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Default Ghost of a Tale - Holiday Update

December 26th, 2014, 18:35
The next development update for Ghost of a Tale has information form the games developer Seith about how keeping the games code compact helps development.

Hello everyone, welcome to this general update regarding the current state of development! Since the end of Gamescom in late August I’ve been working very hard to basically deconstruct a lot of what I had done in a hurry and re-code quite a few things (almost) from scratch, in order to make them much more solid and modular.
More information.
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December 26th, 2014, 18:35
Thanks CP, I've been following this game for a while.

One thing the developer stated that sounds intriguing is:

•Distractions system now feels fairly solid, with visual and auditory triggers (been iterating a lot on that)
I like the sound of that. If you are playing a mouse in this game, Distractions should be a biggie.

Actually the idea of distractions being a game feature is one I'm really looking forward to seeing how it gets implemented. Perhaps there should be penalties for a character doing something that is not in their nature. If your game character is a coward, just why is it the character can easily go into a dark cave? If you are a cave dwelling dwarf or elf or mouse, shouldn't there be a huge penalty when the character moves around outside in the day time?

I didn't like the prior development of the mouse being able to do battle, but now my interest is greatly piqued again in this game.
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December 27th, 2014, 21:41
Originally Posted by Dajjer View Post
Thanks CP, I've been following this game for a while.

I like the sound of that. If you are playing a mouse in this game, Distractions should be a biggie.

Actually the idea of distractions being a game feature is one I'm really looking forward to seeing how it gets implemented. Perhaps there should be penalties for a character doing something that is not in their nature. If your game character is a coward, just why is it the character can easily go into a dark cave? If you are a cave dwelling dwarf or elf or mouse, shouldn't there be a huge penalty when the character moves around outside in the day time?

I didn't like the prior development of the mouse being able to do battle, but now my interest is greatly piqued again in this game.
Distractions are indeed a pretty big deal in the game since you can't fight enemies directly.

And on the topic on darkness, at first Tilo refused to enter into a pitch dark cave or room. But it was a little too restrictive. So now the player is able to go into a completely dark place but the items inside won't be "pickable" (since they're invisible to Tilo as well as the player). And if the room has traps inside, then the player will most probably trigger them and die (or get hurt).

In other words, the player will quickly understand a source of light is needed in order to explore really dark places. It's a game mechanic.

(Caveat: The game is obviously still in development, therefore anything I say can change until the release!)
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