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Zefyr: A Thief's Melody News

Ocean, Saves & Trailer

Hello everyone,

Yes, I’m trying to post a bit more regularly these days. I hope I’ll stick to it. So here’s the summary of what I did this month:

Saves

As I had some friends test the game, I had to rework the save system. When something went wrong during testing, the save file became corrupted, so I needed a way to fix it so that players could keep playing on the next session. I migrated the old binary save system to a newer and more flexible one without breaking the current tester saves. Now, it’s based on textual JSON, which is easy to update and debug, and surprisingly faster than the old system. Of course, I’ll have to encrypt it when releasing the game.

Ocean

After this big (and quite invisible to the player) technical part, I wanted to “rest” a little bit, and I started to work on something very fun & visible: the ocean. It’s been years since I last worked on it (check this 10-YEAR-OLD previous post), and with the feedback of players and internet comments, I decided to add geometrical waves to it. Until now, it was perfectly flat, even if there were a few normal maps.

So I became a “tech artist” for a few days, and I added many improvements to the waves:

  • vertex displacement with various layers of movement
  • color variations
  • moving foam on the ocean surface
  • splashing foam at the wave top
  • little particle splashes on top of waves too (I had to code a 3D gradient ascent to put them in good places)
  • hue variation based on a fake depth (super useful for the design of one level particularly)
  • sparkles reacting to bloom on certain angles reflecting the moon or the sun

I wanted the ocean to be gorgeous, and to call the player for exploration, because it’s a big selling point of the game! And here’s how it looks like now:


The Ocean at night


The Ocean at dawn

And here it is in motion:
[previewyoutube][/previewyoutube]

But I had 2 main constraints:

  • at the moment, I dont want to rewrite all the gameplay moves on the ocean, so I had to make it visually interesting without breaking the existing gameplay code
  • the world is cyclic, which means the ocean has to be continuous from one map edge to the other. Indeed, the player “teleports” from one side of the map to the other when she gets out of it, and the ocean MUST be tilable so that the teleport can’t be spotted. This involves using smart texture & mask scaling to hide the trick, but also hide obvious repetitions.


While working on the ocean, I also took the time to remove the black outline on the foam and later on all visual effects. That was disturbing and didn’t match the art direction for the game. But I had to set up a different render stack for the whole game. I think it’s for the better in the end.

Trailer

Following the previous post, I created a trailer for the game prologue. This time, I composed the music first, thinking about what would appear in the trailer. I think it’s a better approach, and the final video is now available on the Steam prologue page, or here below:

[previewyoutube][/previewyoutube]

Sadly, I worked on the ocean AFTER the trailer, so it’s the old version that we can see in it. Anyways, I’ll have to update the trailer one day or the other…

Others

While testing the game, I corrected many things, including bugs, dialogs, level design, and puzzle design.

That’s it for this month! I hope this was interesting.

Peace 🙂

Tests, UI & More...

Hello everyone!

For once, it hasn’t been that long since the last blog post! Yay!
So what’s new since last time ?


[h2]Tests[/h2]
I’m still testing the full game with a few people. I’ve been correcting some soft-locks, too-hard puzzles, missing dialogs and explanations, I’ve improved mission descriptions… The game is better with each test, but not polished enough yet. Plus it still lacks all the secondary content.


[h2]UI (User Interface) upgrade[/h2]
I wasn’t very satisfied with it, like if the style was a bit off with the rest of the game. So I tried various stuff and ended with the following. I’m still working on it, but I’ve upgraded the title screen, the menus, and the dialogs. I still need to work on the in-game inventory though. I also added a few sound effects, and tested the UI with a keyboard, a mouse and a controller to check nothing conflicts.


New dialog box


More colorful and detailed title screen.


Option menu (Graphics).


[h2]Video[/h2]
I worked on few 3D assets, among which a directional wood sign to help the player locates herself. I made a little tutorial video from it (in French):
[previewyoutube][/previewyoutube]


[h2]Marketing[/h2]
I created 2D assets for a prologue page on Steam. Basically it’s a free (but limited) version of the game (somehow like a demo). It helps spreading the game around a bit more. I also submitted the game to some festivals. Hopefully, I’ll get accepted in a few of them.


