May 17, 2014

New 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.
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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.



  • 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!