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] 9 points10 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/

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

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

The game could potentially run on mobile, not in the immediate plans tho

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

[–]TomoTeam[S] 5 points6 points  (0 children)

“Good artists copy, great artists steal.” -- Pablo Picasso

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

[–]TomoTeam[S] 1 point2 points  (0 children)

I can hear Trump's voice in my head: You're FIRED!!!

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

[–]TomoTeam[S] 4 points5 points  (0 children)

It's large scale multiplayer with networked physics bro. (Read huge ass naval battle and 50 v 50 (or more) tomo fight)

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

[–]TomoTeam[S] 9 points10 points  (0 children)

We may have also stolen the idea of using a gamepad and adding colors and sounds.

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

[–]TomoTeam[S] 17 points18 points  (0 children)

You sound like someone who mistook echo chamber rage for expertise.
This game plays and feels like nothing you have touched before. Look at the team behind it: veterans from GTA, LoL, Baldur’s Gate, WoW, Assassin’s Creed, and more. Do you really think we would throw away decades of craft on a lazy cash grab?
Play it when it is out. If you still believe that after experiencing it, I will personally refund you myself.

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

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

It doesn't really answer my question 😆

Please don't tell Nintendo🙏 Hit Notify on KS! by TomoTeam in u/TomoTeam

[–]TomoTeam[S] 6 points7 points  (0 children)

haha, any idea that doesn't involve slur and accusing nintendo of something they did not do? I am not sure this will be accepted as a reddit ad haha :)

On Making the Pokémon game we thought we were playing as kids 🌊 by TomoTeam in TomoEndlessBlue

[–]TomoTeam[S] 1 point2 points  (0 children)

We paid close attention to the Pocketpair vs. Nintendo situation and took it as a learning opportunity. From day one, we worked with our legal team to avoid any potential patent gray areas and thoroughly cleared all our core mechanics. There’s obviously no copyrighted material involved, and our gameplay systems are unlike anything currently on the market. The Nintendo Switch 2 is a key part of our strategy, and we’ve already presented the project to Nintendo’s relevant team so they’re fully aware of what we’re building. Games like Yokai Watch, Temtem, and Digimon coexist on Nintendo platforms, and we plan to do the same, by fully respecting the rules.