Uncovering the secrets of

indie game dev

Get all the news !

Never miss out any update.

Author: Oneiric Worlds

  • Mushroom – Timelapse

    Mushroom – Timelapse

    Hi there!

    It’s been a while since I last made a recorded session of 3D asset creation, so here’s a video of me creating a simple 3D mushroom model for the game, with Blender and Krita.

    I hope you like it!

  • Cloud… Step by Step

    Cloud… Step by Step

    For once, here’s an illustration tutorial! It’s a bit old, but it might be of interest: so here’s Cloud, Final Fantasy 7 main character, with the step-by-step of the painting.

    2013_01_13_Cloud

    2013_01_13_CloudWIP

  • Working on the fighting system

    Working on the fighting system

    Hi there,

    I’m still working on the game! Crazy isn’t it?

    Recently, and after many feedbacks I had, I’ve been trying to rework the fighting system to make it more fun  and “punchy” (more effects, more feedback), and I also changed a few controls.

    Among other things:

    1 – The character “slides” much less than before when attacking

    2 – Hits trigger a micro-freeze and some kind of vibration feel on the enemy, resulting in a much more convincing power strike. I got this by carefully watching ultra slow-motion videos of Street Fighter. They achieve to convey so much energy to each character move that I spent hours carefully studying how it was done. This was super instructive.

    3 – The super attack now has more visual effects


    A new effect for the super attack


    4 – Enemies now have a super attack too, and it can’t be blocked. You can only run away from it. It’s not that difficult when fighting a single enemy, but it gets much more complicated when there are many of them. You’ll have to adapt your strategies!

    Get away…
    Boom

    5 – I tried to balanced the fighting by giving each attack a possible counter. I learnt a lot about fight system designs on David Sirling website (http://www.sirlin.net/articles/designing-yomi). This guy worked on re-balancing of the old Street Fighter II game. Crazy good work to learn from!

    6 – Blocking now uses some magnetic energy, and you can’t block for ever without moving/escaping to recover energy. This changes a lot the way to tackle fights.

    Sadly, trying to improve the fighting system broke a few things, and I’ll have to balance again attack power, speed and other parameters. Plus, I’ll have to adapt the tutorials in the Bo Dojo one day or the other.

    But anyways! I hope the game keeps getting better and better.

    Peace!

  • The Child Spirit Demo

    The Child Spirit Demo

    Hello there,

    This week-end I took part in the Ludum Dare contest, a video game creation challenge that lasts 72 hours. I haven’t been able to work for the whole duration, but I found some time to create a little game for the contest: “The Child Spirit”. The theme was “Growing, two button controls”. I made everything from scratch (except the soundscape) in more or less 25h.

     

    Goal

    The “Child Spirit” is a simple non linear runner game where you play a fox. You must find animals and get back the Forest Spirit who is leaving. The goal is more or less in line with the “growing” theme, as you’re supposed to grow a herd of the forest animals.

    Controls

    • Space or S : jump
    • Return or D : switch direction

     

  • November 2015 Demo

    November 2015 Demo

    And here is the last demo of A Thief’s Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

    20151125_121614

     

    Beware: This is the alpha (=NOT FINAL) demo of November 2015. If you want to get the latest demo for sure, just check the official website.
    Feedback & bug hunt: As usual, if you want to tell me what you think about the game, or if you find bugs, contact me at contact at oneiricworlds dot com
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook, twitter, or google+

    Install Notes

    • Linux

    Under Linux, you have to change the execution rights on the game file:
    chmod +x aThiefsMelody.*

    • Mac OS

    Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
    So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!

    What’s new since the last demo?

    You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).

    The main new things I’ve done since October 2015 are:

    Content

    • 1 new Boss : the Wind Guardian
    • Prototype of the new Boss arena
    • Upgrade of the hero design: now the character has a face and you can see the wind moving his hair and clothes. And his eyes blink too.
    • Master Josh now tells you to look in the 1st tutorial
    • More dialog lines for Tal and Iris
    • Upgrade of the Bo Dojo graphics: water stains with moving plants behind, lights, lanterns, light rays and fireflies
    • Update of the link messages HUD, now showing avatars and enabling a better browsing among messages.
    • Graphical update of the Eagle level: texture variations and adding an eagle-shaped rock on top of the level.
    • Adding small secret coves in the demo levels

    Code & optimisation

    • Fix of the mouse wheel controls on the map
    • Fog issue fixes for various shaders
    • Fix of the bug where the character jumps on the edge of a cliff and stays blocked in the walking animation preventing him to climb
    • Lots of minor bug fixes

    … And a lot of work for the Toulouse Game show too (banners/kakemono design, tee shirt, booth preparation, visit cards, …)

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions/problems:

    • You can’t change the default controls (because of the newly supported joypads). I plan to add a configuration screen later. If you try to change the controls in the popup screen appearing at the start of the game, you might totally break joypad support.
    • Joypads work, but the UI help is still designed for keyboard/mouse. So… just test buttons if you want to play on the joypad!
    • Some shaders don’t work correctly on Linux and MacOS, among which the tree rendering.
    • Environments are still a bit empty
    • Some sounds must be re-designed
    • The game lacks some music/sounds
    • Some camera moves are a bit harsh/weird

    Controls

    Have fun! Peace!

     

  • Next events

    Next events

    Hi!

