RuneTale is on a slight hold for a few weeks as I take on a side project. No info on it yet, but expect more information soon as it becomes available.
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Since I’m working on this mostly solo, and the hype for Undertale has died quite a bit, I’m drastically reducing this game’s expected playtime. It will only cover half of the ruins. At most, it will be a sort of preview into what the game could’ve been.
If interest is shown after the games release, I may continue it.
So, the text in RuneTale has been in an odd state for a while now. Sometimes text looks blurry for no reason, but I chalked it up to Unity being weird with rendering text components. Increasing the size of the text and then scaling it down worked. Kinda. With TextMeshPro now becoming free, I decided to try it out to see if it would be right for my project. And whoo boy, am I glad I did. I replaced only the text that was having trouble and with some careful alignment the text problem went away.
*EDIT on April 2nd*: With some more careful testing, I’ve concluded that unfortunately, the default Unity text, with the same careful alignment that previous TextMeshPro text was submitted to, the Unity text looks better. Perhaps it’s the settings I have on it for some reason, or I don’t know how to use TextMeshPro correctly, but in fullscreen mode the sharpness of the default Unity text can be seen clearly. TextMeshPro’s text is still slightly blurry. Hopefully they fix this before integration into Unity in future versions.
RuneTale is almost to the point where we’re gonna need a few people to test an early build of the game. If you like, you may message me at “firstname.lastname@example.org” with inquiries or to sign up. Preferably people who’ve played Undertale. Thanks! I’ll be giving out keys soon to those who sign up.
Ignore if you don’t have a basic knowledge in code.
Not much done graphically on RuneTale the past few days. Mostly behind the scenes code changes and additions. Also, found a pretty cool way to save object states.
I have a SaveGame() event that fires whenever the game is saved. In each object you can interact with that is able to be saved, I have an object identifier and a key. When the delegate fires, all the objects save their own states. Objects individually load their states from the save upon game re-launch.
Besides that, I’ve also discovered a pretty cool method to encrypt save data. I’m expecting data miners to crack into the game upon release, so I’m leaving easter eggs and secrets everywhere.
Speaking of, RuneTale will have a hybrid save system. Some parts saved in a file like Undertale for the sake of being like Undertale. Other parts will be more… secure.
Pretty much all there is to update right now, see you guys in the next one!
So far the entire engine has been running really smoothly with only a few bugs here and there that were easily fixed.
Refining performance and making sure the game runs smoothly is top-priority right now, as I want the game to run at a smooth 150+ FPS. An easy task at the present, but I want to make sure that nothing in the future gets in the way of that. As long as I’m smart about how I code this thing, there will be no problems whatsoever.
Secondly, I’m currently figuring out exactly what enemies should exist back in the time of Chara and Asriel. Who exactly would attack you down there? Welp, my job to figure it out.
I think that’s it for now, but I’ll be sure to post more updates soon.
Remember, if you’d like to contact me, you can do so HERE.