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Category: Demo

  • Surprise Game & Level Design

    Surprise Game & Level Design

    Hi there!

    September has passed, and it’s time for a little summary. What’s new this month?

    I – Marketing

    I’m still focusing on marketing with ads on Reddit and festival applications. The ads are yielding some results, and I’ve reached 3000 wishlists for the game. It’s not bad, but if I want the game to have a chance to succeed, I must aim for at least 10,000 wishlists. So, there’s still a lot of work to do!

    I’ve also spent some time tracking similar games that streamers have played in the last few months to reach out to them. Hopefully, this should happen in the next few weeks.

    Luckily, since the demo came out, some streamers spontaneously played the game (here, here or here or here), and were quite positive. However, it didn’t reach a super large audience. Nonetheless, it’s always comforting to see people play and enjoy my game!

    II – New Little Game

    And now, a little surprise! This summer, I took a detour from Zefyr and worked on some small projects (as I usually do during holidays). This time, I worked on “Splash Kids”, a co-op game about my family recoloring a gray city and fighting the Zombie-pocalypse. It’s a mix of Splatoon and Zombies Kids. I created this game as a gift for my (numerous) nephews. It was a lot of fun to work on and allowed me to experiment with new techniques and systems:

    • A customizable avatar generation system
    • General-purpose GPU computing (GP-GPU) for map coloring
    • Custom GPU instancing with tweening shader animation for vegetation

    This was super interesting from a technical perspective, and I believe the final game was well-received. It’s completely free, and you can check it out here: https://oneiricworlds.itch.io/family

    III – Classes & Level Editor

    Over the past few weeks, I’ve been conducting classes on Game Design and Level Design. Consequently, progress on Zefyr has slowed down a bit. However, during this time, I dedicated some effort to develop a tool to enhance and streamline level design. I’m not entirely certain about its potential, as the mathematical aspects are more complex than expected. Nevertheless, I sense some promising possibilities.

    Here’s the idea: envision something like Townscraper, but with the ability to control the base grid. Artists can provide simple, independent 3D tiles for the level designer to swiftly paint a semi-procedural 3D city (or any kind of level actually). This could be useful for rapid prototyping (which I’ve noticed consumes a lot of my time). While I think similar tools exist for regular quad grids, there’s a gap for completely customizable topologies. If this tool proves successful, I’ll use it for many of my projects, and hopefully, others can benefit from it as well.

    Currently, it’s in a very early stage, quite rudimentary, buggy, and not very intuitive. Nonetheless, here’s a glimpse of what it looks like:

    Roads (main topology lines) are built from a flowmap (or tensor field for math people) that the user can manually draw

    Automatic quadrangulation/triangulation for concav inner parts. Far from perfect, but we’ll get there.

    And that concludes this month’s update. As always, thank you immensely for your ongoing support! If you want to support me financially (if you don’t already) you can check out my Patreon. Thanks a loooooot !

    Catch you soon and take care! Peace!

  • 🎺Zefyr Demo is out 🎉

    🎺Zefyr Demo is out 🎉

    Yaaaaaaaay ! 🎉🎉🎉

    Here it is! Finally! The demo of Zefyr: A Thief’s Melody is now available on the Steam Page:

    https://store.steampowered.com/app/1344990

    I really hope you’ll like it! If you want to help me spread the news, you can retweet this: https://twitter.com/oneiricworlds/status/1683458751490039809

    Don’t hesitate to stream it, share it to the world, ask your favorite youtuber or twitcher to play it, write an article about it on reddit… Whatever you can think of to help spread the news!

    Thanks a lot for the support!

    And that’s all for this short, but super important news!

  • Trailer, Demo coming & free jam game

    Trailer, Demo coming & free jam game

    Hello there,

    Another month has passed, and with it, a few improvements to the game and other stuff. Let’s start with…

    I – The Technical Part

    Firstly, the saves are now encrypted, which prevents “easy cheating.” For example, manually editing the save files with a text editor to add unlimited ammo for the player. Now, the save files are encoded in binary after a basic cipher. While this won’t stop super hackers from doing what they want, it should deter a good percentage of cheaters.

