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"Folk Tale" - comedy fantasy RTS

Hi Everyone,

We're a small indie collaboration studio working on our PC/Mac title "Folk Tale". We wanted to share some of the initial progress with fellow polycounters.

Here's the description taken from our website:

Dive into the comedy-fantasy world of Folk Tale and lead your illiterate subjects to greatness, in spite of their moronic efforts to undermine you. Build a thriving economy, harvest resources, construct buildings and amass vast wealth, before losing it all on a doomed adventure through frozen wastes, volcanoes, and stinking swamps.

We're still working towards a single-level playable demo ready to pitch to publishers and investors. But before we do all that, we would love to start listening to some feedback and thoughts on how to improve Folk Tale.

Dev Update Video 2
Every month or so, we publish a dev update video on the Games Foundry YouTube Channel. If you've got time, we'd love it if you could swing by to check it out and share your thoughts.

Screenshots

folk-tale-game-screenshot-1.jpg

folk-tale-game-screenshot-11.jpg

folk-tale-game-screenshot-9.jpg

Social Links

If you would like to follow our progress, we've just started to become active on the usual suspects:

IndieDB: http://www.indiedb.com/games/folk-tale
Twitter: http://twitter.com/gamesfoundry
Facebook: http://www.facebook.com/FolkTaleGame
YouTube: http://www.youtube.com/user/gamesfoundry
Website: http://www.gamesfoundry.com

We hope you like what we've achieved so far, and any constructive criticism you could offer is most welcome.

We Are Recruiting
We are looking for a Texture Artist, Max Animator and Concept Artist.

Replies

  • PatrickL
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    PatrickL polycounter lvl 9
    Impressive stuff guys.

    As far as C&C goes, the developer videos come off more like WIP trailers to me than developer updates. I love seeing your game in action, but a lot of the time I didn't know what I was looking at, and somethings seemed strangely unpolished compared to everything else. It would go a long way if there was some narration on what in-development features are being shown or at least what's happening inside of the game. I'd suggest hunting down the Wolfire blog and seeing how they do their regular updates. They never fail to bring an engaging update on their progress!

    Also, you say you are a RTS game, but what else does your game offer? There are a lot of RTS games out there. What makes yours better than the rest? You say you're hunting publishers and investors, but you're not putting out any bait other than these videos and one very brief description of the game. I'm sure you guys have an awesome game in the works, but you got to flaunt it!

    The art is look great too. I especially liked the ship and the buildings.
  • gamesfoundry
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    @PatrickL Thanks for the C&C. I'll take a look at Wolfire before we start work on the next video. You're right, these are WIP videos.

    We're still working towards an alpha demo. It's only when we have completed the demo that we will be contacting publishers and investors. There's a fair bit of "standard faire" RTS work still to be done. Once that's in and working, we'll be adding the elements that differentiate Folk Tale from other offerings. Unfortunately we need to lay the qualifying foundations before being able to add USPs.
  • gamesfoundry
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    We're excited about making the main feature section of IndieGameMag.com and wanted to share it with everyone.

    http://www.indiegamemag.com/saving-morons-to-save-the-industry-simon-dean-on-folk-tale/
  • cholden
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    cholden polycounter lvl 18
    I'm not a big RTS fan, but this looks really nice and fun. Good luck.
  • felipefrango
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    felipefrango polycounter lvl 9
    Yeah, looks promising, wanna see how it goes. Best of luck to you guys!
  • gamesfoundry
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    It's been far too long since our last Folk Tale update and as you might expect there is a heap of cool new stuff to share. We've been focused on improving and adding content to create a richer world. There's new characters, an entire new set of hand painted buildings, traps, overhauled zones, new animations, bug fixes and of course improved performance.

    [ame="http://www.youtube.com/watch?v=mWdzSQAIOkA"]Games Foundry Channel[/ame]

    Beta Registration Now Open
    Closed beta registration is now open over at www.gamesfoundry.com/beta.aspx if you fancy checking out the game before everyone else, and hopefully helping us out with your feedback.

    Artwork
    Rich ( Technical Artist ) has done a grand job of remodelling the original buildings that were hacked together by myself ( Simon, Project Lead ) to form part of the creative brief, creating a new hand-painted 4096x4096 texture atlas shared by human village assets to reduce draw calls. As the artist responsible for the human characters, it was only logical to have Rich make the buildings for visual consistency.

    folk-tale-game-screenshot-27.jpg

    Keen-eyed followers may spot we've replaced Unity's Water4 with Tasharen Water. It's got really nice specular, and dual-colour water depth colours produces some nice blending. Okay, so it's missing a few features and had some initial hiccups with deferred rendering which Aren the author promptly fixed, but we don't miss Gerstner displacement all that much. There's an occasional frame flicker we're noticing which I haven't yet reported because I haven't confirmed it's a water issue.

