeches stop at their patrol points even when they should only move through them
Costume icon remains visible when taking off a costume
Can’t unequip armor when standing in basin near Rolo’s forge
Fixed a LOT of geometry holes
Braziers sound is too loud when camera gets close
“Black void” visual issue happening with TAA
Leeches agro is sometimes not lost when entering secret distillery
Faulty light triggers in torture hall
Camera sometimes stays in first-person when opening a door (fun but nah)
Lights outdoors don’t get turned off when morning comes
Can’t reach top of video options menu using a gamepad (conflict with mouse)
Couple of faulty section triggers
Weird eyelight flare on Tilo’s eyes
Candle hat keeps draining stamina even after death + reload
Chamberpot in Gusto & Fatale’s cell never says “empty”
Clicking Continue from main menu during a dialog unpauses the game
Dialog and inventory UI remain responsive to mouse cursor behind the main menu
Book page numbers are not properly updating
Skip button in Credits show a gamepad icon even when using mouse/keyboard
A mysterious splash sound can sometimes be heard in the jail (it was all Kerold’s fault)
Night lighting is not properly set when sleeping in Silas’ bed
Black square artefact sometimes appearing on the sun
When loading a game near a NPC that NPC is sometimes not visible until Tilo gets out of hiding
Rare case of guards remaining aggressive when locked in a room (although that’s somewhat understandable)
Rare cases of rats walking through walls (less understandable)
In inventory the cursor can’t come down to the bottom right slot from the slot just above it
Inventory instructions do not update right away when switching to new category
Changing inventory section is possible while a book is open
The Next Page button appears even on the last page of a book
UI for fire and poison damage can’t appear at the same time
Some cases of rats able to see Tilo through walls
Legs of rats visually pop when IK is activated
Main menu remains interactive when showing credits
Fatale is still sleeping after singing a lullaby to her and going to sleep until the next night
Cases of the mouse cursor stealing focus from the gamepad



Changed / Improved:

Much better-looking night sky
Ambient sound now fades in smoothly when starting a new game as Tilo wakes up
Big optimization pass for better framerate
More helpful prompt when the player can’t save (chased, not hidden, etc...)
Removed desaturate effect when sneaking
Mouse cursor is now unlocked when playing in a window and the main menu is up
Tilo can now jump a little farther
Better skin shader for Kerold
It is now forbidden to hide in a barrel if the guard chasing Tilo would be able to see him entering the barrel
Available resolutions in video menu are now based on actual resolutions supported by the monitor
Tilo will now hide in a container even if the hide button-press sequence (sneak + interact) is not perfectly timed (works both with gamepad and mouse/keyboard). No more opening a chest when you meant to hide in!
Ambient musics are not looped anymore
New windows now let you see the outside again when in interior
Improved water shader
Sun light can now get into Tilo’s cell (depending on time of day of course)
Raised mousewheel sensitivity in footnotes
When sleeping you now see how much time Tilo will sleep until he wakes up
Better sound reverb/spatialization
Much improved reactivity of gamepad/mouse changing on the fly
There are now 12 save slots: autosave + quicksave + 10 manual saves
Improved a lot of assets (interactive vegetation)
Better fog handling
Inventory/Lore/Quest categories and sections now carrousel (loop when going in one direction)
Improved jail floor textures



Added:

Feedback menu item in main menu
Health (+ stamina) linked to renown
New option in gameplay to turn off sound effect + camera focal change when sneaking
Added confirmation menu before actually quitting the game
Preliminary Renown implementation: Tilo gains one health/stamina slot every 1000 renown points (can sprint longer now!)
New windows shutters
New architectural features (doors, windows, etc...)
Rolo now sells maps (he won’t give them to Tilo for free anymore)
Added candleflame animation to chandelier in war room
Added separate slider for mouse horizontal camera sensitivity
Added separate slider for mouse vertical camera sensitivity
Added new shortcut to Gusto & Fatale’s cell
Tilo now gets renown points when doing certain things
It is now possible to quicksave the game while hiding
Added option to save the game while hiding without having to go through the main menu
Added a “take-off costume” button in the inventory to remove all items from a costume
New grass assets
New area (forest) available!