    I also took some time to upgrade the “Ocean Heart” level, adding vegetation, waterfalls, and various rewards. This is intended to be a bonus level that players have to discover themselves.

    II – Official Demo

    Now, for a BIG milestone: I’ve prepared the final build for the demo, which will be released on:

    July 24th, 2023

    …during a Steam festival. Hopefully, this will generate more visibility and attract more people to discover the game. So mark your calendars for July 24th.

    III – Communication

    Lately, I’ve been focusing on improving communication, as it is crucial to spread the word. I now have an official “reveal” trailer that you can check out here:

    https://youtu.be/IIMUZESx4cw

    Next week, I plan to issue a press release to share it with the world. This should hopefully result in some press articles.

    I’ve also submitted the game to two more video game festivals, although I haven’t been successful yet.

    Finally, I’m still actively sharing my work on Reddit through ads and regular posts. One of my posts performed well in a Mexican subreddit. It really forces me to practice my Spanish.

    IV – Break & little free game

    As you may know, from time to time, I like to take a few days off working on smaller projects to test ideas and technologies. I have previously shared a few games I created in the past years:

    This time, I participated in a game jam with the theme “Pepper & Carrot.” If you’re not familiar, it’s a free and open-source webcomic about a little witch and her cat created by David Revoy. You can check it out here: https://www.peppercarrot.com/en/

    The goal was to make a game set in the universe of the webcomic. I really wanted to focus on two main things:

    • Achieving a “hand-painted” look
    • Experimenting with new techniques for vegetation rendering that I could potentially use in my other games.

    So here’s the final game if you’d like to give it a try (it’s better played with a gamepad): https://oneiricworlds.itch.io/pepper-carrot-potion-of-flight

    And here’s what it looks like.

    It’s completely free, but don’t expect too much from it as it was made in just one week.

    By the way, for the first time, I also participated in “live dev” streaming sessions on Twitch (I was invited by a friend). So if you want to see me work and hear me struggle to speak English, check it out here: https://www.twitch.tv/videos/1864781457. (Maybe twitch will remove it in a few days)

    And that’s all for this update.

    Take care, peace!

  • Massive Update for Slide – Animal Race

    Massive Update for Slide – Animal Race

    Hello everyone,

    After a few months of additionnal work on Slide – Animal Race, here is a MASSIVE update! I tried to listen to all the feedback you gave me. I hope you’ll like it!

    Main improvements:

    • 4 new tracks (Ocre Canyon, The Wave, Boreal Whales, Smooth Dunes) (10 tracks total)
    • 2 new characters (Raccoon & Eagle) (8 animals total)
    • 12 concurrents on each track
    • Relooking of minimap icons
    • New & more understandable victory screen with race timings
    • AI reworking for a better difficulty balance
    • A new track for the demo (Diplodocus Desert instead of Dragons of Aurora)
    • A WebGL demo build playable directly in your browser (limited & not as smooth as the desktop ones however, due to technical constraints) available on Itch.io

    Other improvements:

    • Nice smoke FX in desert races
    • Sound & music rebalancing
    • Larger tracks for the difficult levels Pirate Cove & Dragons of Aurora
    • Fix lots of bad respawn bugs
    • Breakable lanterns in Lantern Festival
    • Readability improvements: black outline on animals, remove useless random FX, rework assets positioning on some tracks
    • Better gravity and orientation management during jumps
    • Nicer animal selection screen
    • Improvement of some animal models
    • Thin black line to separate each player subscreen
    • Slight gameplay adjustment on slowing grass, bombs & lightning
    • Polish on some feedback (slowing grass, lightning & speeder)
    • Many fixes & optimisations

    Of course, it’s not finished, I plan to add more content in the future (tracks, animals, maybe game modes…).