    folk-tale-game-screenshot-47.jpg

    With the remodelling of the buildings, we've taken the opportunity to add interiors and animations to buildings such as the Smelt and Woodcutter Lodge. Several player interactions will happen inside buildings, including the hiring of heroes at the Tavern. In the Monastery interior above, the monks heal fallen comrades back to health. We didn't want to have perma-death for heroes, so we're implementing a time penalty after which they can be rehired.

    folk-tale-game-screenshot-48.jpg

    Tom ( Technical Artist ) has been working diligently cleaning up and adding to a long list of animations. Farming animations are now fixed, so no more moonwalking. Responding to feedback, we've broken the process in two, requiring time for the wheat to grow before it can be harvested. Miners now smelt iron ore before working it at an anvil and dunking it into water. Okay, so this may not be how iron bars were actually made, so we've played the "creative license" card. If you say "blacksmithing" the first mental image that forms is usually a hot fire and an anvil, so we've added those as visual hints to the smelt's function.

    folk-tale-game-screenshot-50.jpg

    The new human Monk and Militia classes were a joint effort. Tom kicked off the modelling as he likes his edge flow a certain way so his animations deform nicely. Then it's over to Rich for UV and texture painting while Tom works on any new animations. Rich drops the low poly model into ZBrush for some additional sculpting and then does an AO bake to use as the values base for hand-painting the diffuse texture. Having generic rigs for humans and goblins means we can use any animation on any character. We're really looking forward to getting our hands on Mechanim in the upcoming Unity 4 as it should save Tom a fair chunk of time.

    folk-tale-game-screenshot-38.jpg

    As a distraction from programming, Simon has re-sculpted a lot of the map. The layout of the Goblin Village in the swamp has been completely ripped out and redone to address performance and gameplay issues. Slavemaster Urzal - the end of level boss - has had his crib pimped to be more impressive thanks to the reusable environmental props Tom made some time ago.

    folk-tale-game-screenshot-30.jpg

    The Snow Zone has been populated with evil monks and the main story quest item McDongle's Gem Of Rebooting. We had to replace the VLight volumetric lights system because it was allocating a ridiculous amount per frame, feeding the antiquated garbage collector in Mono 2.6. The gem shader and new volumetric light cones are courtesy of Advanced Surface Shaders which perform infinitely better.

    folk-tale-game-screenshot-26.jpg

    Over in the Lava Zone, Ben ( Environment Artist ) has been finishing up work on the battlements and crumbled walls. We felt the zone was a little unpopulated with the player facing little challenge in progressing the main story quest, so we've brought a couple of dwarves out of retirement from a previous project to feature as ghosts, the idea being that the golem went crazy and killed them all. Being of similar proportion to the goblins, Tom skinned them onto our existing goblin rig and migrated the human blacksmithing animations across. The original texture map style didn't fit Folk Tale, but the recolouring and ghost shader mean that's not an issue.

    folk-tale-game-screenshot-49.jpg

    Now we're getting close to the completing the originally planned content, we've got more time to focus on expanding gameplay. Work on our Trap Manager is finished, with spike and poison cloud traps added. Currently the wizard can sense something is not right and cast the Detect Traps spell ( seen casting above ), and time permitting we'd like to add a rogue hero hanging out in the Tavern.

    folk-tale-game-screenshot-40.jpg

    As a precursor to more aggressive enemy AI, we've added faction ownership to resources. Before being able to extract resources including wood, stone and iron ore, the player must first send units to capture the faction flag. The design plan is to have each resource flag defended to present more of a challenge.

    UI
    This WIP provides a first glimpse at the new user interface, which is still very much work in progress and being refined with each iteration. I'm personally bored of stereotypical fantasy UI, so we're drawing from application UI design and giving the UI a hint of business app feel. Through the UI players will be able to exert greater control over their villagers through class-specific action buttons for tasks such as spellcasting and taunts, locate and cycle through their entire population, and get detailed stats on each character. The next step is to extend the UI to include action targetting to unleash area spells such as Freeze.

    Quite literally the day before WIP recording commenced, Aleksey Fedetov launched his hardware cursor plugin. We had been waiting for the HW cursor project from Unity's NinjaCamp VII but there was no telling when or indeed if that would ever happen. I can only say we are very happy with it.


    Programming
    A personal thanks to Aron Granberg, developer of A*Pathfinding Project who I've had the pleasure of working closely with in the last four weeks. As well as fixing a few bugs, Aron has been adding a polygon system for modifying pathfinding node penalties. I'd previously been doing this with a texture reference, but that was cumbersome. The new tools work incredibly well, and as a result we can now exert much finer control over where characters can and cannot walk, and where they prefer to walk. Probably the biggest piece of code has been the action queue whereby characters now queue up a string of attacks and smoothly blend between them. Allowing players to break into a queue with prioritised commands was pretty straight forward, and apart from a few animation glitches, the system seems to have worked out very nicely.