EDIT:
https://steamcommunity.com/games/417290/announcements/detail/680445313458888636

Quote:

Hi all, here's a hotfix patch (v3.43) which fixes the main bugs that were brought up by you guys yesterday. Thanks for your help!

Fixed:

Cannot open metal gate leading to far tower
Main menu and option menus are broken when using the mouse
Black screen when coming back from the Options menu
Map doesn't work with the gamepad (left shoulder button)
Tilo sometimes falls and climbs when transitioning between the north and south courtyards
Rat on rampart disappears and reappears just in front of Tilo when going beyond the gate leading to the far tower
Cannot reach bottom option of debug menu using the gamepad



https://steamcommunity.com/games/417290/announcements/detail/680445313459262511

Quote:

Here's a new hotfix patch (v3.44) which fixes even more bugs!

Fixed:

In-game labels for interactable objects don't appear when the HUD is hidden
The courtyard disappears when going down the basket elevator
Mouse cursor still interacts with main menu when confirming quit (or save overwrite)
Cannot access all the debug menu elements via the gamepad
Mouse and mousewheel are still active when the save menu is accessed while hiding
Inventory slots are still active when inspecting an item/costume via the gamepad


Changed:

Pressing F8 (or left stick) while hiding to access the save menu now pauses the game
Leaving the save menu (when it was accessed while hiding) now brings you back directly to the game without going through the main menu
Reverted to using the B button to close the inventory (X is back to putting on the full costume)



https://steamcommunity.com/games/417290/announcements/detail/680445313460631053

Quote:

More bug fixes! Enjoy this new hotfix (v3.46) fresh off the oven... Smile

Fixed:

Enemy detection is FIXED!!!
The first rat doesn't come to open the gate if you die and reload the first autosave
Tilo's feet penetrate the jail floor a lot
Main menu shows up after loading a save and talking to a character
Wrong instruction in inventory for "Put on Costume" button
Actor dynamics are broken in some situations
Tilo falling through the floor before reaching the jailer's office



https://steamcommunity.com/games/417290/announcements/detail/680445313461981880

Quote:

And another hotfix (v3.47) mostly for colliders having decided to show up to the party. Smile

Fixed:

Colliders are visible in the jail and the courtyard!!!
Pressing ESC when in the Support & Feedback menu doesn't close that menu



https://steamcommunity.com/games/417290/announcements/detail/680445313467485083

Quote:


Here's the final hotfix (I hope!) for the GDC build. Which brings us to v3.54.

Fixed:

Can’t burn banner at top of highest tower
When being chased by a guard, the second guard to detect Tilo doesn’t attack him
Gamepad's LB + RB are still functional in inventory while inspecting an item
Sun longitude is wrong
Floating tree near far tower
Rats can still sometimes see Tilo through walls
Rats can walk through one of the doors separating the two courtyards
Tilo gets detected as soon as he climbs a ladder (ie: jail and stables)
Rats can walk through the tree in front of the stables in the north courtyard
Tilo cannot cross through the window in the garden
The rat patrolling the rampart disappears when Tilo climbs the first stairs leading up to the war room
Weird collision issue near bottom of second bed in Tilo’s cell
Several geometry holes
Brazier light popping in/out in small tower leading to far tower bridge
Lots of light-leaking in highest tower
Framerate shot down when Tilo gets hurt (fire, hornets, poison, etc... )
Wall on the rampart doesn't have a side where it meets the gate to the forest area
Silas’ visibility toggles while Tilo is inside his cot
Main menu pops in uninvited after sleeping in a bed
Underground sections are sometimes visible from the top of the tower


Changed / Improved:

Moved barrel position in garden so not everything is bunched up in the corner near the window
Removed visual noise indication when creating auditive distractions (white particles mistaken for a splash)
Lake water now looks correct at night! Smile
Braziers that are unlit do not set fire to Tilo anymore



https://steamcommunity.com/games/417290/announcements/detail/680445948118086928

Quote:

Did I say the previous hotfix was the last one for GDC?! You must have misread me... Wink. Here's version 3.57.