    But for now, the price stays the same!

    You can check all this (new demo or full game) on Steam or Itch.io

    If you like all this, don’t hesitate to leave a review on the stores, it helps a lot!

    Peace!

    As a bonus, here are a few screens of the updates:

  • Silent Night & Demo

    Silent Night & Demo

    Hello everyone!

    If you’re following me on social networks, maybe you’ve already seen this, but just in case…

    Remember my last post talking about how I should (and do actually) create little games aside from my big one “Ekko – A Thief’s Melody”? Well, here’s a new comer: Silent Night

    It’s a simple game where you play as Santa delivering presents on his sleigh during Christmas Eve. Here’s what it looks like in action:

    Deliver all the presents!

    It’s an endless scoring arcade game with procedurally generated levels. The idea is to perform smart moves to maximize your score without crashing. The more you chain deliveries, the more combos you get. The more combos, the more points. Plus there are a few trick moves to get additionnal points. But actually, nothing is mandatory. You can just deliver the presents without bothering about the score and enjoy the Silent Night.

    The controls are super simple and are compatible with keyboard/mouse/controller/touchpads.

    So here’s a demo of Silent Night, the little chill game where you ride Santa’s sleigh and control the reindeers. I was waiting for the “Steam Next Fest” (starting on October, 1st) event to publish it, which gives a little more visibility to small indies like me.

    The demo is totally free, so don’t hesitate to:

    And don’t hesitate to wishlist it (even if you don’t buy it later), that really helps me to stand out in the mystic Steam algorithm. I will release the full game… a few days before Christmas of course.

    If you’re not into Steam, I’ve got you covered! There’s an online Web version on itch.io here: https://oneiricworlds.itch.io/silent-night

    I hope you’ll like it!

  • A new Hide n Seek Game + Demo

    A new Hide n Seek Game + Demo

    If you follow me on twitter, you may have seen some screens of a new game/experiment I’ve been working on. It’s now called “The Great Hide n Seek Expawdition” and it has a Steam page here:

    And a playable demo is coming for the Steam Next Fest (formerly Steam Summer festival) on June 16th! Don’t forget to wishlist the game to be notified.

    Here’s what it looks like:

    Yes, you’ll have to find many babies all around

    Actually, I started working on it a few summers ago, during my more or less traditional “A Thief’s Melody break”. And I thought this little game wouldn’t need much more work to become a full game on its own.

    What’s the pitch?

    “A chill find-them-all game with roguelite elements and local coop for little and big kids. Find all the animal babies that went hiding away in the forest. Play as a raccoon dad or a rabbit mum, explore the environments, find hidden treasures and bring everybody home.”

    It has procedural environments, a few animals and biomes to unlock, and splitscreen multiplayer.

    A cool technical feature: Voronoi splitscreen multiplayer. It was quite a blast to code 😀
    Day/Night variations
    White rabbits in white snow… You like a challenge?

    A New Game? Why?

    After releasing Slide, Animal Race, I discovered that it’s not that easy to make a living from creating video games. The game performed quite poorly despite all the energy I put both in the creation and in the marketing. I wasn’t expecting a hit of course, but it’s still below my worst expectations. So I thought it would be wise to make a few more little games on the go while still working on A Thief’s Melody, to have a better business experience and hopefully a greater community following my work before I fully release A Thief’s Melody.

    Many Projects at the same time

    So yes, I guess from now on I’ll have to work on my main project (A Thief’s Melody) and also on many little “side projects” here and there, to avoid putting all my eggs in the same basket. Don’t worry, I try to keep these games small. As a matter of fact, this one should be developed in less than 3 monthes.

    I hope you’ll like it! Stay tunes for news about A Thief’s Melody… among other things.

    Peace! Take care.

  • Slide Demos on Itch.io

    Slide Demos on Itch.io

    Hello everyone!

