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Ghost of a Tale


AngelDevil

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Ci sto giocando da ieri, ottimo puzzle game.

Si può correre sulle quattro zampe, camminare in punta di "piedi" per essere più discreti, lanciare oggetti per attirare l'attenzione delle guardie, nascondersi nei bauli è molto lato altro. Da menzionare una funzione assegnata al tasto Y che assomiglia molto a un acciarino.

Il sistema di energia funziona mangiando tutto quello che si trova per la mappa, dai torsoli di mela fimo agli scarafaggi che vi passano accanto, sempre che riusciate a prenderli. Il gioco si basa su quest da portare a termine, può capitare che parlando con dei prigionieri o semplicemente leggendo un cartello o una pergamena si attivi un altra quest, oppure andare alla ricerca di chiavi ben nascoste. Per gli amanti dei gdr sappiate che esiste un menù interno dove c'è la possibilità di scegliere il singolo indumento da indossare modificando i valori del personaggio, cosa mangiare, cosa impugnare e molto altro. Il gioco è tosto, io mi sono addirittura bloccato....poi l'ambientazione alla dark souls rende tutto molto più coinvolgente. Stavo dimenticando di dire che nelle aree troppo buie non potremmo avanzare e per poter proseguire dovremmo usare delle candele trovate in giro per la mappa.

 

O_O bello

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Inviato (modificato)

Xbox One Release Version 4.43

 

 

 

Fixed:

  • - Rare crashes at the beginning of the game
  • - Choosing "Continue" or "Reload Latest" always loads the Autosave
  • - If you pick up the "begging door key" and then die, after a reload you cannot pick it up anymore
  • - Rare case where a rat doesn’t go back to patrolling after chasing Tilo
  • - Missing wall colliders inside main tower (for stairs leading up to the rampart)
  • - Missing ceiling geometry above staircase in main tower
  • - Rats disappear when crossing the second bridge of the far tower
  • - Rats can open the door at the end of the second bridge
  • - Cases where rats aggressivity is not properly reset after reloading a save
  • - Rare cases where shadows from a light source fail to appear
  • - Ladder in gallery rafters doesn’t properly reset after lowering it and reloading a save where it was still up
  • - Rolo disappears when climbing on a specific spot in the forge
  • - Rat patrolling stairs in front of holding cells is not visible from area above
  • - Can not talk to Fatale after reloading a game where she went to sleep
  • - After taking the rec room key then dying and reloading, the key can't be picked anymore
  • - Sometimes after a reload rats chase Tilo but don't attack him for a few seconds
  • - Sometimes after a save the confirmation UI remains faintly visible on screen
  • - After grabbing a stool and dying the stool remains attached to Tilo after respawning
  • - Bad colliders in a couple of places within the main tower
  • - Rare cases where Kerold moves off of his stool after reloading a save
  • - The rat guarding the elevator corridor disappears too soon when entering
  • - Inventory can be called up while the stats UI is displayed
  • - The camera sometimes remains in the void after reloading a scene and flies back to Tilo only as he exists his hiding place
  • - Courtyard sections are turning off too soon when going through the elevator corridor door
    Fog in sewers is sometimes rendered under the water
  • - Untextured walls in sewers beyond the large metal grate
  • - The moon’s specular lighting gives strange result (overbright speculars) indoors when night falls
  • - Flatulence FX of farting rat is almost invisible (sacrilege!)
  • - Some rocks pop in when getting close to the distillery shortcut
  • - Water droplets particles effects (in the jail and sewers) are broken
  • - Some gaps in the sets geometry (far tower)
  • - Throwing a grease jar on a brazier doesn't fan the flames anymore
  • - Silas’ key is not pickable after it's knocked down by a projectile
  • - Candlestick erroneously shows 10 remaining candles when starting a new game and opening the inventory
  • - All of the queued quest updates spam the UI after hiding and showing the HUD
  • - Cases where the inventory UI fails to show a tool as equipped after picking one up