    This November month is extremely busy! For people who want to know more about the game or how I create it, you can find me at the following Events:

    Toulouse Game Dev meeting

    November 18th at 19h at Etincelle Coworking (Toulouse)
    https://www.facebook.com/events/156203508066244/
    Free Entrance!

    I’ll talk about the challenge of creating a video game, the ups and downs, the tools I use and how I tackle all the issues I encounter.

    Capitole du Libre

    November 21st & 22nd at ENSEEIHT (Toulouse)
    https://2015.capitoledulibre.org/
    Free Entrance!

    I’ll make a conference on using Blender for video game creation (on Saturday) and a workshop/demo on creating simple cartoon assets for video game with Blender and Krita (on Sunday)

    There are LOTS of other cool conferences on libre/free/open source softwares, so check them out on the link above.

    Toulouse Game Show

    November 28th & 29th at Parc des Expos (Toulouse)
    http://www.toulouse-game-show.fr/

    Toulouse-Game-Show[1]

    I’ll have a booth in the Indie Game Zone with lots of my friends and colleagues of Toulouse Game Dev. You can test the game, talk with me and meet awesome indie game developers! And of course there are tons of other things to discover.

    See you there!

  • Patreon!

    Patreon!

    Here a quick post, but an important one!

    For those of you who want to financially support me, I can now say that it is possible through my brand new patreon page:
    https://www.patreon.com/oneiricworlds?ty=h

    For those of you who don’t know, Patreon is a website where you can support many creators (youtubers, musicians, artists, comics authors…) by giving them money regularly. There is absolutely no obligation, and you can stop at any moment. Depending on how much you give, you get various and cool rewards. Check it out, everything is described on the page!

    It took me quite some time to set up, but I’m happy with the result. Oh! And don’t hesitate to share it around you! I’m sure you all have geek friends and family who could be interested 🙂 The more support I get, the more time I can spend on the game!

    Thanks a lot folks!

  • October 2015 Demo

    October 2015 Demo

    And here is the last demo of A Thief’s Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

     

    Beware: This is the alpha (=NOT FINAL) demo of October 2015. If you want to get the latest demo for sure, just check the official website.
    Feedback & bug hunt: As usual, if you want to tell me what you think about the game, or if you find bugs, contact me at contact at oneiricworlds dot com
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook, twitter, or google+

    Install Notes

    • Linux

    Under Linux, you have to change the execution rights on the game file:
    chmod +x aThiefsMelody.*

    • Mac OS

    Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
    So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!

    What’s new since the last demo?

    You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).

    The main new things I’ve done since July 2015 are:

    Content

    • 1 new boss: the Robot Kraken
    • Chapter 2 is now fully playable, including 2 dojos, 2 missions and 1 additional quest. Not everything is perfect yet, but at least, it’s playable! It’s more or less 1h30 of gameplay.
    • New chapter title screens
    • More ill animals on Zephyr Island and Eagle Island
    • Enemy state (KO) is now saved
    • Finally a trailer for the game! Check it out on the official website.
    • More cutscenes are skippable
    • The map now has a legend
    • 1 new level: the Governor’s villa, fully playable, but still lacks lot of graphics.
    • Lots of new assets: spider webs, marble pilars, windows, carpets, furniture, cardboard boxes, shelves, chairs, tables, maple trees … and as usual, wood crates of course.
    • The mouse is more sensitive now
    • Shorter delay before magnetic gauntlet reloads
    • Full new official website for the game with a clearer information display, in English and in French + updated portfolio
    • The game should now be compatible with 20+ classical joypads, including Xbox 360 pads. Sadly, this new update removes the possibility to change controls, at least for this release. I’ll add a configuration screen later.
    • New screenshot feature capturing images up to 12000 x 9000 px (just for me 😉 ). I use it to get graphical material for huge posters (yes I’m preparing for the Toulouse Game Show…)
    • New option to invert the camera Y axis
    • “New game” available from the in-game menu
    • “A Thief Melody” becomes “A Thief’s Melody”, because it was a mistake from me… Thanks to everybody who notified me.

    Code & optimisation

    • Fix calling turtle in closed water zones
    • Optimisation of the mines level
    • Lots of bug fixes on the climbing system
    • Bug fix of the hero walking on jars when attacking
    • Better fog rendering in the main menu
    • Fixes on available action during tutorials
    • Lots lots lots of various bug fixes

     

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions/problems:

    • You can’t change the default controls (because of the newly supported joypads). I plan to add a configuration screen later. If you try to change the controls in the popup screen appearing at the start of the game, you might totally break joypad support.
    • Joypads work, but the UI help is still designed for keyboard/mouse. So… just test buttons if you want to play on the joypad!
    • The mouse wheel behaves weirdly in the map. Prefer the keyboard or joypad for zoom.
    • Some shaders don’t work correctly on Linux and MacOS, among which the tree rendering.
    • Environments are still a bit empty
    • Some sounds must be re-designed
    • The game lacks some music/sounds
    • Some camera moves are a bit harsh/weird

     

    Controls

    Have fun! Peace!

     

  • After the PAGS

    After the PAGS

    Hello,

    You might already know about it, but I’ve done my first real video game show/exhibition! It was very nice to meet so many passionate people! I know it was a month ago, but I wanted to share info about it!

    The Pau Anime Game Show

    I was a bit stressed about how people would perceive my game, but it went very well. Everybody took the time to explain me what was cool or not about my game and what I could do to make it better. So thanks a lot to everybody who took the time to drop by my booth.

    Now I know what I have to improve for the next releases!