    Trees needed a fresh approach. The previous trees used billboard leaves that looked great, but weren't visible in water reflections which was obvious as a bug. So we've gone with static mesh trees, and an animated UV shader that shifts the leaves gently using sin functions helping give them a little life.

    One of the more advanced features is the camera tracking system. Rather than opt for a simple camera tracker, I wanted a more dynamic feel that avoided obstacles and didn't just go through them. My approach was to determine a destination camera angle that would not only frame the final shot in the best way, but also solve any awkard terrain such as being up against a steep cliff. There's still a few glitches to iron out, but overall I'm very pleased.

    There's quite a lot of background manager code gone in that will never be seen or heard. For example the voice over manager prevents the in-game advisor, player characters and cut-scene dialogue playing over each other, and handles streaming from asset bundles.

    Audio
    We've been lucky enough to have Roland helping us out over the last six months between freelancing jobs improving the sound effects. Alas, our time together has drawn to a close as his visa just got approved so he could join the audio guys over at Valve. I'd like to give him my sincere thanks, and look forward to giving him the beta.

    And on that note, that's it for this update. It's heads down for the final push then hopefully we can began closed beta. Yay!
  • felipefrango
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    felipefrango polycounter lvl 9
    Whate are you guys using for the terrain? Is it Unity's default terrain system, a third party solution or have you guys done something else in-house?
  • gamesfoundry
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    Whate are you guys using for the terrain? Is it Unity's default terrain system, a third party solution or have you guys done something else in-house?

    It's the standard Unity 3.5 terrain engine. Some flat walkable areas are geometry, usually wherever you see steps (e.g. lava and snow zones ).
  • felipefrango
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    felipefrango polycounter lvl 9
    Nice! How do you find it, performance wise? I've read it can be quite the memory hog at times.
  • gamesfoundry
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    We don't have any issues. Even with a big level, the whole thing fits in less than 600MB, and a good chunk of that is the million nodes of pathfinding data. There's certainly no issue with the terrain, it's well optimized even if it is outdated when compared to other engines.

    Unity is good enough performance wise. The only thing that let's it down is the antiquated garbage collector in Mono 2.6. They really need to update that to the latest version. At the end of the day if you're developing an FPS, UDK is going to be your engine of choice, for everything else there is Unity.

    We're able to achieve comparable frame rates with other AAA strategy games running under similar settings. Even after the initial learning curve and teething problems, we're pretty happy we chose Unity.
  • felipefrango
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    felipefrango polycounter lvl 9
    Cool man, that's good to know, thanks for the in depth information. :D
  • gamesfoundry
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    Monastery Of The Mangy Wolf

    Our latest update is a mini-feature revealing the overhauled Monastery Of the Mangy Wolf. Home to Rufus Pu and his hairy Were-fu practising minions, the snow peaks of this winter tundra are one of the key locations you will be able to explore in the upcoming demo.

    [ame="http://www.youtube.com/watch?v=To0LLAVOzDg&hd=1"]http://www.youtube.com/watch?v=To0LLAVOzDg&hd=1[/ame]

    Drawing inspiration from the magnificent Buddhist temples and palaces found across Asia, comparisons will inevitably be made with Mists of Pandaria. The location was written into the Folk Tale script 18 months ago, and rather than remove it we decided to press ahead and include it as an example of the varied and detailed environments you can expect in the final release. It's the final environmental zone to be included in the demo, joining the rolling green hills of the village hamlet, arid desert of the ogre mines, the volcanic old forge, and the goblin swamp.

    folk-tale-game-blog-1.png

    To pack so many environments into a single level, we've broken the single large terrain into 25 separate chunks, and the total per-chunk texture count reduced from 27 to just 8 to reduce draw calls and ease fill rate issues we started noticing on older GPUs. While this sounds like a step backwards, it's actually allowed us to add more terrain textures than previously. The only downside was that all the chunks needed a complete and time-consuming repaint.

    folk-tale-game-blog-2.png

    To further push the amount of texture detail, we've added a vertex color blend shader for the Monastery courtyard. This enables us to blend from snow to cobblestone/snow in the grooves, and finally into cobble without having to include the cobble textures in the terrain. It's an old-school technique we'll be using increasingly throughout development.

    folk-tale-game-blog-3.png

    Looking skywards, the previous static photo skymap has been replaced by a dynamic sky dome system that grants us control over colour gradients as well as moving clouds. Overall the effect is far more consistent with the hand-painted art style.