  • - Tilo can seemingly pickup candles after reloading a save even if he’s already maxed out
  • - Latches that lower ladders cannot be triggered by throwing projectiles at them
  • - Irrelevant colliders left in jail tower
    Some geometry holes
  • - Inside of tower appears hidden when seen from the roof near Silas' cot
  • - Light leakage in shortcut from Gusto & Fatale's cell to the courtyard
  • - Stables' inside appears a little late when climbing up the stairs in the north courtyard
  • - Poison damage doesn’t stop even after exiting the poisonous area (even when wearing the plague doctor mask)
  • - Camera can go inside Gusto's head (spoiler: it’s full of air!)
  • - The end of the shortcut tunnel from Gusto & Fatale's cell disappears when Tilo stands in some spots
  • - Collider for wall near rampart is missing
  • - The sun casts light through the rampart in the afternoon
  • - If Tilo stands in the window with the rose by a lectern and look back through the windows the interior section disappears
  • - Colliders of window sills are too low (Tilo's feet penetrate the geometry)
  • - In the collapsed tower the pushable beam's hole in the wall doesn't match the shape of the beam itself
  • - Various parts of the courtyard are switching off when Tilo's on top of the gatehouse roof (between the 2 courtyards)
  • - Tilo doesn't die when falling from the window of the highest tower
  • - Tilo can get stuck behind the open metal gate off the rampart (if falling from the outcrop above)
  • - Small geometry hole in the ceiling of Tilo's cell
  • - Torch light leaking through wall in Powderkeg’s cell
  • - Couple of typos in Faustus and Rolo's dialogs
  • - When opening the door to the tunnel that leads beneath Kerold's cell the "pull lever" text stays on screen
  • - Cases where the wrong (unequipped) tool is highlighted when opening up the inventory
  • - Light leaking in spiral staircase passage between the courtyards
  • - Some fog particles can be seen in the sewers' cistern which disappear when getting towards the stairs
  • - Light leaking in Rolo's forge in the morning
  • - Gusto & Fatale disappear when entering the cell next to theirs (while they should still remain visible)
  • - Light leaking in war room at different times of the day
  • - If you save before the first rat comes in to open the metal gate and Tilo afterwards get killed, the rat won’t come to open the gate (as he’s supposed to) after reloading the save
  • - Location prompts are not displaying anymore
  • - The moon still triggers blue specular highlights through walls at sunrise and sundown
  • - The torch in the bedroom by the gate to the far tower sometimes disappears
  • - Some window sills are missing their underside geometry
  • - Some see-through gaps around wooden doors’ frames
  • - Rats can walk right through the columns in the courtyard near Rolo's forge
  • - Rats can't chase Tilo up to the top of the tallest tower
  • - Tilo can run up to the rats and pop up over them (collider issue)
  • - Costumes stats are wrong after reloading a save
  • - Crimson mushroom model in torture room’s cage doesn't fall when the cage opens
  • - Spam LB + B while Tilo is in basket elevator (near Silas) leaves Tilo stuck floating in the air
  • - Guards keep walking on the spot after Tilo dies (that always annoyed me)
  • - Sometimes Tilo doesn't play his hit reaction animation when getting hit by the guards
  • - Butterflies are present at night after a reload
  • - Tilo is still considered in water after dying while being in water and reloading
  • - Equipped boots can sometimes appear offset from Tilo's feet
  • - When Tilo dies by falling down while holding a stool the stool is no longer there after reloading a save
  • - Rare cases where a stool is not longer interactable (nor solid) after reloading a save
  • - It is still possible to interact with items after Tilo dies
  • - Greaves (armour piece) marker doesn’t appear on the map after Rolo reveals it
  • - Reassigning buttons sometimes breaks making it impossible to complete the process
  • - Sometimes leeches fail to attack even though they’re within range of Tilo
  • - Leeches’ detection origin is much too high (they still see Tilo when he’s high above them and shouldn’t been seen anymore)