[h2]Steam[/h2]
I uploaded my first builds on it, and I started to implement the Steam API (useful for achievements for example). A friend tested the game on the Steam Deck, and it seems quite compatible already, but might need a bit more optimization.


Ho yeah.


And that’s it for the (main) latest news.

As always, thanks a lot for your support!
See you soon for the next one.

Peace!

2022 Dev review

Hello everyone, and happy new year!

I say this for each blog post, but it’s been a reaaaally long time! Almost one year without writing here. A bad year for blog communication then, but on the bright side, it has been a good year for the developement.

Back To Zefyr



A nice hand painted title screen. And you don’t see it but it’s animated.

After working on & updating various little games for a while in 2020 & 2021 (mainly in order to get experience in marketing and releasing games), I spent 2022 working back full time on my main project “Zefyr, A Thief’s Melody”. And YES, that’s the new name! Actually, I’ve changed multiple times trying to find something that would fit all the requirements:
  • good description of the main game feel
  • easy to remember
  • easy to find on google/steam/whatever
  • no confusion with other game
  • no problem with legally registered trademarks

Believe it or not, it’s not that easy…

Game Update

First of all, I’m gonna talk about the visible part… Here’s some cool new stuff for the game:
  • I’ve been focusing on making the game main quest fully playable for people other than me. This includes creating quests & feedback to understand what happens, maps, dialogs, better level design and lot of signals & feedback to guide the player through the whole game.
  • I’ve upgraded some of the old-school textures thanks to material maker, and reworked some meshes & graphics
  • All islands are now visible from anywhere in the world
  • I’ve worked on a new title screen (you’ve seen it above)


Here are a few screens for you:

We can see very far away islands now. This adds to the openness and freedom feeling


Just riding a turtle near Chapter 4…


New sand texture & improved vegetation!


A chase with a pirate ship.


A boss with a life bar

And I’m currently testing it with a few super early testers. I can now say that somebody else finished the game. It’s been really interesting to see how new players react to everything in the game. It made me tweak and improve a lot of things.

Sadly, all upgrades are not as visible as the previous ones.

Dev Upgrades

In 2022, I’ve also upgraded the production pipeline of the game:
  • Newer versions of tools (Blender 3.X, Unity 2019 LTS, Material maker 1.0, Inkscape 1.0, Krita 5.X, Cinemachine…). That’s the problem of working on a project for a long time. You must have stable and not-too-outdated tools. It is not very visible to players but it is super important for me as a dev to always have healthy prod systems, easy to tweak and modify, with a solid base.
  • Change the AI from A* pathfinding back to native Unity pathfinding
  • Clean & strongly structure all the asset database to be able to easily update / fix problems
  • Big production clean: less code, more efficient, remove unused tags, easier to read and to navigate files
  • LOOOTS of bug fixes (between 1K & 2K)


Communication

I’ve started to learn stuff about communication:
  • I’ve created a “pro” presskit for online specialized press. You can check it out here.
  • I’ve started to post on reddit. I’m still very new to this; many posts were barely even seen, but one or two got their way to decent stats.
  • I also invested quite some time in my (French) youtube channel. I’ve been wanting to share my way of creating games for a long time, and this year I published ~10 videos mainly about graphics & dev logs. It’s in French, but the last ones have subtitles that can be translated by youtube. I’m particularly proud of that one and that one.

Sadly, you may have noticed it, but I was very bad at posting on my blog, steam and patreon.

Coming in 2023

So what’s up for this new year ?
  • Last level: I must still work on the last level of the game which is still prototype.
  • Audio & Music: I have to make a big work on these
  • Side quests, polish & test: make the game shiiiiine and tweak all the little stuff that will make it lovely to play.
  • Lot of communication: social media, press, influencers, you name it, this year I must promote the game
  • Ideally, I would like to craft a few protos for my future games and see what’s worth it.


And that’s it for 2022! I wish you the best for this new year coming, and on my side, I’ll do my best to meet my goals with hopefully a release in Q1 2024 🤞.

Peace !