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A new update on the developmet process of Ghost of a Tale was released by Seith today, focusing on optimizing and fine tuning a couple of key features in the game, as well as showing off a couple of gorgeous screenshots.

Most hilariously, we’ve been given insight into just how much trouble tables have been in Ghost of a Tale;


We have this game mechanic where the player can hide in a plethora of items (chests, barrels, cupboards, etc…). Basically anything that would accommodate Tilo’s size.

But since the beginning, tables have been a sticking point. Because it looks like Tilo should be able to fit under one, but actually the table colliders did not allow him to simply walk under a table. Yet it wasn’t visually very clear.

A long time ago I had implemented an automatic system that would put Tilo in a “forced sneak mode” when he would get near a table (touching it). And it would allow Tilo to walk under the table. It worked alright for the most part but wasn’t entirely satisfying.

In the game, when you want to hide somewhere, you switch to the “sneak stance” (hold the right gamepad trigger) and the option to hide becomes available. But again, with tables we were in a situation where it was a half-way thing; you weren’t hiding but merely “concealed”. Sometimes.

And it came with a couple of problems: when Tilo sneaks his walking speed decreases (which might be unwanted if you’re being chased) and when under a table it wasn’t clear if the enemies should see you or not. All because Tilo wasn’t officially hidden.

The solution was to simply turn tables into bona fide hiding spots. This was achieved by lowering slightly the tables’ height so that Tilo can’t quite fit under even when sneaking; hiding under a table is now a clear-cut player decision. You enter the hidden state, or you exit it. No more confusion.

The other major point of optimization that Seith has been working on is the shadows in game:


It took a lot of work but I improved on the system I already mentioned in a previous update. Before, the lights visibility distance were subordinated to a unique value; an absolute distance all the game’s lights followed.

I changed that so each light now has a specific visibility distance, depending on its location and visibility. That level of granularity keeps lights looking the same, but they’re smoothly turned off by the game as soon as they’re not needed anymore.

It makes a very big difference in the framerate. Before, in the jail, I was around 45-50fps. Now I’m mostly around 70fps (oscillating between 65fps and 82fps). The courtyard is another matter though and I still have a lot of work to do there.

All in all, an intriguing look at the optimization process for Ghost of a Tale. I’m sure you’re as excited for the next update as we are!

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