    By the way, thanks a lot to my colleagues and friends of Toulouse Game Dev and Toulouse Game Show for all the organisation. It was great! Now the next deadline is the Toulouse Game Show at the end of November.

    A photo of the PAGS. It gathered 6000 people. Not that bad!

     

    My booth, with 2 young testers! Thanks a lot to them!
    Yeah, I know that I should do better on presentation. I’m going to improve for the next show!

    And you know what? Spending 2 days speaking all the time to explain the game to everybody who comes by… it’s really exhausting! What a job! And the PAGS is supposed to be a “small” show… :S How lucky I’ve been!

    Let’s Play

    During the PAGS, I also met many young youtubers who wanted to make playtests/let’s plays of the game. So if you want to have a look at the game with player comments, check out those links (in French):
    https://www.youtube.com/watch?v=vP_kTZhbo94
    https://www.youtube.com/watch?v=LCSSR2cJiKA
    https://www.youtube.com/watch?v=pvLZEd22-hU

    Thanks to you all guys!

    Press releases

    And for the first time of my life I was interviewed by 2 press teams about the game. This was pretty surprising for me; I wasn’t really prepared for it, but that was a very nice experience. So here’s a link to my first press article (in French):
    http://www.jessica-f.com/geek/pags-gaming-thief-melody-kaaarot/

    That’s a nice start 🙂

    Bonus: improved website

    That’s all for today, but I’m working on lots of things that I should be able to share very soon.
    OK, you read until here, so I can tell you there’s a new website that I redesigned after the show, to take into account all the questions I was asked. Check it out:
    http://www.oneiricworlds.com

    See you soon!

     

  • Pau Anime Game Show

    Pau Anime Game Show

    Hi there,

    Just a quick post to tell that I’ll be at the Pau Anime Game Show (PAGS) in Pau (France) this week end. Don’t hesitate to come in the Indie Zone and have a chat or test the demo!

    More info about the PAGS here:
    http://www.pags-pau.fr/

    See you soon!

     

  • Finally a trailer!

    Finally a trailer!

    Hi!

    Finally! I took the time to create a trailer to showcase the game. It took me quite some time, but first I had to work on the game to have something to show! So here it is:

    I hope you’ll like it! Don’t hesitate to share it if you want to help.

     

  • Explosive Plant – Timelapse

    Explosive Plant – Timelapse

    Hello everybody,

    Here’s another timelapse video of me creating some kind of explosive plant for “A Thief Melody”. I used Krita and Blender.

     

  • July 2015 Demo

    July 2015 Demo

    And here is the last demo of A Thief Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

     

    Survey: Don’t forget to complete the online survey after playing the game!
    Bug hunt: As usual, contact me for bugs or any feedback.
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook, twitter, or google+

    What’s new since the last demo?

    You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).

    The main new things I’ve done since May 2015 are:

    Content

    • 1 new level: Pirate Island, and little evolution of the Slingshot Dojo.
    • Rewritten climbing gameplay (after all the feedback I had! Thanks guys!). Now the hero use magnetic claws and has cool and smooth climbing moves
    • Polish of the Thief Guild level: entrances for all the dojos, path and grass additionnal textures, torches, obelisks, trees, stairs …
    • Chest redesign
    • New gameplay mechanics for the pirate island: cannons, wood bridges, weight switches…
    • New assets: palm trees, coconus trees, pirate crates, explosive plants, ivy plant, …
    • New mini boss in the Pirate Island
    • Vegetation shader with automatic color variation
    • Multi texture auto uv mapping shader with smooth transitions for large funky terrains and floating islands
    • Integration of the Aqualums Counsellor villa and the Pirate Island in the world map

    Code & optimisation

    • Better IHM while climbing
    • Vegetation shader optimisation
    • Vegetation meshes optimisation
    • Big code cleaning/rewriting on the climbing system. Now the climbing system is more robust and enables to move almost everywhere.
    • Lots of various bug fixes

     

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:

    • Environments are still a bit empty
    • Some sounds must be re-designed
    • The game lacks some music/sounds
    • Some camera moves are a bit harsh/weird

    Controls

     

    • ZQSD or WASD: move the character. It’s both AZERTY and QWERTY compatible
    • Space: jump and climb
    • Shift: crouch, fall and block
    • Mouse move: move the camera
    • E: weapon selection menu
    • Left click: main weapon (Bo) or contextual action
    • Right click: secondary weapon
    • Tab: inventory/map/missions

    Have fun! Peace!

     

  • Wooden crate – Timelapse

    Wooden crate – Timelapse

    Hello there,

    It’s been a a while 🙂 It’s always difficult to keep posting regularly. So, today, here’s a timelapse of me creating a wooden crate for the game. This gives a good idea of how I work to create all the 3D art in my game.

     

  • Greenlit & Presentation in Paris

    Greenlit & Presentation in Paris

    Hello,

    Here’s a quick post to tell you about 2 things.

    I – Greenlit

    First, I’ve recently been greenlit on Steam! This is a very recomforting news for me, as it provides me a great online platform to distribute my game. For the record, I submitted my game to Steam Greenlight one year ago, and, after 1300 positive votes from the 9000 players who checked out my game, Steam accepted to distribute it.