    As said in the title, you can now have access to 🐢 Slide 🐬demos for Linux and Windows on Itch.io. And they are absolutely free!

    I – Demo!

    The demo features:

    • A track in the clouds with nearby auroras
    • A cute turtle to ride
    • Up to 4 local players in splitscreen

    II – Updates

    Since last time, a few things have changed:

    • Keyboard controls are more friendly (arrows for player 1, WASD|ZQSD for player 2)
    • Fixed UI sound level not affected by settings
    • Packaged Linux build
    • Auto deployment on itch.io with a simple click (super useful for updates).

    III – Communication

    Regarding the game, it’s not that much. However, I’ve spent a loooooot of time preparing the communication around the game:

    • Creation of Itch.io & Steam page
    • Creation of a trailer
    • Creation of a presskit
    • Creation of all promotional material & artwork
    • Contacting press & streamers
    • Creation of custom tools to handle mailing & contacts

    And wow! That was really more complicated & time consuming than I imagined.

    And that’s all! I hope you’ll like the demos. Don’t hesitate to give me feedback, that will help me to improve the game. And, as always, you can

    That’s probably what would help the most.

    Peace, and take care!

  • News & Surprise Demo

    News & Surprise Demo

    Hello everyone,

    It’s been a long time (and I say that on almost every post, but this time, I truly break records!), but I’ve been super busy… And as it seems we’ll all stay at home for a while (at least for a majority of people), I thought I could take the time to give some fresh news.

     

    I – What’s up?

    First of all, I hope that everybody’s fine and safe during this difficult and strange period…

    Then sadly, I’ve been working a little bit less on A Thief’s Melody, mainly because I have part time jobs to pay bills. However, I started to work on a mini turtle race game within the game. To sum up, it’s some kind of Mario Kart with animals that can dive. As a picture’s worth a thousand words, here are a few screens:

     

    20200304_220638
    20200331_151801
    20200331_151142
    20200331_151230

     

    I’ve been working on this mini game for the last 5 months, and, as I designed it, I got carried away, always widening the initial scope of the mini game 🙁 At some point, it reached some decent quality and minimal content and I thought it could totally be released before A Thief’s Melody as a little party game. Plus this could (hopefully) bring me some income to keep on working on a Thief’s Melody on the long run.

    So… This game is called Slide and you can test it.

     

    II – A Free Demo for you

    So the main news of this mail is that you can already play a free version of this mini game here:

     

     

    Of course this is only a demo version, but I hope you’ll like it 🙂

    Don’t hesitate to tell me what you think, and I hope that this mini game will make you have fun especially if you’re stuck at home…

    Take care, peace!

  • May 2019 Demo

    May 2019 Demo

    Hello everyone,

    Here is a new 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.

    20190509_162816

    Beware: This is the alpha (=NOT FINAL) demo of May 2019. 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 or twitter.

    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/Linux 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.

    Since March 2019, lots of improvements have been done:

    • New Sun Shaft post process
    • Camera moves sidewards when aiming
    • No more annoying character auto crouch near walls
    • No more camera auto crouch, which generates smoother moves
    • Better shading and look for bomb explosions
    • Better smoke effects
    • Graphical polish on the Pirate Warehouse (sand path shader, vegetation…)
    • Graphical polish on Zephyr Island: windmills, houses, vegetation, better readability/composition, chimney smoke, new textures and assets (stones, bush and trees)
    • New font for dialog and UI. Hopefully, it will be easier to read
    • Various control fixes
    • Many minor bug fixes
    • New dev tool to better detect unclimbable walls

     

    What’s broken ?

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

    • Controls are displayed in English, whatever language you choose.
    • Spanish is not implemented yet (even if it is choosable in the options)
    • Some assets still need work to be done or polished (Audio, Graphics, UI, Dialogs, …)
    • Some areas are still a bit empty
    • The game seems a bit dark on some devices, especially with high quality graphics that handle shadow casting. It might be some gamma issue, I’ll have to check this out.
    • Under Linux, it seems the keyboard controls sometimes get “stuck” for a few seconds… I know it’s a crazy thing to say, but it might work better with a Xbox controller :p

    Have fun! Peace!

