Happy New Year all! And what is better to start a 12 -month race that is not appreciated for the next XMAS holiday than the news that one of my favorite fictional fiction books, Ghost of a Tale, is somewhat sequel.
The newness of this news is in the question, acknowledging. The developer Lionel “Seith” Gallat and his group has worked with another help of haunted Mouseketeering since 2022. But this is the first time they have wrote a blog right about it, sharing details about a tired transformation into Unreal Engine 5 and a few new screens. They have not yet updated the title to create a clear pun, but perhaps a spicy title with or change like “Ghost of a Tail” is beyond the inflation of Unreal Engine 5.
If you don’t have fun, Ghost of a Tale is a game placed inside the Dark Souls Undead parish, except it is also placed in Redwall. You are a mouse detained, Tilo, who must escape a monstrous clifftop fortress filled with Gangly mouse defenders. On the way, you will plunder spider nests, attack the hidden metallic houses, practice songs with mouse lords, give some camouflage and clarify some of the surprisingly imaginary species, originating from a mythical battle against an apocalypse fire.
There is a sparkling cast of human -shaped animals with a cheerful character portrait, some ridiculous, messy, messy and a little interesting environment. Stealth, mind, but nothing you will not forgive when you are performing a task to identify mushrooms in a yard in an area obscured by using a skin paper mushroom. Redwall and Dark Souls aside, other sources of the game include Nimh’s Secrets, ICOs (perhaps more natural compared to the output of the software, here), Dark Crystal and Zelda. The words “love” and “lovely” appeared no less than eight times in John Walker’s review (RPS in Hoa Binh) since 2018.
The first game runs in Unity, and it is the engine they used for the next part, to start. Seith – a former DreamWorks cartoon – and his collaborators have also developed a new internal tool for tasks and dialogues – “The previous outsider tool was not just a written editor of honor,” clearly.
The game was developed in a “few years” before the team found that Unity did not cut mustard. “We have spent more time fighting the engine rather than actually creating game systems and assets,” Seith wrote in the blog post. Therefore, he decided to switch to Unreal Engine 5, although “disliked all the 4.x repetitions”, after talking to designer Paul Gardner and programmer Cyrille Paulhiac.
Changing into an intermediary product of other game tools “Never happened in the industry because of the catastrophic consequences to ponder”, SEITH noted in the blog post. “Usually you will have to go through a storm of uncomfortable meetings, persuade the heads of the studio, look into the eyes of producers and investors and say ‘we need to eliminate the last years of development and start from the beginning’. Unimaginable!
“Fortunately, in our case, it turned out that Paul and Cyrille were ready to trust me and bite the bullet,” he continued. “However, Cyrille has done a lot of backward pipelines such as data management, storage/load system and author tools and that means he removed everything he knew and was completed in C# and switched to C ++. Not a potential customer easily by any imagination.”
Gardner, meanwhile, “returned to the first stage of testing and joining [in] The initial development of a new dialog system and mission, interwoven with the game design “but fortunately, invests in their own tools to dialogue and the task” means the nature of Paul’s writing will not be affected too much by changing the game engine. ”
The re -establishment also gave Seith and his collaborators a chance “to focus on the strength and nature of the game, which we may not do if we continue to plow according to the original plan”.
Changing to Unreal Engine 5 is involved in a year of “lost” and half of the development time, Seith concluded, “but I am very happy to say that today all are worth the time, pain and money. You can evaluate the results by screenshots, created creatively around this article as mice peeking on the railing.
I gave the ghost of one Tail The story of many love over the years, although with many games I treasured, I am not sure I have written anything with my enthusiasm. This is the first and only game that my life partner has seen me play from the introduction to the credit. What I want from the sequel is to turn The Stealth into a more organic part in exploration and search, and less than a Capital-S Irrksome system (with music meet), you have to soothe on the way to good things. Do smarter things with camouflage, too. And giving me a mission to choose mushrooms even more complicated. I will not object if the whole experience is about searching for food.