    Tom has been pressing ahead with cut scenes and is now celebrating not only Christmas, but the completion of all the draft versions which marks a significant internal milestone. For a small indie team, the inclusion of voice acted cut scenes is a major undertaking, but essential for story-telling. We just don't like the moving 2D approach that a number of recent AAA titles have taken. It's unlikely we'll include footage from the cut scenes in WIP videos as we don't want to spoil the enjoyment you will hopefully get from the demo.

    folk-tale-game-blog-4.png

    There's lot more been happening beyond what we've listed here. We've added flow mapping as part of a test to improve the look of liquids such as lava. Hayden is near completion on modelling and painting the kobolds that feature early game as combat practice. In programming, a lot of feasibility work has been done on multi-player including adding a chat server which we're considering leaving in the demo to allow gamers to chat with the dev team. We've also been extending the code for loot attributes which impacts combat and crafting. By adventuring out beyond the relative safety of your village, you'll be able to find magic items that your villagers can equip to better perform their occupations, or transmute into crafting resources to make your own items as you find recipes.

    Heading into the New Year, our focus will shift to UI and modelling loot, unlocking a lot of the games written but inaccessible functionality. And then its into testing, launch our Kickstarter campaign, and release the demo. We'd like to thank everyone that has signed up for beta for their continued patience. Things are taking longer than we'd hoped, but Folk Tale really is shaping up very nicely, and hopefully you'll think it's worth the wait.

    FOLK TALE BETA
    Beta application is now open on our website ( link below )
    http://www.gamesfoundry.com/beta.aspx
  • gamesfoundry
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    [ame="http://www.youtube.com/watch?v=tqAscy66Kl0"]http://www.youtube.com/watch?v=tqAscy66Kl0[/ame]

    In the last six weeks we've completed the assets for all the playable zones in the demo map and in doing so reached the point at which momentum begins to grow exponentially. The final tasks on the to do list can now be started, all of which run in parallel. So from here on in, it's the big push before testing.

    Goblin Swamp

    An early version of the swamp featured in screenshots some 18 months ago as the first exploration zone to be built outside of the human village. As the months progressed, the Art Team worked their way around the entire map, modelling and hand-painting five more zones. Welcoming in 2013 having completed the enormous task of designing 7 zones for demo, we arrived full circle back with the swamp, which now looked dated and artistically inconsistent. We could have left it for demo, but that didn't feel right, so we made the decision to completely rebuild it:

    folk-tale-game-screenshot-59.jpg

    The swamp is the final zone in the mini-campaign designed specifically for the demo, where Slavemaster Urzal and his bodyguards hold your villagers captive in the ruins of an ancient civilization. The goblin nation is developing along a path that will see them become an AI-driven enemy nation, with the eventual goal to make them a playable race, most probably as DLC. As such, we've expanded the goblin character roster beyond the military, and introduced occupational characters to help bring the zone to life.

    folk-tale-game-screenshot-62.jpg

    Cut Scenes

    With the completion of the swamp art assets, we've ticked off the largest task on the project, and the Art Team are now polishing and optimizing what we have. For example, in a push to improve the visual quality of the cut scenes, the goblins featuring in close-ups are having their now quite old textures over-painted and at a higher resolution. We are also stripping cutout alpha from the character shader, so previously transparent areas such as the tips of feathers need to be painted out. The cut scene animations have been complete for a few months now waiting on the swamp zone and Slavemaster Urzal's base in the Temple Ruins to be finished before going through their next iteration of refinement.

    folk-tale-game-screenshot-64.jpg

    Throughout development we've been doing all the cut scenes in the engine. Now we're into the polishing phase, we're adding a number of post-effects including color correction and depth of field. The downside is that to achieve some of these enhanced visuals at a smooth frame rate in 1080p requires a decent gaming PC, turning them off on slower machines. So we're considering recording out the cut scenes using a top end gaming PC on ultra graphics settings, enabling everyone to enjoy the cut scenes looking their best. It's unlikely, but it is an option we are exploring.

    Community Translation Tool

    Looking ahead to when we release the demo, we want to reach as many Gamers worldwide as possible, and to do that we need to translate the game into multiple languages. Being a small indie development team, we are frugal with the little budget we have and outsourcing localization to a professional agency isn't an option right now, so we're turning to the Folk Tale community for help. To maximise our chances of getting the very best translations, we've designed a simple to use vote-based system whereby the highest quality translations will rise to the top. The web app is open to all who have opted in to receive the monthly newsletter when signing up to beta, and we hope all multilingual followers will take a look and considering helping us improve Folk Tale.

    Beta Signup

    For those of you visiting for the first time, applications for closed beta are now open. Please don't forget to opt in if you wish to receive the email newsletter.
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