  • March 2019 Demo

    March 2019 Demo

    Hello everyone,

    Here is a new 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.

    20190221_143016

    Beware: This is the alpha (=NOT FINAL) demo of March 2019. 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 or twitter.

    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/Linux 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.

    Since December 2018, lots of improvements have been done:

    • Fix big crashes mainly after Bo Dojo
    • Better animation timing and reactivity for enemies
    • Better fight behavior for enemies
    • Minor hero tweaks: texture, death animation, zen animation
    • Now the hero meditates when we do nothing for a while
    • The camera automatically follows the character. Much easier to play with a joypad now!
    • Addition of a game over screen
    • Creation of a procedural shader for foam rendering
    • Foam around all islands
    • Graphical polish in the Bo Dojo (stones, ivy, plants, …)
    • Graphical polish in Water Dojo (water foam, water splashes, fireflies, ligthing, fog, heavy vegetation, breaking blocks, stones, cracks, statues…)
    • Graphical polish for Aqualums Island (grass, flowers, fog…)
    • Gameplay bug fixes in Water Dojo
    • Redesign of some pickable items (maps & paintings)
    • Minor UI fixes (swim force now displayed, avatars of NPC, …)
    • Many minor bug fixes

     

    What’s broken ?

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

    • Controls are displayed in English, whatever language you choose.
    • Spanish is not implemented yet (even if it is choosable in the options)
    • Some assets still need work to be done or polished (Audio, Graphics, UI, Dialogs, …)
    • Some areas are still a bit empty
    • The game seems a bit dark on some devices, especially with high quality graphics that handle shadow casting. It might be some gamma issue, I’ll have to check this out.
    • Under Linux, it seems the keyboard controls sometimes get “stuck” for a few seconds… I know it’s a crazy thing to say, but it might work better with a Xbox controller :p

    Have fun! Peace!

  • December 2018 Demo

    December 2018 Demo

    Hello everyone,

    After the Toulouse Game Show (more on that later), I had quite some feedback and bug reports so I corrected many things on the demo. So, after many fixes…

    Here is a new 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.

    20181029_205653

    Beware: This is the alpha (=NOT FINAL) demo of December 2018. 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 or twitter.

    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/Linux 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.

    Since May 2018, lots of improvements have been done:

    • Redesign of some objects (Link, Bo, …)
    • Redesign of secondary characters (Lia, Tal, Clarisse, Archibald, Reno and more to come…)
    • Redesign of the main character: now he has a little belt floating in the wind, he can look at interesting things when you pass near them, all animations have been recreated and there are a few new ones, among which a roll move after each jump, which really smoothes the gameplay. Some more will come, this work is not finished yet.
    • Redesign of HUD targeting icons
    • you can know center the map on the character
    • Already spoken dialogs now appear on a different color (not sure if I’ll keep it or not…)
    • All characters now have hand drawn avatars appearing during dialogs
    • The Thief Guild and Pirate Warehouse levels have their own musical themes
    • The main title is now animated
    • The pirate warehouse has been massively re-designed
    • I’ve removed the shield, its gameplay was very unbalanced and unintuitive. This makes fights more risky than before.
    • A little tutorial has been added for handling Asclepios fruits
    • Many little fixes here and there, dialog and descriptions fixed and improved, more details, … But I still have a lot of work on these!

     

    What’s broken ?

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

    • Controls are displayed in English, whatever language you choose.
    • Spanish is not implemented yet (even if it is choosable in the options)
    • Some assets still need work to be done or polished (Audio, Graphics, UI, Dialogs, …)
    • Some areas are still a bit empty
    • The game seems a bit dark on some devices, especially with high quality graphics that handle shadow casting. It might be some gamma issue, I’ll have to check this out.
    • Under Linux, it seems the keyboard controls sometimes get “stuck” for a few seconds… I know it’s a crazy thing to say, but it might work better with a Xbox controller :p

    Have fun! Peace!