Thanks again for all your help, guys!

Fixed:

Cannot knock down the key to Silas’ footlocker by throwing something at it
Tilo can release buckets in the air (floating buckets)
Lots of little geometry holes!
One of the garden walls is missing its collider
“Test Quest” appearing under markers on the map (the fix will likely mess with existing rose icons, sorry about that)
Can’t pick up grain bag behind Faustus (moved the bags around)
Pumpkin hat in garden is physicalized
NPC name labels still appear when Tilo is chased by a guard
Sewer elevator lever label says “door lever”
Ambient lighting gets lighter at night when going through passage between the courtyards (and in other places)
When a tutorial is up it’s not possible to interact with the main menu anymore
Accessing main menu and closing it when a tutorial prompt is up unpauses the game
The main menu sometimes pops up after the very first autosave
Renown points appear over the books UI
NPCs have lost their speech bubble icons!
If Tilo is knocked down, opening and closing the inventory grants control again
Falling through far wall in sewers under Kerold’s cell



https://steamcommunity.com/games/417290/announcements/detail/680445948121758730

Quote:

The latest GDC build patch is here! Say hi to version 3.60... Smile


Fixed:

Tilo and the rats can’t go down stairs to flooded cell
Rats cannot follow Tilo inside the room in the gatehouse atop the wall separating the courtyards
The camera is going through some thin piece of geometry as the door to Kerold's cell opens
During the daytime, on loading a save made during nighttime, the scene remains daytime for a few seconds
Rare bug after reloading where Rats’ halberds spew sparks as if they’re hitting something
Tilo dying doesn’t interrupt his hiding in a chest
The rat patrolling the rampart is not visible through the window in the small tower above
More geometry holes!
Loading an autosave sometimes loads the wrong save (in a specific series of save/load manipulations)
Basket elevator rope goes through the ground after loading a save where the basket is down
Section visibility issue when Tilo climbs on the roof to the gatehouse

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lolozaur




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PostPosted: Tue, 9th May 2017 17:44    Post subject:
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Silent_Lurker




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Location: France
PostPosted: Tue, 9th May 2017 20:17    Post subject:
Dat mouse is so So Much Win


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zellar




Posts: 1555

PostPosted: Tue, 9th May 2017 20:48    Post subject:
Been playing around with it for awhile now. Good game great graphics. I just recently found out you can select different cheats by pushing the left or right stick down. Made it a lot more fun until its finished


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prudislav
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PostPosted: Tue, 24th Oct 2017 00:49    Post subject:
Quote:
Welcome to this new Ghost of a Tale update, in which I will talk about the final game (release date, price, etc…) as well as various improvements and overall progress on the game’s development (spoiler: it’s going great!). Very Happy

I do wish I had time to post more development updates here but we’ve entered the final stretch to the game’s completion and I tend to not see time whizzing by. Paul is working hard on dialogs and quests and Cyrille still develops precious tools which allow me to streamline my everyday workflow. And at this point of the development the dividends pay up big time!

To start, here’s a screenshot that makes use of a new volumetric lighting asset (not yet in the early access version). But more on that later…


The final game’s release:
Quote:
    A couple of months back I was still hoping we would be able to release the game this year. Even though to this day I’ve refused to give out a specific date out of fear of missing it I’ve been known to say publicly “2017”.

    The thing is, now that we’ve got a very clear view on the final stretch, that’s just not realistic. Well, technically the game’s content itself will be mostly done by the end of December, there’s no doubts about this. So I guess technically you could say “Yay, game done this year!”. But that’s not the way it works. You don’t release a game as soon as you wrote the last line of code and animated the last walk cycle.

