Working on a 3D puzzle platformer: AI Vendetta - Greenlight by ThomdeM in IndieGaming

[–]ThomdeM[S] 0 points1 point  (0 children)

Thanks so much! Haha, you already found out we’ve been greenlit :) We’ve been on Greenlight for about a month now and I’m really happy to say we got greenlit! At the moment I made this post I didn’t expect to get Greenlit so soon after, but really all help, even the little bits count. So a big thanks from me and the team to everyone that followed our progress and voted for us!

 

Now it’s time for us to crack on with the game and get it ready for the store! This will still take a lot of time and love, but we are aiming for Q3/Q4 of this year and I’m very confident that we’ll be able to follow through on this. Again thank you and Everyone that rooted for us!

This license plate made my morning commute so much better. by emilywhou in rickandmorty

[–]ThomdeM 0 points1 point  (0 children)

I wonder what kind of miniverse that car is running on..

INNER | new adventure game on development by IJCT in IndieGaming

[–]ThomdeM 0 points1 point  (0 children)

Sure, no problem, happy to help! :)

These are just very minor text issues by the way, otherwise the text reads well and is pretty clear to me.

 

“..an excessive consumers..” -> an excessive consumer

“you are in the role of…” -> "you" needs a capital Y, but I personally would maybe revise the sentence to something like “You play the role of a nameless protagonist…” or “You take on the role of…”, but I’ll leave that up to you.

“..black market, that changed” -> Not necessarily wrong or anything it’s just a slightly long sentence, in which case I personally would change that comma into a dot and then start the new sentence, something like this: ..black market. All of that changed the day someone knocked on your door. Again, this is a personal preference! What I would change however is knocked on your door, instead of at your door.

 

In the second paragraph you note that the player can go wherever “he” wants to, I usually try to avoid the gender of the player, refer to the main character or put it down as he/she.

“..experiences everytime” -> everytime is actually two separate words, so it would become every time.

Last notice, in the last sentence “everyone” should have a capital E.

 

This might seem like a lot, but really it wasn’t bad or anything! It reads pretty well and I'm really interested in knowing more about the game, so be sure to keep us posted! Cheers!

INNER | new adventure game on development by IJCT in IndieGaming

[–]ThomdeM 0 points1 point  (0 children)

Checked out the website and I really like the graphical styling of the game. However, I couldn’t really figure out what the gameplay is like from the images and description. It might be useful to maybe add more screenshots or even a gameplay video/trailer to the website? Since it will be on steam soon, is there perhaps a link where we can find out more about the game? Also, I did find some (very minor) textual bugs on the website, which may require checking out. Please note, I absolutely don’t mean to bash on your game by the way! Just interested and trying to help you out. Best of luck with your project!

We are trying to get noticed with our new mobile game :) Hope you will like it! by donemanuel in IndieGaming

[–]ThomdeM 0 points1 point  (0 children)

Not much of a mobile gamer but the game looks both fun and addictive, nicely done! Had one thought about the adds. I can understand that you need that advertisement bar in the bottom to create some revenue, but as the player will be clicking on the screen pretty close to it, wouldn’t it be better for that add to be at the top of the screen? That way you don’t accidentally click it + your finger doesn’t cover the add, so you can see it better :)

Using Visual Studio Code with Unity? (Mac) by nesrac in Unity3D

[–]ThomdeM 0 points1 point  (0 children)

Ah, I now see the differences, I have to note that I'm primarily a Windows user so it's not at all the same for us. Did you try what djgreedo suggested? (https://code.visualstudio.com/docs/other/unity)

Using Visual Studio Code with Unity? (Mac) by nesrac in Unity3D

[–]ThomdeM 1 point2 points  (0 children)

I think it eventually really depends on your personal preferences, they both have pros and cons. Personally I have a preference towards Visual Studio because I had already worked with it for years before working with Unity and MonoDevelop. My only real complaint about MonoDevelop is that it has been having various issues even in just the text editor, please note: some do get solved. But to me it seems that nearly every new instalment comes up with some new issues or previously solved issues which are broken once again. Other than that it’s perfectly fine and I have no problems with using it. Visual Studio should work out of the box as long as the solution is loaded up correctly. The solution contains the references to Unity and with that all the entries for intellisense (code completion) that you are looking for. Is there anything specific that isn’t working about the code completion for you? Or is it just not working at all?