    This is a huge chance for me, because Steam is THE leader in online PC game distribution, reaching more than 30 millions gamers. It’s the equivalent of the AppStore for PC. Now… I have to finish the game 🙂

    II – Presentation in Paris

    And more recently, I’ve been kindly invited in Paris by my old school friend Jesse to talk about my job at the Gamelier, a weekly meeting about video game creation. So I made a little talk session about being an indie, and how my everyday life is. So, for the curious people, here’s the video IN FRENCH:

    I hope you’ll find something interesting in there!

     

  • May 2015 Demo

    May 2015 Demo

    And here is the last demo of A Thief Melody, a 3D cartoon adventure/stealth game with a contemplative atmosphere, somewhere between “Zelda” and “Beyond Good and Evil”. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

     

    Survey: Don’t forget to complete the online survey after playing the game!
    Bug hunt: As usual, contact me for bugs or any feedback.
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!

    What’s new since the last demo?

    You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release, which won’t be visible in this demo (especially new content).

    The main new things I’ve done since December are:

    Content

    • 3 new levels: Desert pagoda, Aqualums counsellor villa, Water Dojo, and a prototype for the slingshot Dojo.
    • 2 new bosses + physics optimisation: Sand and Water guardians
    • new items: rocks, plants/vegetation, doors, windows, kitchen items, stained glass, ramps, lights…
    • new title and logo
    • updated design of the robots and the guild guys
    • light rigs for new levels
    • new climbing moves and new item: the magnetic gauntlet
    • update of climbing tutorial
    • update of vegetation shader for a better wind effect
    • update of Zephyr Island
    • update of the main character: assymetric hair, holster for the bo, magnetic gauntlet and graple armlet
    • mini cutscenes for some of the switch mechanics
    • music selection menu for the flute item

    Code & optimisation

    • upgrade to Unity 5
    • upgrade to DirectX 11
    • upgrade to deferred shading, which enables lots of active lights at the same time
    • shader bug fixes among which reflected fog in water
    • physics and clothes bug fixes
    • creation of 2D and 3D noise texture for various effects (vegetation, smart auto uv mapping, …)
    • better cutscene and dialogs coding
    • big physics collision matrix optimisation
    • big reflection optimisation by disabling shadows and point lights with forward rendering
    • animation optimization for lianas, ropes and chains
    • gameplay mechanics code factorisation
    • update of all mechanics in Blender levels to take into account the code refactorisation
    • draw call optimisation for new levels
    • armature animation optimisation for pirates and guards
    • new official landing page for the game
    • lots lots lots of minor bug fixes.

     

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:

    • Environments are still a bit empty
    • Some sounds must be re-designed
    • The game lacks some music/sounds
    • Some camera moves are a bit harsh

    Controls

     

    • ZQSD or WASD: move the character. It’s both AZERTY and QWERTY compatible
    • Space: jump and climb
    • Shift: crouch, fall and block
    • Mouse move: move the camera
    • E: weapon selection menu
    • Left click: main weapon (Bo) or contextual action
    • Right click: secondary weapon
    • Tab: inventory/map/missions

    Have fun! Peace!

     

  • “World of Thieves” becomes “A Thief Melody”

    “World of Thieves” becomes “A Thief Melody”

    Hi there!

    It’s been a while since the last post… I must post more often!

    I – New Name

    OK so the first and main news is that World of Thieves (which was a temporary name… ) will now be known as

    Yes! This will be the new official logo/title of the game.

    I spent quite sometime thinking whether I should change the name or not… And finally I thought that “World of Thieves” might not be very well suited for a game where you don’t see that many thieves. Plus, I wanted something that conveyed the idea of music, because I like it, and moreover because it will be a part of the gameplay, and maybe of the story too.

    I wanted an efficient and simple visual, and I hope this one is clear enough. And as you might get it from the picture, yes, the hero will be able to play the flute.

    II – New Site

    Well… not a whole new site! I can’t afford to make a new site for each post 😉
    I recently watched a conference about “marketing for indies with 0$ budget” from Emmy Jonassen (aka Indie Game Girl). Here, for the curious guys: https://www.youtube.com/watch?v=SkEQtMP2CuA

    I already read a lot about the subject, but having a new name and new screenshots, it motivated me to create a real “official” landing page for “A Thief Melody” (Yes, get used to it). From now on, it will be the default page for the “Oneiric Worlds” website:

    www.oneiricworlds.com

     

    Or you can use the “A Thief Melody” menu on the header. (Don’t worry you can still get to the dev blog from this new homepage).

    Basically, there are dowload links to get the latest demo (which is always the same by the way), social network links and a few screenshots and info about the game. I also plan to add a trailer, but I still have to create it, so this will be for later.

    Until now, the Dev Blog was the homepage, and the somehow chaotic and numerous information might have got most of the visitors confused about the game, especially if their are not into tech stuff.

    So, I hope this page is clear enough to get a good overview of the game. Tell me what you think about it!

    III – New Networks

    If you watched the above web page, you might have noticed new icons for social networks if you want to get the latest news: Twitter and Google +.
    I’m not sure if I’ll be able to post everything on all the communities, but I’ll give it a try, see how many people respond to it/are interested, and see what I can handle.

    The thing is, old school RSS and mail subscriptions are not that many (but a big thanks to you guys, who were the first followers!), and I reach more people through sites like Facebook or IndieDB, which are easier for people to follow.

    And of course, these accounts are new, so there is not much to read at the moment, but I will repost at least every blog article and new demos on these sites.

    OK so this was a post mostly centered on communication and marketing stuff, but don’t worry, I still work on the tech and artistic side and the game is slowy improving. Check out the last screenshots on the new homepage! More on that on another post!

