Indie Dev Blog: Folk Tale

In a rush? Jump to the latest video on page 6, or read on to see our progress over the last two years.

After reading and seeing what everyone else is working on, we thought it was time to share some early screenshots of our team’s first project together: Folk Tale. You can also watch the latest dev update video on YouTube

If you are a talented 3D, texture or concept artist, and are looking to get involved in an established project in exchange for a share of net profits based on the hours you contribute, please get in touch. We are currently five strong, aiming to develop a single-level playable demo by November 1st 2011, after which we’ll be contacting publishers.

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Looks awesome. How did you make such labels on units, that always looking on camera and displayed over all layers (trres, terrains e.t.c.)?

@west131087:

I wrote a class that I attach to the game object, and in that class, place the draw code in OnGUI which uses GUI.DrawTexture in the context of a GUI.Window. Another class attached to the game object (e.g. Character.cs or Building.cs) also has an OnGUI function that checks if the object is visible from the camera, and set’s the icon screen XY position based on the game object’s world coordinates using Camera.WorldToScreenPoint

To check if a game object is visible to a camera, I iterate all the child renderers. If any has isVisible == true, it’s visible.

Very nice environment work there, very cool!

Awesome game.

Too bad i am only a programmer because I would love to join the team.

I am awed. Looks really nice. :smile:

WTF??? I loved the first part! I’ve played it in 1998, and it was awesome game!!! I wish you to outdo your predecessors.

Looks fabulous :slight_smile:

Id love to participate, Check out my 2d/3d work and if you think that Id be a useful asset to the team please get in touch, really does look amazing!

best of luck

-Charlie

Two new ambient zones added to the map this week. Here’s a first peek of a mostly unpopulated volcanic environment. The next dev video will feature a first pass paint/sculpt of the complete level terrain including the yet to be revealed snow mountains.

We’re recruiting talented artists across a range of disciplines (3D, UI, concept, texture). So if you can dedicate 20+ hours per week between now and November (share of profits), please get in touch.

We kicked off a busy month with a title change to “Folk Tale” to reflect the divergence away from a sequel, develop the project as a new line of intellectual property, and to better capture a feeling of fantasy, adventure and storytelling. A new concept logo aims to portray the simple lives of some of the games main characters: the villagers.

The focus remained on production of prerequisite assets to support the implementation of gameplay, namely the essential buildings. The warehouse (far left), smelt (to be reworked from scratch), and barracks all make their first appearance. The lumberjack occupation, with it’s own model can now be assigned by selecting a villager and sending him to the logging camp (see video). The miner occupation model is nearly ready, and will be making an appearance in next month’s dev video. Other additions in the village include the chicken coup, and the cartoon cow with associated milking animations.

The style of the original barracks was a little too evil looking, and so it was relocated to the dwarf-themed lava area, which now includes four runic buttons that will act as the precursor to triggering an iron golem, which the player must defeat to secure an important quest item.

The goblin swamp has some new defenses, and patrolling slavers and archers. The AI Pathfinding hasn’t had nearly enough attention, so characters are still prone to a little invisible wall climbing and spinning, but nothing that can’t be sorted out. The multi-threading added in A*Path 3.0 certainly helps, and a little thanks to Aron for supporting us in ironing out the initial release bugs.

Using the limited system profile data available in Unity (including the out-dated GPU fill-rate stat), the game now takes a reasonable guess at graphics settings, as well as persisting user settings. These eye-candy screenshots have nearly all the image effects enabled, and my poor iMac with it’s mediocre GPU just about copes for capturing video on full settings. Those real-time Water4 reflections are FPS killers due to the additional cameras required to draw the render textures, halfing the frame rate. Still, better that players with decent GPUs get to enjoy their investments than not at all.

And finally, here’s the latest dev video on the Games Foundry YouTube Channel:

God I hope UT implement hardware custom cursor support in 3.5, otherwise our project will be missing an essential RTS element. If you haven’t already, please vote for it. Can’t wait for the new GC and GUI implementations, because the current ones suck ass.

i am in awe

Looks amazing, love the atmosphere!

OMG, this is so beautiful!
Great job!

The new name works well and the screenshots look very nice. Good job guys :slight_smile:

Fabulous looking game. Love it. Bookmarked.

Just…amazing!
Game like this give me motivation to continue game developin’.

I’m proud to be a Unity user!

Truely awesome, hope you get published.

Looks really cool :smile: Loved Beasts n’ Bumpkins :wink:

Makes!

LOOKS ABSOLUTELY AMAZING !

i really like how you made the world seam so vast when looking at the scenery . Cant wait to see more