August 26, 2015

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.


        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS


July 29, 2015

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.




        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS


July 11, 2015

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!

        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS


June 12, 2015

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.



        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS


May 23, 2015

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!

        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS


May 3, 2015

May 2015 New 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!

        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS


March 14, 2015

"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.

        

Game Demo & Info: www.oneiricworlds.com
Follow me: Facebook, Twitter, Google+, IndieDB, Steam Greenlight, Mail, RSS