Monday 23 November 2015

Gameplay Insight

Hello and welcome back!


As promised, today we will be sharing some footage of AI-Vendetta. This includes a short gameplay session that will give you a good indication of what the game is and where we are at this point. Further on in this post we will talk a little bit about the game and also answer some questions we received as a response to the last post. However, we will not keep you waiting for the video any longer, so please sit back and enjoy!



Gameplay Demonstration


About AI-Vendetta



To all people who have been following us since our last post, as well as people who just saw the game for the first time; AI-Vendetta is a 3D Puzzle Platformer which focuses on tactical gameplay in which the puzzle element is combined with both stealth and action.


As you saw in the video, the game features 3 core gameplay modes, all of which have to be combined in order for the player to complete certain puzzles. This also offers the player other tactical choices, for example you may choose to sneak your way past enemies, or if you like you can also try and blast your way through the area. Two different options in the same scenario, one leading to safety while the other might lead to added rewards. This offers the opportunity for some interesting scenarios!


Proto



AI-Vendetta, Why, How and for Who?



We are currently developing AI-Vendetta in our spare time, but in that time we managed to create what we would define as the Alpha state of the game. This means that all the core mechanics are there and they have been implemented in a good working order. We already have several level designs, multiple enemies, a story/script written for the game and, as you have seen, we have some (placeholder) art assets in place which help visualize the game. We think that this is a good start, especially considering the size of the team, and because of that want to share some more about the game and its future with you!


So where do we go from here? We hope that we can take the project to the next step; this means that we want to further invest our time into the project so we can create a worthy game experience. However, before we take it onto the next level, we are writing these blogs so we can get a feel for the general interest people would have in playing this game. Unfortunately we can’t create a game tailored to everyone’s wishes, but we certainly do hope to get some of those in! That is why we really want to know what YOU think of the game so far!


Utility Mode; Push and Pull large containers


Questions - Answers



So in our first blog we wanted to introduce you to the world of AI-Vendetta, but in a very general way. We received some questions and have also been looking at other projects that are in some ways similar to what we are creating. Here are a few questions that came up:


Will the game feature a story and how can we relate to the main character?


We personally agree with that and unfortunately we can’t show you all of what we have planned for the game in only three minutes. But we can tell you that we intend on having both dialogs as well as monologs visible during the gameplay. This may or may not be narrated depending on our budget.
We also want to make the character more visible to the player because that tiny little speck on the screen is not going to make the character bonding flow on itself!
We really hope to give the game some personality, which will be done through music, environmental storytelling and dialog.


Dialog Mockup Image


Is the game going to be difficult and are all of the gameplay modes going to be equally useful?


It is hard to tell at this point but it is our mission to make both a fun and interesting game. We intend to make it a game that is easy to get into at the start but we will be making it gradually harder throughout the game. And if that is not enough, we are also throwing some boss fights into the mix!


During the design and creation of the game we will strive to make all game modes useful in one way or the other. We benefit from the fact that each game mode features its own unique abilities and behaviour. We will try to put these to good use as best as we can!


What can you expect from us in the next Blog?



As this post is already getting a little bit oversized, let's move on to what you can expect from us in the next blog! Next time we want to share a little bit more about the development process of the game  a sort of “how it’s made” if you will. This includes the production pipeline but also a roadmap of what is still ahead of us.
We will also be shaping up our social media attendance, meaning that you will be able to email us and follow us on Facebook. And of course, we may have some new screenshots in store for you as well!


Thank you for reading! And please, feel free to leave your thoughts or questions about the game in the comments section below! Any and all feedback is always appreciated.

~CatByte Games


Sunday 8 November 2015

Hello World!

Hey there,

We are Catbyte; a small team of passionate, Dutch, game developers that simply want to create fun and inspiring game experiences. Our most recent project, AI Vendetta, has reached a point in which we can now openly discuss its design and progress with all of you! So without further ado, let us take you into the world of AI Vendetta!





AI Vendetta is a fun and challenging 3D action-puzzle game and is inspired by games we love to play ourselves, such as the Legend of Zelda and Portal series. In AI Vendetta you, the player, will take control of a small robot that uses its ability of transforming for sneaking, puzzling and blasting your way through a range of beautiful and action packed levels and boss fights!


Before we move on, here are some more details about the game:
In AI Vendetta the player takes on the role of Proto, a discarded robot with the unique ability to transform into different modes, each with their own tactical usage and gameplay feeling. The game offers the player a range of fun and challenging levels, puzzles and boss-fights while telling you the story of Proto.





Proto has three different modes for the player to use and experience:
  • Combat: Blast your way past obstacles and enemies while making your way to the next elevator!
  • Stealth: Fast and agile, perfect for sneaking past enemies and reaching places others can’t!
  • Utility: No container is too big for your magnetic arms and with tougher armour you power through areas and move blocks around as you desire.

Change into any mode freely at any time! You will need to switch to a certain mode to solve specific puzzles. Sometimes you will even need to use multiple modes in one puzzle!

Can you solve the puzzles and unravel the mystery behind this little robot’s existence?
This is a game you simply can’t resistor!





So let’s meet the team!


The first member to introduce is Thom! He is our main programmer and directing force behind the game. Thom focuses on the technical aspects ranging from tools development to gameplay programming. His focus in programming is to create flexible code architectures for iterative development. Besides managing the game’s development process he is also working to turn the game design into reality. You can check out his portfolio here.






Then we have Davey, a starting game designer that specializes in quick iteration and prototyping designs. He is the designer of the team, so he focuses on thinking of mechanics and level designs for the game. After coming up with the designs, he documents them and communicates them to the team. Additionally, he uses the available tools to iterate on his designs. Currently, he is working hard on the game’s many puzzles and levels. Check out his portfolio here.




And finally we have Rens. Besides helping out in the programming sector, he is also a passionate sound designer and is currently busy developing the soundtrack for the game. Rens is a hard worker and when he is not creating music, he is likely working on his audio engine. Therefore it was only natural that he is now also doing the audio integration for the game as well as some AI programming. Check out his portfolio here.




Now, as you may have noticed, there is no active artist working on this project! Yep, that’s right, currently we are working in a zero-budget setup, which means that it’s hard to find people that will dedicate their spare time to your project. However, we do have a very good head start and art style, both of which were gifted to us by a former colleague and good friend of us. You can check out his portfolio here.




So what can YOU expect from us!?


Well, for our next post we have planned something cool! Until now we have never really shared any content about the game, but there is some video footage on its way to your monitor!
We plan to give you monthly updates about the game’s progress. In the meantime we would also like to share our development experiences with you, including some technical-mumbo-jumbo and design tips and tricks! And of course many progress screenshots!

If there is anything you would like to see or know more about,
please feel free to let us know in the comment section below!

Thanks for reading!
Stay tuned for more soon!