    Peace, and thanks for your support.

     

  • Christmas 2014 Demo

    Christmas 2014 Demo

    And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zeldaand Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

     

    Survey: Don’t forget to complete the online survey after playing the game!
    Bug hunt: As usual, contact me for bugs or any feedback.
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!

    MAC OS X and Linux are back

    It’s been a while since I haven’t posted a release for MacOS and Linux, so here they are! I recently optimized the demo filesize, so I can post 3 downloads again.

    • Linux

    Under Linux, you have to change the execution rights on the game file:
    chmod +x worldOfThieves.x86

    If you use this 32-bit version of the game on a 64-bit operating system,
    you may also have to install 32-bit libraries.
    I was successful with the following commands:
    On Ubuntu:
    sudo apt-get install ia-libs
    On Fedora:
    yum install libstdc++.x86
    … which doesn’t seem to be the exact same thing. But it did the trick for me.

    By the way, I noticed the game is really slow on my Linux systems. It was only playable with the lowest quality settings possible. Maybe this is due to my graphic drivers, but I’ll have to test further. It even crashed at the beginning of the pirate warehouse level. Don’t hesitate to tell me if you experiment such problems.

    • Mac OS

    Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
    So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!

    What’s new since the last demo?

    You have to know the demo quests are more or less final at the moment. The next official demos (including this one) will only provide bug fixes and graphics/sound/music enhancement. I now focus my work on adding levels and quests for the final release.

    The main new things (most of which can’t be seen in the demo) are:

    • new animals: geckos and fennec fox
    • new characters: Turtle Master on Aqualums, Rodrig the retired pirate on Zephyr Island, both with full dialog tree and quests.
    • new enemies: guards and robots (still prototype)
    • new flower: lilypads
    • optimisation on my tools for level edition
    • automatic tests on very usual mistakes I tend to repeat on each release (systematic non-regression tests)
    • more avatars/images completed
    • dialogs can now use a dynamic camera
    • sun lens flares
    • use of real-time clothe animation for pirates headbands and guards hat
    • heavy optimisation on grass rendering, ia code, dynamic loading zones
    • optimized texture sizes, resulting in 50% smaller game files
    • use of deferred rendering which slightly boosts the framerate
    • trails appear when the player falls for a long time
    • saving the game now displays a screenshot
    • whole new level: mines, with a bunch of new textures and props, effects and gameplay items…
    • new island (quite empty at the moment) with its own dynamic skybox/light rig
    • design and integration of the 1st boss!
    • map display can now manage multiple floor levels
    • a few more props: bed, various jars, metal crates, books, plants at Iris’,
    • new gameplay items: mine trolleys, lasers, energy-based switches, energy capsules, …
    • bug fix on various shaders with depth-of-field effect
    • bug fix on several enemy freezes
    • various bug fixes on switchs/platforms dependency and state save (I bet there are still some of them in there…)
    • lots lots lots of minor bug fixes.

    I spent quite some time trying to port every shader to DirectX 11, but I still have graphical artifacts despite the better overall performances.

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:

    • Environments are still a bit empty
    • Some sounds must be re-designed
    • The game lacks some music/sounds
    • You won’t always know what switches activate especially in the Bo Trial Dungeon)… Try to understand 🙂
    • Some pirates may not be as aggressive as before in the pirate warehouse level.

    Controls

     

    • ZQSD or WASD: move the character. It’s both AZERTY and QWERTY compatible
    • Space: jump and climb
    • Shift: crouch, fall and block
    • Mouse move: move the camera
    • E: weapon selection menu
    • Left click: main weapon (Bo) or contextual action
    • Right click: secondary weapon
    • Tab: inventory/map/missions

    Have fun! Peace!

  • October 2014 Demo

    October 2014 Demo

    And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zeldaand Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

    Download for Windows

    All downloads are 32-bits 

    Survey: Don’t forget to complete the online survey after playing the game!
    Bug hunt: As usual, contact me for bugs or any feedback.
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!

    No MAC OS or Linux ?

    The demo filesize is getting bigger and bigger on every new release. That’s why I only share the Windows demo on this post. If you’re really interested in Linux/MacOS demos, send me a mail/comment/contact form/whatever to tell me. But the final release will be on Windows, MacOS and Linux.

    What’s new since the last demo?

    The main new things are:

    • A few concepts/tries for a villa design (new level) (not in the demo)
    • Better HUD effects and lighting for pickable items
    • 3 new aquatic animals (not in the demo)
    • 1 “boss theme” music (not in the demo)
    • 1 new level in the thief Guild (that was quite long…)
    • New props: jars, rocks, decals, water particles …
    • Lia’s quest is now only available after the pirate level
    • Enemies and breakable items now generate power ups.
    • A few additional dialog lines
    • Better map display with local and global/world view, taking into acount map items.
    • Lots of bug fixes:input priority fix while on the turtle back, recoding of switch mechanics enabling the activation of various gameplay blocks (platforms, doors, …) with multiple links, bug fix of annoying auto-slide when trying to climb on a wall edge, smoother transition from slide to jump, better scene bounds computation for nav graph generation, …

     

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:

    • A little display bug when you get the package from Reno, near the end of the demo
    • Some of the enemies might get “stuck” on a wall in the dungeon of the “Bo Trial”
    • Environments are still a bit empty
    • Some sounds must be re-designed
    • You won’t always know what switches activate especially in the Bo Trial Dungeon)… Try to understand 🙂

    Controls

     

    • ZQSD or WASD: move the character. It’s both AZERTY and QWERTY compatible
    • Space: jump and climb
    • Shift: crouch, fall and block
    • Mouse move: move the camera
    • E: weapon selection menu
    • Left click: main weapon (Bo) or contextual action
    • Right click: secondary weapon
    • Tab: inventory/map/missions

    Have fun! Peace!