Added/Improved:

  • - Replaced all the trees with new SpeedTree assets
  • - Improved performance when standing on top of the main tower
  • - Set dressing is now complete in many places
  • - Improved textures and shaders on several assets
  • - New shader for the lake looks MUCH better
  • - Nights outside are not as dark anymore
  • - Candles are now automatically equipped onto the candlestick (no more fidgeting in the inventory)
  • - The HUD now displays the remaining candles next to the candlestick icon (candles are now like “ammo” for the candlestick)
  • - Re-implemented fog in exteriors
  • - Some areas like the stables and the top of the tower now let more light in
  • - Hiding is now forbidden while Tilo’s wearing the armor
  • - More coherent specular highlights on the lake at night (the moon is not THAT bright)
  • - Small framerate improvement (especially when AIs are present)
  • - The nights are now shorter
  • - Added butterflies in the courtyard
  • - The sun is now more visible during sunrise and sunsets (to justify the specular highlights on the lake)
  • - Text font on the song book’s UI is now larger (easier to read)

Modificato da AngelDevil

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  • 1 mese dopo...
Inviato (modificato)

Xbox One Release Notes (4.97)

 

New location + quests!

 

 


Fixed:

• Crash when starting the game on some consoles
• Cannot trigger bear traps by throwing projectiles at them anymore
• Remaining cases of Tilo getting slowed down after dying in water and reloading
• Bad ground collider in courtyard (Tilo is floating next to well)
• Kerold’s bucket appears in the wrong place when Tilo empties it
• The hammer puzzle (rings) in the flooded cell sometimes becomes unresponsive
• The loading bar restarts from zero when it's almost done loading a save
• Kerold still sometimes moves from his stool
• Rolo doesn't show greaves marker when he should
• The number of candle in the inventory is wrong after reloading a save
• Cases where the candle on the candlestick doesn't deplete anymore
• Rare cases of keys not being on a guard's belt after a reload
• The fur on some guards is not properly oriented
• The far tower section disappears when stepping back into the small tower on the rampart
• Rats can walk through some walls on top of the main tower (near Silas)
• Some levers cannot be activated by throwing a projectile at them
• Tilo doesn’t animate when throwing a stick while being assaulted by bees
• Tilo doesn’t hold the candlestick/lantern correctly after falling on this butt and getting back up
• Some cases where map makers’ visibility don’t accurately reflect whether or not an item was already picked up
• It is sometimes impossible to loot a guard’s items after he’s been knocked out on his back
• Stamina depletion sometimes stutters when Tilo’s sprinting down a slope/stairs
• The inventory can be closed even when a tutorial about it is currently displayed
• Guards can walk through the wooden walls of the stables
• Dynamics animation on NPCs sometimes turn off even when they’re close to the camera
• Sometimes you can miss when throwing a bottle at a guard’s head from a high vantage point even though the magnet aim says it should work
• Some guard attack sounds are not playing
• If Tilo dies while opening a container the container UI remains on screen after reloading
• Lighting up the correct obelisk’s candle with the firesteel (instead of the candlestick) doesn’t register properly for the “Heroes All” quest
• The lighting pops up bright/dark when the brightness slider is not at the default value
• In the footnotes UI some words might be slightly cut off to the right
• Missing geometry to doorway arch to the actual armory room at the bottom of the spiral staircase
• The sun light is visible in the shortcut to the armory when entering the garden
• The main tower disappears while it should remain visible when entering the shortcut from the garden to the armory
• The guard patrolling the armory stairwell does not react to Tilo’s presence
• Tilo partially clips through the cliffs near the last obelisk overlooking the lake in the northern slopes
• When interacting with the basket elevator counterweight in the garden and the basket starts to come down and Tilo runs into the armory shortcut before the basket reaches the bottom and then comes back, the basket is not interactable anymore (say that sentence in one breath)
• Some HUD elements appear very aliased when running at a lower resolution than 1080p
• The path at the bottom of the northern slopes is open (stairs leading to void)
• The brisance warning in the armory is clipping through the column and is not readable
• Bear traps can’t be triggered by throwing a stick at them
• Tilo can change in front of Rolo (how rude)
• The peculiar physical condition Tilo develops after completing the mushroom quests is still present after reloading a save (when it shouldn’t)
• The brisance description erroneously refers to a wooden barrel
• The sound of Tilo hiding in barrels is too loud
• The obelisk quest doesn’t work if Tilo lights up the candles using his candlestick instead of his firesteel
• Some rocks at the bottom of the armory stairwell have wonky colliders
• The armory rat cannot follow Tilo to the garden

Added / Improved:

• Added 5 quests (the total number of quests in early access is now 33)
• Opened up new armory location + wooded area
• The north courtyard and the far tower now communicate through the armory
• Added a brightness slider to visual options menu
• Added inventory option to sort out cloth items by costume or body part
• Added an LODs slider to visual options menu
• Swapped gamepad menu buttons: main menu <-> inventory (it feels more natural)
• Improved the look of the candle flames shader
• Implemented camera shakes when Tilo gets hit (as well as for explosions)
• Implemented new brisance kegs (exploding barrels) mechanic
• Put the flint tool in the first chest outside Tilo’s cell (this will allow us to have a tutorial for it later on)
• Pressing up on the D-pad doesn’t put the equipped tool away anymore (pressing down is there for that)
• Added magnet aim system to spider traps
• Redid countdown counter icon for knocked out rats (bye-bye Atari 520 ST wait cursor icon!)
• It is now possible to light up candles (and brisance) using the firesteel tool
• Added beehives to the garden (+ associated quest)
• Added bees nests in wooded areas
• Implemented burning dead ivy mechanic
• Added obelisks around the far tower (+ associated quest)
• Created greaves for guards. Rats wearing these won’t slip down when hit by grease jars anymore
• Burning a banner now creates a distraction (will wake up any sleeping guard nearby)
• Implemented getting renown points via dialog choices
• Implemented contextual label when carrying heavy items so that the effect of dropping the item can clearly be anticipated
• Implemented burning sticks in brazier (watch out for the flames!)
• Causing a brazier to flare up now creates a distraction for the guards
• Dialog icon doesn’t remain on-screen anymore when the NPC is behind the camera
• Improved look for all particles (dust + smoke + leaves)
• Implemented new durability bar system for items like bees’ nests and exploding barrels
• Added twelve different types of mushrooms in the world (+ associated quests)
• Added spider traps around the far tower
• Extended the number of items which can fit in Tilo’s inventory (the inventory is now scrollable)
• Map icon markers now indicate if the items are located above or below Tilo’s position
• Added thorn bushes which hurt Tilo if he steps into them
• Added new map for Far Tower and Northern Slopes
• Added shortcut between the garden and the armory stairwell
• Added new pages to Tilo’s flower book (with more backstory on Tilo & Merra)
• Added new sounds for the guards attacking Tilo
• Readability has been improved with some fonts on the books UI
• The armory guard now goes back to the armory stairwell when Tilo goes to sleep, even if he has moved very far away
• The intentionally missing words on the obelisk quest parchment now use dots instead of underscores
• Tilo won’t throw projectiles at NPCs anymore
• If you have a tool equipped which is ineffective against your opponent (grease jar vs greaves, bottle vs helmet, etc...) and you try to throw anyway Tilo won’t throw the projectile
• Upon completing the beehives quest you’ll now find honey within the restored beehives
• Honey now gives back a lot more health