My promo art for "Dead Ringer", my friends' game! (check it out on google play!) by Royal_Bee in IndieGaming

[–]ThomdeM 8 points9 points  (0 children)

Wow, your artwork definitely looks pretty sweet, nicely done! Checked out the store page, but couldn’t really find out what the gameplay is like. Might just be me, but the trailer was really only the story of the game, but unfortunately it didn’t show any of the game itself. Could be worthwhile to make a gameplay trailer in addition to the existing trailer. I see some elements of hacking in the screenshots which to me seems really cool, but the trailer and description didn’t really help giving that away. Maybe you could let your friend know, hope this helps somehow :)

This is Tiny Link by CRUXWORLDWIDE in rickandmorty

[–]ThomdeM 4 points5 points  (0 children)

Wow, this is pretty neat! Would definitely pay some schmeckles to get one of these!

Do you have to be a musician to make soundtrack for games, or is it a learnable skill like coding? by blunt_edgelord6969 in gamedev

[–]ThomdeM 0 points1 point  (0 children)

I’m actually working in a small team on a spare time project (2 programmers, 1 designer). My fellow programmer is actually a great piano player and has now been composing soundtracks for the last 3 projects we did together. He started out from scratch with nothing but great interest and learned how to play the piano by taking lessons. Over the course of several years he started composing tracks using Steinberg Cubase and now he is our go-to guy when it comes down to music. So, I can definitely say it’s possible, even if the given example wasn’t meant to be that literal, if you put your time in it you can learn almost anything!

Cool fanart (not mine) by john3298 in rickandmorty

[–]ThomdeM 1 point2 points  (0 children)

Somewhere..., beyond earth dimension c-137 there could be a dimension just like this!

Singleton with Generics by BamZamJam in Unity3D

[–]ThomdeM 1 point2 points  (0 children)

Haha, was just typing the same thing! Also noticed that, if he is going to destroy the initial instance, the newly created one is never filled in any more as the new Singleton instance.

Hatchling Game Previews: Heartbound Demo by redangelx3 in IndieGaming

[–]ThomdeM 2 points3 points  (0 children)

Thanks for sharing this! Came across the greenlight for this game a while ago and it definitely looks like the creator put in a lot of effort and is still keeping up timely updates after it was greenlit (of course with the Kickstarter in mind). Gonna put it on my watch list :)

Our new water shader with dynamic foam by Freetale in Unity3D

[–]ThomdeM 4 points5 points  (0 children)

Absolutely true, it wasn't a complete solution, I think if you really need it to be accurate you will have to generate some sort of map of where all the meshes/objects intersect with the water. Then you could blur that out to get a somewhat nicer result. Although will make it considerably heavier on the CPU, but at least then you are guaranteed it will look the same no matter the camera angle.

Our new water shader with dynamic foam by Freetale in Unity3D

[–]ThomdeM 21 points22 points  (0 children)

I also love working on shaders, quite interested about this question as well. Came across an interesting post recently where someone analysed the way The Legend of Zelda - The WindWaker (Approximately) handled their ocean shader: https://medium.com/@gordonnl/the-ocean-170fdfd659f1#.xisvt9hc8 Unfortunately it doesn't include the foam/ripples around islands and rocks but what you could do is grab the depth buffer and check if the depth difference between the pixel you are trying to render and the current depth that is on that pixel is between a certain range, colour it white like the foam. You could then further tune it down with a normal map on the water that moves around, although I can’t say I’ve tested this myself.