  • May 2018 Demo

    May 2018 Demo

    Hello everyone,

     

    It’s been a while since the last demo, and I’ve worked on many visual improvements, so I decided it was enough to publish a new version of the game. As usual, don’t be surprise as the main quest is more or less the same (see details below to learn what’s new).

    So here is a new 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.

    20180514_203810

     

    Beware: This is the alpha (=NOT FINAL) demo of May 2018. 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 or twitter.

    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/Linux 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.

    Since July 2017, lots of improvements have been done:

    • Work on atmospheric effects (clouds, fog, flying particles, …) on many levels
    • Whole new vegetation system, all details here for the curious reader
    • Density of the vegetation system can be controlled for small configs
    • A new cloud system for the world skybox
    • A whole redesign of the pirate warehouse level
    • Design upgrade of Eagle islands
    • New gameplay for the shield
    • Water reflections can now be turned off for small configs
    • Camera sensitivity is now in the options
    • Better toon shading on characters
    • Heavy optimization of the Link and especially the map
    • Various post process for a better “anime” feel: oil paint & line edge, which also improves readability (at least to me 😉 )
    • Various technical tests for better character modeling and animation
    • Simpler UI to leave the screen almost empty for a better immersion
    • You can now sell flowers 🙂
    • UI improvement: icon positioning, optimisations, a few redesigns, better 3D & 2D mixing, better map rendering
    • Lots of fixes & code cleaning
    • Last but not least: my whole production pipeline now runs  entirely under Linux. YES! I use Unity Editor on Linux, and it has been a bit difficult, but I really like the new workflow. More on that later I hope!

     

    What’s broken ?

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

    • Controls are displayed in English, whatever language you choose.
    • Spanish is not implemented yet (even if it is choosable in the options)
    • Some assets still need work to be done or polished (Audio, Graphics, UI, Dialogs, …)
    • Some areas are still a bit empty
    • The game seems a bit dark on some devices, especially with high quality graphics that handle shadow casting. It might be some gamma issue, I’ll have to check this out.
    • Under Linux, it seems the keyboard controls sometimes get “stuck” for a few seconds… I know it’s a crazy thing to say, but it might work better with a Xbox controller :p

    Have fun! Peace!

  • July 2017 Demo

    July 2017 Demo

    Hello everyone,

    I’m back from the Japan Expo, where I met many very cool people! Thanks a lot to anybody who took the time to stop at my booth, and welcome to new subscribers 🙂 Thanks also to my booth mates from oQo and all the indie dev colleagues for the nice ambiance, and thanks to all the organisers from Toulouse Game Dev, and the Japan Expo of course 🙂

    I couldn’t take pictures, but here is one of the booth taken by my friends before the opening:

    IMG_2231

     

    So now is the occasion to upload the last demo I showed there. It’s mainly the same as before, except more optimized.
    So here is the last version of the 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!

    20170530_211629

    Beware: This is the alpha (=NOT FINAL) demo of July 2017. 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.

    Since May 2017, lots of optimisations has been done

    • Lots of draw call optimisations, by merging renderers and colliders at editor time, depending on tags and layers.
    • Removal of water real-time reflection in fastest mode
    • Full deferred pipeline using a toon BRDF for characters (instead of old deferred + lighting prepass pipeline) which results in a 20-30% fps improvement
    • Toon shading now reacts to multiple light sources
    • New grass et vegetation shader to better take into account lighting on both sides of each mesh + overlay texture to add color variations
    • Change of the control names in the tutorial to better fit the Xbox 360 conventions.
    • Better camera moves on cutscenes + new cutscene for locating the Bo dojo.
    • Lots of code cleanings

    As a benchmark, I tested on my 8-year-old laptop. Before optimization, the game ran at 5 fps. Now it runs at 17 fps. There is still room for improvement, but that’s a good start. Of course on a nowadays PC, the game should run pretty smooth.