 

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  • 6 mesi dopo...
  • 8 mesi dopo...

Ghost of a Tale, l'interessante action RPG di SeithCG che ci mette nei panni di un intrepido topolino, ha finalmente un periodo di uscita su PlayStation 4 e Xbox One: sarà disponibile nel mese di febbraio 2019.

 

Uscito a marzo su PC, Ghost of a Tale è ambientato in un mondo fantasy medievale popolato da animali. Il protagonista della storia, un roditore menestrello di nome Tilo, deve riuscire a fuggire dalle prigioni di Dwindling Heights per scoprire cos'è accaduto alla sua terra.

 

"Usa l'astuzia, la furtività e l'agilità di un topo, nonché il suo amore per la musica, per esplorare le torri e i sotterranei di Dwindling Heights Keep: supera le insidie e scopri tutti i segreti nascosti in questo misterioso luogo. Dwindling Heights è un posto molto pericoloso per un topolino, e Tilo non è un gran combattente", recita sinossi del gioco.

 

"Quando avrai a che fare con nemici il doppio più grandi di te, dovrai puntare tutto su doti quali destrezza e scaltrezza. Parla con i personaggi che incontri, fai alleanze, smaschera i nemici e fruga in ogni angolo: solo così potrai finalmente ritrovare la tua Merra."

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  • 2 mesi dopo...
  • 1 anno dopo...
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Da twitter

 

Ciao @SeithCG, sono un fan spagnolo di "ghost of a tale" e pensi che sia possibile un sequel? o lavori in un altro progetto?

 

Ciao! Non abbiamo ancora annunciato ufficialmente nulla, ma qualcosa mi dice che sentirai di più su #GhostOfATale quest'anno ... 😉

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  • 1 anno dopo...

Arrivano novità dal team di autori di Ghost of A Tale, Action Adventure con elementi stealth che pone i giocatori nei panni di un coraggioso topolino.

Il team capitanato da Lionel "Seith" Gallat ha infatti confermato di essere attualmente al lavoro su di un sequel del titolo, esordito per la prima volta sul mercato videoludico nel corso del 2018. Dopo diversi porting, che hanno condotto Ghost of A Tale anche su Nintendo Switch, il creatore dell'IP ha infatti deciso di ampliare l'immaginario medievale plasmato con il suo Indie.

Lionel Gallat ha confermato un importante cambio di rotta per Ghost of A Tale 2. Ancora privo di un titolo ufficiale, il gioco sarà realizzato in Unreal Engine 5, con la nuova iterazione del motore grafico di Epic Games che andrà a sostituire Unity. Il team ha infatti deciso di abbandonare quest'ultimo in favore del sempre più diffuso UE5. Tale scelta, conferma Lionel Gallat, porterà ad un ritardo nella realizzazione del gioco, con molto materiale di Ghost of A Tale 2 che dovrà essere rifatto da zero.

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  • 5 mesi dopo...

Nel rispondere ai suoi follower, Seith qualcosa l'ha detta: ha abbandonato Unity, il motore utilizzato per l'originale Ghost of a Tale, da circa otto mesi e ha dovuto reimparare e rifare praticamente tutto, ma si è detto decisamente contento del risultato, al di là di qualche mancanza in termini di documentazione e community.

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