Video by BoredGamerUK:
New updated build with new models and improved textures, and Oculus 0.8 Runtime support.
Download Storyteller – Fireside Tales – Beta 2 Build (MediaFire) – Oculus Share version coming soon!
Keybinds/How to Use
F1/Enter/R – Reset HMD (for Oculus Rift)
Spacebar – Pause/Play current book
Numpad 0 – Create bookmark at current time. Note: This does not currently save per-book. So you could do weird things like make a bookmark that’s greater than duration of the audio. I don’t really need bug reports for this case – I know it’s there.
Right/Up Arrows – Cycle bookmarks. This will skip to the first bookmark, and so on, until it loops bookmarks.
TAB – Opens the floating books menu for selecting an audiobook. To use your own audiobooks, place a single-channel .OGG file in Content\Audiobooks named user_audio.ogg and select “User Supplied Audio” on the bottom right of the floating books menu.
F6 – Toggles SSAO – don’t use it if you have performance issues.
Escape – Exits the game
BETA 2 NOTES
- Updated all level objects with better versions with higher quality meshes and textures from new art packs I’ve purchased or found.
- Updated all books, maps and scrolls with much higher quality art.
- Added an animated book for the storyteller.
- Added SSAO (toggle-able in game) and a mild bloom to make the fire look nicer.
- Changed the audiobook loading to look within a nicer directory – Content/Audiobooks, rather than being stuffed in with the exe.
- Removed problematic bundled audio (e.g. ones that had more than one voice, or sound effects etc.), replaced one.
BETA 1 NOTES
Updates/New Features – Beta 1
- Changed level layout significantly to put more interesting things into the near field (player now sits close to the storyteller).
- Increased exp height fog.
- Enhanced lighting greatly to give a lot more variation in color palette, for a brighter but still cave-like feel.
- Added particle light to campfire.
- Fixed menu system (hit Escape to bring up the menu).
- Changed bookmark keybind to Numpad 0, and changed Enter and R to also reset HMD orientation/position (in addition to the normal F1).
- Changed interact time on books to be 2.5s – many users were having issues at 4s. Look at a book to select.
- Fixed many performance issues.
ALPHA 0.3 NOTES
Updates/New Features – 0.3 Alpha
- Got rid of tesselation on character.
- Hid character until DK2 arrives for proper leaning/head rotation.
- Revamped level with less meshes and better/faster geometry
- Added distant birds
- Added ambient morning sounds
- Selecting a book that is currently already playing will simply pause it now (this is an effect of the below fix).
- Added batch files for selecting different UE4 options that might be useful for getting extra performance for Oculus Rift users.
- Fixed an issue that would cause weird behavior in the menu system when switching to a different book.
ALPHA 0.2 NOTES
Updates/New Features – 0.2 Alpha
- Added tesselation to the player body and head – I don’t know if this is really doing much since the model isn’t really set up for it, so let me know your feedback, as it’s a ~10-15 FPS hit over turning it off. I can also turn it down more, as it’s on pretty high right now.
- Added some dripping effects for the puddles, as well as sounds. I tried to make the sounds for the drips low enough that they sound good but are not distracting.
- Reflection capture probes. These should make everything look a bit nicer and don’t cost much.
New Menu System
- Instead of one large book, which had a convoluted method for determining what word was being looked at, I’ve switched to using an array of 9 books floating in front of the player.
- Text his hidden by default – when you look, it appears and starts to (smoothly – I hated that ticking fade in the first build) fade to the activation/highlight color from the default color.
- The activation time is now 4s. With the smoother fade between colors, I felt this time was also a nicer feel. Long enough to not accidentally activate something, but shorter than the 5s wait from before.
- The logic and code behind how the timer for fading works, as well as for activating a book, is far cleaner and more efficient than before.
- It’s overall a lot less buggy and feels much nicer to use.
Thanks to kind testers on Reddit, I was able to narrow down and quickly fix several issues related to running the game on the Rift.
- Resolution was stuck at 1280×720, windowed. This is bad. This kills the Rift.
- In addition, the build was a Shipping version, which means no console when pressing ~ (tilde key) in order to force it to a different resolution or fullscreen.
- The build was using a .pak file, which, while it does result in a nice awesome small little package for your game, also makes it a pain to change settings in the (extensive) INI files.
- An issue with the way the camera was setup was (unbeknownst to me, as I had not had the debug rendering enabled in a while) causing the raycasts for menu selection to be extremely strange, basically causing the beginning point to swing wildly up and down (it was parented to a bone and getting animation, d’oh).