  • August 2014 Demo

    August 2014 Demo

    And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zeldaand Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

    Download for Windows

    All downloads are 32-bits 

    Survey: Don’t forget to complete the online survey after playing the game!
    Bug hunt: As usual, contact me for bugs or any feedback.
    Get all the news: if you don’t want to miss anything, subscribe, or follow me on facebook!

    Beware!

    If you complete Lia’s quest, this will take you to the end of the demo. You may want to wander around and find other quests before completing this one.

    Furthermore, demo filesize is getting bigger and bigger on every new release. That’s why I only share the Windows demo on this post. If you’re really interested in Linux/MacOS demos, send me a mail/comment/contact form/whatever to tell me.

    What’s new since the last demo?

    The main new things are:

    • New GUI/HUD design for the Link menu
    • 3 new menu items for collectibles in the Link menu: flowers, animals and paintings (not all in the demo)
    • 6 animals to cure (only 1 in the demo)
    • Better weapon control explanation in the Link menu
    • Better item pictures in the Link menu
    • Apples can now be stored and used from the item wheel menu
    • Better visual effects on bomb explosion (not in the demo)
    • Better visual effects on Bo mega attack charge
    • New item: magnetic arrow/bow
    • Enemies sometimes drop items
    • 3 new characters: Lia, Garnet and Iris
    • 1 new place: Aqualums (not playable in the demo, but you can see it). See the dedicated post here.
    • 1 place re-design: Zephyr Island (formerly Tera) including huge windmills, beaches and stone houses
    • Skybox re-design with dawn and dusk variations and better clouds
    • Sun and cloud color variations following day/night cycle
    • New animated banner for the website
    • New presentation cutscene on Eagle Islands
    • New cutscene on Aqualums Island
    • Most of the cutscenes can now be skipped (mouse click)
    • 3 new musics: 2 for Aqualums, 1 for Eagle Islands
    • Better audio mixing and mastering of musics
    • New credits screen
    • New sidequests: collecting flowers and curing animals (partially in the demo)
    • Lots of bug fixes: character now disappears when the camera is too close, no aiming animation for range weapons if no ammo, swinging lanterns can now be parented to moving platforms, giant windmills still turn when looked at from far away, better scene structure for dynamic loading, and many other things you won’t even notice 😉

     

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:

    • The color of the slingshot target is not always accurate depending on what you aim.
    • Completing Lia’s quest directly leads to the end of the demo. You may want to postpone this one.
    • Environments are still a bit empty.

    Controls

     

    • ZQSD or WASD: move the character. It’s both AZERTY and QWERTY compatible
    • Space: jump and climb
    • Shift: crouch and block
    • Mouse move: move the camera
    • E: weapon selection menu
    • Left click: main weapon (Bo) or contextual action
    • Right click: secondary weapon
    • Tab: inventory/map/missions

    Have fun! Peace!

  • Aqualums, the main island

    Aqualums, the main island

    Hi there!

    It’s been a while since I haven’t posted anything game-dev related. But, don’t worry, I won’t write a very technical article this time. I’ll just speak about a new content in the game: Aqualums, the main island (which is NOT the hero home, on which I still have to work by the way…)

    I – Concept

    So, for this new island, I had a precise idea in mind. I made some concept works using any tool I thought was good for the job: this included a textual description (in a text document), a color scheme and a logical/quest plan (in Inkscape), a digital concept art and a few traditional paper sketches. This is all very rough, but I wanted to have some kind of basis to set the mood. The goal is not to be perfect at this stage.

    So here are a few snapshots of my base material (in French for the text, sorry):

    20140703_aqualums

    Of course, a real concept artist would be horrified by this… Everything is loose, perspective is off, and texts are full of mistakes. BUT, this gives me a good idea of the way I want to go. And I don’t have the time to make it better anyways :p.

     

    II – Prototyping

    So right after this, I jumped into the “blocking” phase: the goal is simply to create ugly 3D blocks to check the dimensions and proportions of the island. Not very pretty, but very useful to make the first tests in the game and “feel” the level.

    Here’s how it looks in the game:

    20140625_114932[1]

    The block level. If you look carefully, you may spot 3D texts here and there. It’s just a hint (for me) to know what I’ll put there in the final graphics.

    In this stage, I can also check the masses and forms of the buildings and see if there are mainly good visual compositions from the player point of view. The camera/player moves of course, but I just check that there aren’t any ugly/unbalanced spots. I also tried to avoid a too square-y plan of the city.

    III – Finalizing

    And once everything seems OK, I start to create the final graphics, using textures, and finer 3D modelisation:

    20140626_modelisationAqualums

    The island during the refining step: some blocks are still there, but I slowly replace them by cartoonish houses (with no windows at this point)

    This process is very long! And lucky for me, I already had a lot of wood and stone textures as well as nice wood pontoons from the previous levels. Of course, I reused some of the items, but not all of them! I don’t want this island to have the same look as the other ones. So I also had to create new items: bridges, carpets, a tree, small boats, paper lanterns… There are currently 1300 objets in this level… for now.

