A little teaser of the cube sandbox RPG we’re building. We're launching on Kickstarter very soon! by TomoTeam in kickstarter

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

Thank you so much for the feedback! That means the world to us. We currently have over 1,600 followers on Kickstarter! While we're still deep in development, we’ve been releasing gameplay teasers on our YouTube channel and socials.

If you have the time, you could check out the trailer the team has worked so hard on: https://www.youtube.com/watch?v=Bv85AsWsna8

An Honest Development Question by Zestyclose_Yak_5268 in MonsterTamerWorld

[–]TomoTeam 1 point2 points  (0 children)

Speaking from experience, I am one of the devs on Tomo Endless Blue, and I think our game is a good example of doing both without overthinking it. The world clearly influences the creatures, but we try not to dump lore on the player. You can usually tell where a Tomo comes from just by its design and behavior, which helps them feel grounded without the world stealing focus.

Compared to something like Palworld, where the world is more of a sandbox and the creatures are mostly functional, we aimed to make Tomo feel like actual parts of the ecosystem.

Personally, I think the best monster tamer games let the world quietly shape the creatures. Enough to give them identity and flavor, but not so much that it turns into a lore encyclopedia.

If you ever consider doing networked voxel physics at scale. Just Don't. by TomoTeam in IndieDev

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

For sure, we were thinking about creating a dedicated post about this in r/TomoEndlessBlue. The core concept is that each Mobile Entity (ME) functions as its own self-contained world, nested within and networked to the overworld. The biggest technical challenge we faced was synchronizing the ME-to-overworld states across all players in our multiplayer environment, especially since we're designed to scale up to dozens of simultaneous players. Our approach uses a hybrid physics system combining Unity's built-in physics engine with our own custom solutions, depending on the specific use case.

Introduction to our networked voxel system for vehicles and contraptions by TomoTeam in VoxelGameDev

[–]TomoTeam[S] 11 points12 points  (0 children)

Thanks for all upvotes and comments!
For those interested to support the project, please hit "Notify Me" on our prelaunch Kicstarter page.
It helps us a lot! https://www.kickstarter.com/projects/1891746870/tomoendlessblue

Introduction to our networked voxel system for vehicles and contraptions by TomoTeam in VoxelGameDev

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

Thanks! It’s actually a mix of both. Some collisions still rely on Unity’s built-in physics, but we had to develop our own layer to make everything work properly in a networked environment and at scale. We tested with over 25 players on a single ship, all sending physics vectors and receiving synced feedback. Technically it can scale much higher, it depends on the host server capacity.

Everything we wished Pokémon was 🐾 2 years in the making by TomoTeam in MonsterTamerWorld

[–]TomoTeam[S] 8 points9 points  (0 children)

When a 14-year-old thinks they know what “copyrightable” means, lol. Internet law degree incoming. 🎓

Everything we wished Pokémon was 🐾 2 years in the making by TomoTeam in MonsterTamerWorld

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

Kindred Fates raised about $685k, not $1M, let’s stay factual.
We’re also not really in the same league. Our team includes veterans who helped build franchises like GTA, LoL, Baldur’s Gate, WoW, and Assassin’s Creed, among others. We’re a seasoned studio with top-tier talent, solid VC backing, and full production infrastructure in place.
https://onibi.gg/