In this 2nd episode of the Sauropod Studio video podcast, Germain shows us the shader creation process.
Shader Forge: http://acegikmo.com/shaderforge/
Well, finally promises delivered, and the episode itself was great too! Thanks for the Shader Forge recommendation and explaining about the shaders in relative detail. That part, and the earlier part about skyboxes have been my favorites so far (as I don’t generally deal with the graphics side myself).
Superb! Looking forwards quite a bit to next week’s video. If I think of anything that might be a good idea to add, I’ll mention it. As for now, it looks like you’ve got all the right ideas in there! :D
Wow that was amazing! Thank you for translating it into “basic” talk!
Cool, filled with content, shows off progress.
I’m hyped mostly for the road map though, whats the word on that?
well It’s not done, there is an incomplete version of it in a less-than-advertised place. I meant when will the roadmap be complete, as in really done, with info on all the stuff rather than several bits of many
Also, it would have been swell to include the physical link to the Roadmap somewhere:
Well, went through it, and I see why you have hidden it so well (literally couldn’t find it anywhere but in spoken format in the video).
Only three sections (out of eight) have been filled out, and none of those updated in a week, so either the team’s been working on other sections, or Sauropod is not using the Roadmap internally (same as what happened with StarBound).
The roadmap was announced on Twitter, Facebook, the first episode of our video podcast and the second. If we wanted to “hide” it for some reason, and I dont see why we would, we did a poor job at it.
If at least it was working. I get:
“XMLHttpRequest cannot load http://roadmap.castlestory.net.s3.amazonaws.com/data.json. Received an invalid response. Origin ‘http://roadmap.castlestory.net’ is therefore not allowed access.”
It’s working now, thanks.
Announced, but not really hardlinked, neither here on your main company page, nor on CastleStory’s own, nor in the YouTube channel, or the officially supported unofficial forum.
So, if your suggesting we do that, that’s a great idea. But if you’re implying we’re trying “hide” it for some reason, you are greatly mistaking. What would we gain by building a roadmap, posted it online and not use it/hide it.
Respectfully, I think it’s this kind of thinking that’s gotten you into trouble with community in the first place.
Instead of quietly fixing the web resources to contain the link to the site, you’re instead being confrontational about it.
…and it still hasn’t been updated in thirteen days.
I gave you a true and rational answer. No, we are not hiding the roadmap and we have even no reasons to do so. But you keep insisting. I’m not been confrontational, I’m replying to your concerns.
We didn’t announced any timetable for the release of future updates on the roadmap.
Nothing happened in the roadmap for 14 days, are you all on vacation?
We never gave any timetable for roadmap future updates.
No, but Box said that the roadmap was going to be tied to the internal roadmap the devs are using for the game, and that building it to be able to “update itself” was part of the reason it took 6+ months to get it up and running, among a million other excuses.
So turns out, the roadmap is just a separate stack of empty buckets with arbitrary % fills on them? Why not just write some code to have them randomly change % over time, to make it look like someone is working on something?
I don’t know what Box said. Maybe there was a misunderstanding or you misunderstood him. The system that’s in place is more than adequate to perform the tasks we need it to do. No plateforme can update itself without a human. We’re talking about a project management platform. It needs a person behind it to keep up to date.
this podcast is pissing me off…
they are talking about shaders and stuff, and then i suddenly get a tutorial for some sort of tool they use.
WHAT THE DUCK?
make the game playable first and add the eye candy later!
its like you are waiting for a delicious candy, you already paid for it, and you already had a taste of the unfinished version. a few years later they come with a podcast what is supposed to be about the candy. but instead you get a tutorial about how they paint the truck in wich they will move the candy to the stores!
i have lost all faith in these devs, they have no sense of priority. their fan base is SHRINKING by the day. yet they go paint a truck!
what these people need is a manager. they are just a loose cloud of ideas, that keep changing the way they want to do things. get someone who will keep you to a road-map, you clearly do not seem to be able to do this.
You can’t work on the game mechanics and then develop the graphics afterwards. It’s not a viable solution. All aspects of the game must be developed jointly. Some members of the team work on the code, some on the graphics and so on and so forth. It’s how games are been made.
new to the game. loved it.
Noted that the previous updates were on Friday every week. when would the next podcast be released?
Is there any chance in seeing moat and/or draw bridges in game?
Can player save a design (say tower or gatehouse) and use them as ready blueprint in each game?
Thank you! Yes, the blog used to be released on friday. For now, the video podcast will come out sporadically.
I’m not sure if a bride system is on the table, but I know there have been talks about drawbridges for the future.
The blueprint system is a great ideal but is problematic at the time. To create a castle you have to build sometime a side structure. The challenge is how can you incorporate that aspect in the A.I.
Hey I just got a new computer and it has a low brightness. I have turned up the brightness to the max on my computer but when it turns night in castle story, I cant see anything and the lanterns don’t really help. If you guys could make a brightness setting in game, that would be very helpful. Until then I will play it on the other computer that runs a bit slower. Thanks for all you do!