    The thing is, creating a graphical appearance is good, but this is not enough for a game. I must specify other properties for some of the elements in there: Is it solid? Can the hero collide with it? Does it move? If yes, how?

    And some elements have a complex appearance/rendering stage (the tree for example), so, in the end, I also had to code additionnal stuff to create a believable city in the game: flying leaves around the tree, occasional halo around swinging lanterns, and of course, I had to optimize everything to make it run smoothly enough. Because, I’ll have to add characters on top of that.

    And the final look is like this:

    20140630_200655[1]

    20140630_200737[1]
    Soooo finally, this took me nearly a week of work (I only talk about blocking and finalizing; concepts were done long before and went through a lot of changes). But, at this point, you can’t do anything in this city, except walk/climb around. And you can’t go inside any of the buildings. Useless, isn’t it?

    IV – Other stuff

    In addition to this new island, I also worked on various stuff, including (but not limited to):

    • A redesign of the “Link” menu with a better inventory,  map navigation and other surprises
    • A redesign of some weapons (slingshot and bow)
    • New items: a magnetic bow and a flute
    • A new character giving a “collecting” sidequest
    • A very big ocean animal to track (more on that later)
    • Better smoke effects on bombs,
    • 2 new musics for ocean exploration and for the Eagle Islands
    • And more recently a new sky/cloud system. By the way, the city above looks like this now:
    20140703_185343[1] 20140703_185633[1] 20140703_184024[1] 20140703_185411[1] 20140703_204143[1]
    Yes you can ride a turtle in the canals of the city.

    In the end, it’s kinda cool to see that I started with a simple text paragraph describing the city and it’s finally taking shape! But the work is not finished yet…

    So that’s all for today!
    Peace 🙂

  • Presentation in secondary school

    Presentation in secondary school

    Hi there,

    This is just a quick post to share a little presentation I made in a secondary school to introduce the job of “game developer” to young guys between 11 et 15 years old. By the way, thanks a lot to my friend Mathieu for inviting me and thanks also to his colleague Richard! And of course, thanks a lot to all the pupils of the computer science club of Jacqueline Auriol school in Villeneuve for their enthusiam.
    It was really fun to discuss with them. It’s quite funny to see that they had the exact same questions I had in mind when I was their age…

    For the curious guys out there, I share my presentation here below:

    http://www.oneiricworlds.com/siteResources/presentation/creationJeuVideo.pdf

    It’s in French and it’s a very introductory/simple presentation, but if it can be of some interest to somebody…
    And surprisingly enough, it was quite difficult to prepare this presentation, because I had so much to say, but I had to simplify a lot the complexity of the problem to make it understandable for teenagers. A very interesting exercise!

    Apart from that, I still work on my game of course. But more on that later!

    Peace!

  • May 2014 Demo

    May 2014 Demo

    And here is the last demo of World of Thieves, a 3D adventure/stealth game between “Zeldaand Beyond Good and Evil“. Don’t hesitate to test/share/reblog/comment/like if you want to help me!

    Survey: Don’t forget to complete the online survey after playing the game!
    Bug hunt: As usual, contact me for bugs or any feedback.
    Get all the news: if you don’t want to miss anything, subscribe!

    Install Notes

     

    • Linux

    Under Linux, you have to change the execution rights on the game file:
    chmod +x worldOfThieves.x86

    If you use this 32-bit version of the game on a 64-bit operating system,
    you may also have to install 32-bit libraries.
    I was successful with the following commands:
    On Ubuntu:
    sudo apt-get install ia-libs
    On Fedora:
    yum install libstdc++.x86
    … which doesn’t seem to be the exact same thing. But it did the trick for me.

    By the way, I noticed the game is really slow on my Linux systems. It was only playable with the lowest quality settings possible. Maybe this is due to my graphic drivers, but I’ll have to test further. It even crashed at the beginning of the pirate warehouse level. Don’t hesitate to tell me if you experiment such problems.

    • Mac OS

    Haha… I didn’t test on Mac, because I don’t have a Mac. But the beauty of Unity is that I can release on Mac from a Windows system anyway.
    So, if Mac users out there want to give it a try and tell me what’s wrong (or what’s right, hopefully 😉 ), you’re most welcome!

    What’s new since the last demo?

    A lot less than for the last demo, since it’s been only 1 month since then. And it’s still a lot of “core invisible thankless” stuff:

    • different font for dialogs and HUD/GUI
    • slow motion to accentuate the character KO/game over
    • big jump landing animation
    • turtle travelling (see the detailed last post) with various feedback effects (not in the demo)
    • cyclic/infinite map (not in the demo)
    • floating barrels and crates that can be crashed by the turtle (not in the demo)
    • new barrel design
    • moving platforms (not in the demo)
    • better visual feedback when curing animals (not in the demo)
    • recoding/debugging of the slide movement on slopes when the character can’t climb (I bet you didn’t even notice that the character could slide, did you?)
    • lots of bug fixes on the climbing and graple aiming algorithm
    • bug fix on the water splashes when the character falls into water
    • bombs can hit the player (not in the demo)
    • lots of optimisations on animals and pirates reducing the computation time by 70%
    • other optimisation on various objects, making the game running smoother
    • lots lots lots of “minor” bug fixes:  music volume transitions, avoid sound saturation, avoid slow camera moves when fastest render quality is selectionned, fixed locally inverted image on several graphical effects under Linux, better state transitions for the player, better gamepad compatibility during weapon selection, switch activation from slingshot, many other fixes…

     

    What’s broken ?