    What’s broken ?

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

    • Controls are displayed in English, whatever language you choose.
    • Some assets still need work to be done or polished (Audio, Graphics, UI, …)

    Have fun! Peace!

  • May 2017 Demo

    May 2017 Demo

    Finally!
    After 1 year and 6 months since the last demo, here is an upgraded version of the 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!

    20170530_211629

    Beware: This is the alpha (=NOT FINAL) demo of May 2017. 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.

    Since November 2015, a lot of things happened on the game (but not that much on the demo). I won’t list everything here, but the main updates are:

    • Polishing & refinement of the combat system
    • Polishing of the magnetic gauntlet mechanics, especially visual feedback.
    • 11 New levels
    • 2 New Bosses
    • Polluted Water Zones
    • New UI including: a control remapping screen, a better quest archiving system, better tool tips, and visual enhancing
    • Re-design/correction of the first tutorial
    • Design overhaul of Zephyr Island (not finished yet) including a shop, the zoological center and the Quack Shack
    • Minor tweeks on the Bo Dojo
    • Background continuous saves. You don’t need to worry about saves anymore.

    What’s broken ?

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

    • Controls are displayed in English, whatever language you choose, and the button names are too generic to be easily understandable.
    • The game is slower than before. I must clearly redo another optimization pass.
    • Some assets still need work to be done or polished (Audio, Graphics, UI, …)
    • Some camera moves are a bit harsh/weird

    Have fun! 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!

     

  • 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!

     

  • 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!

     

  • 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!

     

  • 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!

  • 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!

  • April 2014 Demo

    April 2014 Demo

    And here is the last demo of World of Thieves, a 3D adventure/stealth game 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!

    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?

    It’s been 3 months since the last demo, so what’s new you may ask? Well, probably nothing that you will notice :(… Because the main story, quests and levels are almost identical. So what did I do? I worked a lot on more core/fundamental stuff. This is the injustice of working on the development side… Almost all the work is invisible:

    • smoother camera moves
    • better camera collisions
    • lots of feedback added during fights: camera shake, blur, vignetting and chromatic abberations when a hit is taken
    • visualisation of sound waves on impacts
    • various post-processing effects: depth of field, bloom and screen space ambient occlusion
    • speech bubbles for the pirates
    • crouch position for the hero
    • blocking skills for the hero and the enemies
    • better collision tests for the climbing moves
    • charge animation for the hero mega attack
    • a few more items (not usable in the demo however): bomb, flute, cure fruit
    • hud/gui improvement for contextual actions, hints and help
    • 2 more collectable categories (not in the demo): ill animals that you’ll have to cure (only sheeps at the moment) and flowers
    • control redesign for item use
    • black stripes during dialogs/cutscenes
    • fully open world with continuous dynamic background loading (you won’t notice in the demo)
    • better path finding for enemies
    • music management system with music depending on the location of the player  and with smooth audio transition between zones
    • a few more buildings on Tera Island and some funky sheeps
    • re-recording of the intro music with better sound and rythm quality
    • music for Tera Island
    • shoot cool down for range weapons
    • different target icons for each range weapon (not in the demo)
    • game (and menus) playable with a joypad
    • fog with dynamic color changing
    • flag with physical simulation on the Thief Guild
    • redesign of the day skybox
    • better rendering of far away objects
    • dynamic light variation of “thin” objects (grass, ropes, …)
    • better answer selection in dialogs

     

    What’s broken since the last demo?

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

    • The inventory is a bit less functionnal: 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 new camera positionning algorithm is nicer, but less stable. It totally crashes the game in some very specific locations and I can’t spot why at the moment. I’m working on it…
    • On Linux, the image is locally reversed on impacts… This makes a strange effect.

    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!