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Ghost of a Tale - Moving to Unity 5.0

by Myrthos, 2015-01-23 12:55:43

Seith mentions on the Ghost of a Tale site that he is moving to Unity 5.0 and that he likes the new lighting engine.

Hello everyone! This is going to be a quick update to tell you that I’m currently in the process of converting the game’s project to Unity 5.0 (beta 20). I’m not even using any fancy Global Illumination yet, but the new lighting engine shines through:

ScreenShot 2015_01_22 12;32;41001_cropped

This is a rather involved task but it is also indispensable for Ghost of a Tale to move forward. The reason is we’re going to need the new navigational mesh abilities which should allow us to achieve our goal of streaming the game’s environments instead of having to put loading screens at select locations.

I’ve said it before and I’ll say it again: Ghost of a Tale is my first game ever, therefore it’s not going to be a sprawling epic tale. In fact, it is the very first step on a longer journey, for us as well as for Tilo.

If the game meets with success then we will be able to keep on telling this story with greater confidence. So this game is going to happen in a single (rather large) location with environments going from subterranean caves to the top of high towers (think “Ico”). And everything is consistent from a spatial point of view.

So it is important for us to be able to tap into Unity 5’s new capabilities regarding pathfinding across several streaming interconnected locations. Plus this new version has a lot of improvements in many domains (lighting, physics, animation, etc…). There are still many issues that I need to fix for the Unity 5 conversion to be considered complete, but I am confident that this the right choice. And I really hope it will pay off in the long run!

In addition he also mentions the new ability to set a banner to fire using a candle and has some pictures showing just that.

Information about

Ghost of a Tale

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released


Details