    When all is said and done we’re going to need a few weeks (we estimate 4 to 6) just going through QA. That is intense testing and making sure there are no outstanding issues (whether it be in text display, animation, mechanics, quests, dialogs, etc…).

    After that (well, almost in parallel) we’ll have several people working on translating the 60K+ words of the game into as many languages as we can financially afford. Which is at first: French, Italian, German, and Spanish. We will also try for Portuguese, Polish and Russian eventually (depending on how much it costs). And after that Chinese and Japanese would be great.

    On that topic, some studios often go with horrendous Google translate (sometimes because of cost, sometimes because they can’t be bothered) but let me assure you that won’t be the case for Ghost of a Tale. We will make sure the translators know of context and are given the tools necessary to do a great job.

    Meanwhile we will reach out to journalists and YouTubers in order to make them aware of the game’s release date (or in some cases of the game’s sheer existence). This phase includes anything marketing-related (screenshots, interviews, advertisement, etc…).

    If you remember, the early access version of Ghost of a Tale was released more or less in a void. We can’t afford that for the final release; things need to be done properly in order to insure the game’s completion doesn’t go thoroughly unnoticed.

    All of this amounts to roughly 8 weeks after final content is done and locked. Which is why we are aiming for a release in the beginning of March 2018.

    Note that this is for the PC version. Xbox One will follow soon after that (barring any technical catastrophe). And finally the PS4 version.

    (We haven’t looked yet at Xbox One X but if the Xbox One can run the game, the X won’t have any problem running it much, MUCH better!)

Final game’s duration and details:
Quote:
    Some of you might wonder how long the game will last. That’s obviously difficult to say but based on the early access it should take at least 15 to 20 hours to finish. Of course it could be much longer if you want to discover all of the secrets and locations.

    The final game will have roughly 60 quests, varying in terms of complexity (compared to the 30 or so in the early access). It will also have more NPCs, but let’s not spoil that right now!
    The new locations to explore will more than double the area of what’s already available in the early access. Believe me, the world feels much bigger now and you will get lost without a map. Very Happy

http://www.ghostofatale.com/final-stretch-release-plan/


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Last edited by prudislav on Tue, 24th Oct 2017 00:55; edited 5 times in total
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ixigia
[Moderator] Consigliere



Posts: 65132
Location: Italy
PostPosted: Tue, 24th Oct 2017 04:03    Post subject:
Nice, a release date at last. Smile Even the uber-beta version was fun, if all goes well this is going to be another gem. *Fingers crossed*
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Tue, 24th Oct 2017 05:49    Post subject:
Yep, nice indeed to finally have a release date.
Even more so, as i expected this game to never get finished after the early comments by the dev. Crying or Very sad


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CaptnNemo




Posts: 909

PostPosted: Tue, 24th Oct 2017 07:26    Post subject:
How long is the actual early access right now and is it worth buying now or wait until next year ?

Thanks


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Nodrim




Posts: 9709
Location: Romania
PostPosted: Sun, 21st Jan 2018 12:29    Post subject:
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Mon, 26th Feb 2018 19:17    Post subject:
PC Release in 2 Weeks!
Quote:
So here it is, after almost five years of learning how to create a game from scratch: the final version of Ghost of a Tale will be released for Windows PC on the 13th of March.

It will be available for download on Steam, GOG and Humble Bundle at the price of $24.99. There are no plans for physical release yet (although we would love to eventually have one).

(Note that the game will remain at $19.99 for the next two weeks, until it’s out of early access)

http://www.ghostofatale.com/pc-release-in-2-weeks/


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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 26th Feb 2018 19:43    Post subject:


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proekaan
VIP Member



Posts: 3650
Location: Finland
PostPosted: Mon, 26th Feb 2018 20:00    Post subject:
Wee, nice to finally see this released...it's been 5 years(time flies). Hopefully it's good. Smile


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