    You didn’t expect everything to work perfectly, did you? I’m aware of a few bugs/regressions:

    • The inventory is not fully functionnal yet: you have to use the keyboard to change the current page (missions/inventory/map) but the mouse to select items inside each page. And sometimes the current page changes when you click somewhere else.
    • The color of the slingshot target is not always accurate depending on what you aim.

    Controls

     

    • ZQSD or WASD: move the character. It’s both AZERTY and QWERTY compatible
    • Space: jump and climb
    • Shift: crouch and block
    • Mouse move: move the camera
    • E: weapon selection menu(useless in this demo)
    • Left click: main weapon (Bo) or contextual action
    • Right click: secondary weapon
    • Tab: inventory/map/missions

    Have fun! Peace!

  • Turtle travelling

    Turtle travelling

    Hello everyone,

    These last days, I’ve been working on 2 new features in the game:

    • Travelling on the back of a turtle
    • Having a cyclic world (well, technically, this is a torus)

    OK, these 2 features are slightly linked…

    I – The Turtle

    At some point in the game, the player can travel the whole world without restriction. Of course, this means he can’t only swim because it would be waaaaay too slow. So I wanted to create a cool means of travelling… and, thinking about my creation creed “freedom, humour, oneiric”, I chose to make him ride a turtle! I first created the 3D model in Blender and the texture in GIMP as usual.

    Another texture far from optimized…
    But creating a new feature is not that easy. A lot of questions are raised about this turtle:
    • How is it controlled?
    • How fast should it be? How long would a player travel between islands without being bored? How can I reconcile this with the minimum necessary distance between islands to be sure that I don’t clutter memory or slow down the game?
    • Can the player use items while being on the turtle back? If yes, which ones?
    • Can the player jump? Or crouch? Is it interesting/useless?
    • How can the player switch from the turtle riding to swimming?
    I didn’t answer to all of these questions, but I made a few choices.
    I implemented the same kind of controls for the turtle as for the player.
    Using the Bo (the melee weapon) seemed kind of useless on the turtle’s back. Range weapons, however, can be interesting for water fights. The problem is that shooting from the turtle back at high speed gives the impression that all projectiles are very slow in comparison… It’s even possible for the turtle to be faster than an arrow.
    So I set up 2 different travelling speeds:
    • At low speed, the player can shoot
    • At higher speed, no shooting is possible, but the turtle can quickly travel between islands.
    The turtle in-game.
    In order to give more feedback to the player while travelling on the turtle, I used lots of little tricks:
    • Foam and ripples behind the turtle
    • Little water splashes
    • Random bigger water splashes
    • Water trail behind the fins
    And for the highest speed
    • Wind trails around the turtle
    • Shorter camera focal length
    • Fish eye effect to accentuate the speed feel
    And in both cases, additionnal turtles randomly spawn around to accompany the player for a few seconds. This gives a bit of life to the travel!
    Riding turtles!

     

    II – Cyclic world

    If the player can go everywhere on his turtle, this raises the question of the world limits. I can simply put some kind of uncrossable wall/mountain/obstacle at the edge of the map, but I don’t like this idea. It goes against the freedom feeling I want to give to the player.
    So I chose to make a cyclic/tile-able world. The idea is that if the player leaves the map on a side, it re-appears on the other side. Basically, this is a “simple” translation of the player. However, there is a lot of other objects to “teleport” to the other side of the map: particle effects around the turtle, other turtles, all the projectiles that the player can shoot, and of course the camera, which is a bit tricky, because it has a very smooth movement based on previous position and velocity that I must recompute after teleportation.
    Another problem is that there is a specific kind of object that I can’t translate: trails… because they are dynamically computed in the world space and I can’t access the information of vertex position (this is a limitation of Unity, I guess because it is cached in the GPU in some way). So I can’t move them, and I can’t recreate them on the other side of the map by copying and translating vertex positions.
    If I don’t teleport the trails, this creates a very visible glitch during teleportation: they suddenly disappear. I finally chose to make them disappear progressively while the player approaches the map border, which is hardly noticeable.
    If the player sails exactly on a border, a new problem appears: I don’t want to teleport him on nearly every frame (this can be a heavy operation depending on the number of objects to teleport). So, I wait for the player to go past X meters beyond the map border before teleporting him to X meter inside the opposite map border. This creates an “hysteresis” behaviour which prevents multiple teleportation calls and drastically improves the frame rate on map edges.
    Additionally, instantly teleporting the player and the camera can create a break in the ocean animation. To avoid this behaviour, I had to carefully tune all ocean texture scales to be sure the global period matches the world size, but at the same time I wanted to avoid obvious repetitions… Another compromise to make by playing with prime numbers!
    I also had to work on a few other “little” things: adding wave/water sound while moving the turtle, creating the “horn” sound which is used to call the turtle (this will be justified in the story), collision tests with islands, … I can’t talk about everything here!
    And here’s how it feels at the moment:

    You can notice the cyclic world thanks to the basic grass square island. Of course, in the end game, it will be real islands. This is only a technical test.
    Finally, riding the turtle is kinda cool! Of course, I should add more objects on the ocean to give it more life (floating barrels, plants, barges, boats, fishes, and other sea animals), but, each time, I’ll have to deal with the teleportation problem. I’ll also have to carefully position islands far enough from the map edges so that they won’t suddenly appear when the player is teleported.
    See you next time!
    Peace!