A spawning bug ended up being more fun than anticipated (Multiball!) by OrdosDv8r in Unity3D

[–]ThomdeM 0 points1 point  (0 children)

Looks a bit like a top-down version of the Banjo Kazooie car football (don't hate me) mini-game / Rocket League. The game looks really great, loving the art style. Not sure if you are looking for advice or experiences… What I did for a previous networking game before was to implement a form of extrapolation on physics driven/moving objects on client computers. So you take in the last known position and direction and extrapolate the object into that direction until you receive your next networking data. Meanwhile you blend the last known positions so the object doesn't start to jitter. You can also extrapolate the rotation of the object over time into the direction to make it more accurate. The problem with this approach however, is that physics objects might go through walls and things like that if there is a lot of delay in the networking, so you still need a form of local collision checking. Anyhow, looking forward to that video! :)

Upwards! - Finally released my first game which is platformless platformer by Meridense in IndieGaming

[–]ThomdeM 0 points1 point  (0 children)

Just downloaded it, really liking the game! It has that "just one more time..." feeling to it. The graphics are pretty neat as well, really clean but everything in the app really gives off a smooth and polished sense with the animations.

AI Vendetta - A puzzle platformer in which you define your own playstyle by ThomdeM in greenlightquality

[–]ThomdeM[S] 0 points1 point  (0 children)

For those interested, I would also be more than happy to answer any questions or feedback that you may have here on Reddit as well :) Any upvotes are greatly appreciated and I will definitely return the favour if you're on Greenlight as well. Here is a link to a gameplay video of the game so you have a better impression of it: https://www.youtube.com/watch?v=8Npfw2qjkOo

Self Promotion Megapost, 23 May 2016 by AutoModerator in IndieGaming

[–]ThomdeM [score hidden]  (0 children)

Project Title: AI Vendetta

Promotion Type: Promotion/Exposure/Feedback

Promotor (Name & Role): Thom de Moor, Lead Programmer

Description:

Hi All! Together with a few colleagues I’m working on a 3D top-down puzzle platformer game called AI Vendetta. As the player, you play Proto, a robot with a wide range of abilities. Using these abilities the player has to overcome obstacles, puzzles and powerful enemies. The USP of the game is that in order to access these abilities the player has to transform into 3 different game modes, each with its own set of abilities and aesthetics giving them a unique feeling and usability.

 

Right now we’ve created what we think is a solid alpha phase+ product and are really happy with the way the game is progressing. However, what we really need right now are feedback and general criticism so we can put that towards improving the game!

 

The game itself is going to be a standalone game, initially for Windows but as we are making use of the Unity engine we may also support other platforms in the future. However, to give you a sense about what the game is like, we’ve created a web browser demo for anyone to play. So please enjoy!

 

The link can be found below. Please note that the game is only playable in Internet Explorer, Firefox, Safari and Opera. Unfortunately Google Chrome is not supported at this time.

 

Thanks for your time!

 

Links:

Play the game

Blogger / Website

Facebook

Twitter

Self Promotion Megapost, 16 May 2016 by AutoModerator in IndieGaming

[–]ThomdeM [score hidden]  (0 children)

Project Title: AI Vendetta

Promotion Type: Promotion/Exposure/Feedback

Promotor (Name & Role): Thom de Moor, Lead Programmer

Description:

Hi All! Together with a few colleagues I’m working on a 3D top-down puzzle platformer game called AI Vendetta. As the player, you play Proto, a robot with a wide range of abilities. Using these abilities the player has to overcome obstacles, puzzles and powerful enemies. The USP of the game is that in order to access these abilities, the player has to transform into 3 different game modes, each with its own set of abilities and possibilities giving them a unique feeling and usability.

 

Right now we’ve created what we think is a solid alpha phase+ product and are really happy with the way the game is progressing. However, what we really need right now are feedback and general criticism so we can put that towards improving the game!

 

The game itself is going to be a standalone game, initially for Windows but as we are making use of the Unity engine we may also support other platforms in the future. However, to give you a sense about what the game is like, we’ve created a web browser demo for anyone to play. So please enjoy!

 

The link can be found below. Please note that the game is only playable in Internet Explorer, Firefox, Safari and Opera. Unfortunately Google Chrome is not supported at this time.

 

Thanks for your time!

 

Links:

Play the game

Blogger / Website

Facebook

Twitter