News, The Very Organized Thief

Refunding Pre-Orders

After much decision making we’ve decided that it’s best to return all pre-order funds generated for The Very Organized Thief.

This has come as a result of some issues out of our control and not enough funding to produce the game we’d like to make, such as incorporating things people would like to see and provide the support necessary to ensure its success in order to take Redefinition Games in the direction we want to take it.

As we’ve worked on The Very Organized Thief, observed games of similar niches and the industry in general, we’ve come to better understand what is possible and what is not. From both a development and a marketability standpoint.

And in order to get The Very Organized Thief into a position where it is possible to create it, we need to step back and do a number of other things before we can truly take it forward to produce a good game.

As a team of two developers, getting the funding we need to produce the types of games we’d like to create is critical and has to come from somewhere.

And it is clear, that pre-orders aren’t working, for a number of reasons.

First reason being, we’re only two developers, making it difficult to generate or maintain the kind of buzz that can help a game succeed.

Second reason, despite it being a simple game in appearance, there is a large number technical hurdles to overcome in order for us to create and manage the experience we’d like everyone to have. This takes time and pushes the general release date back to a point where it’s no longer reasonable for pre-order-ers to wait that long.

And thirdly, not enough funding to sustain development or to responsibly hire the help we need to develop The Very Organized Thief.

There is also growing reluctance to support developers in this way (pre-orders and Kickstarter). Which has come about as a result of setting expectations too high, technical issues at release, or large groups of people being disappointed or not completely satisfied with the end results. Or all of the above.

The Very Organized Thief is a game which grew wings of it’s own, took off and landed in the hands of both small and large content creators who review and Let’s Play games. All of which happened on it’s own.

This created more attention than we’d planned for and pushed a more manageable business plan out the window.

The effect of this is that we will not be able to produce a game which lives up to the hype and expectations of everyone in a timely fashion as a result of all of the above. So rather than developing a game in the same vain of Icarus flying into the sun, we are bringing ourselves back down to earth.

By doing that, we will be able to adjust our focus to produce a range of smaller enjoyable games, in order to help us generate the funds we need to produce a major game of respectable quality.

This doesn’t mean that development has stopped on The Very Organized Thief. We will be continuing to work on it as usual, along with posting developer diaries.

This decision simply removes the looming pressures of having to fulfil pre-orders and setting a final release date which is currently indeterminable based on the reasons previously stated.

It has been yet another tough decision this year. But we feel in order for us to continue to make games, changes needed to be made, starting with removing pre-orders and release date expectations.

We hope everyone understands and respects our decision.

Thank you to everyone who has played The Very Organized Thief, and took a chance at supporting us this early on. Your support will not go unnoticed ; )

Art, Developer Diary, The Very Organized Thief

Character Design – Owner

Hi everyone! Elise here. :)

In this article I’ll be talking about the start of the character design process we went through for The Very Organized Thief.

The first character we started working on is one that many people who have played our game should be familiar with, the Owner! Since this is the first character we wanted to design and model, we went through many iterations to get the tone and style of the character. This was fairly important because it’s the style we’ll be using for the other characters we’ll be creating during development.

Some early concept designs of the Owner

Some early concept designs of the Owner

In the original prototype many people mistook the Owner for a woman, and although I loved the confusion, we decided to make his gender a bit more obvious. I drew many sketches trying to get the new design of the Owner just right, which Alex provided advice and input with.

Further refining the Owner's design

Further refining the Owner’s design

Once we were happy with the new look, I drew a T-pose drawing, which you can see below.

The final concept design for the Owner

The final concept design for the Owner

From this Alex created the 3D model of the Owner using Maya!

The Owner model in 3D!

The Owner model in 3D!

He then rigged it to be used with the animations, and set it up in Unity with the new AI system and a number of other things. Alex will hopefully talk about that in a later post. :)

Here is the owner in game. He's chasing you!

Here is the owner in game. He’s chasing you!

Because of the number of iterations we went through it took quite a long time, but after all the effort we’re very happy with the results!

We have other character designs we’ll be showing off in later posts, so I hope you’re looking forward to that and enjoyed this little sneak peak. :)

Developer Diary, The Very Organized Thief

Character Collision Overhaul

This week I’ve been spending a lot of time improving the physics collisions to fix a number of funny issues that people could do in game. Such as standing where the Owner spawns and the owner spawning on your head, or using props to “Prop Jump” into the floors above.

After moving to Unity 5, with its improvements to the physics system, these glitches were even easier to do. Pushing the characters upwards on top of colliders if they penetrated too far into the object. This problem was even worse when walking through doors, pushing characters through the roof or on top of door frames, and sometimes both.

Not how you get upstairs.

Not how you get upstairs.

As funny as the glitches can be, it isn’t exactly normal.

The problem lay in the type of collider I was using, which was the Character Controller. A useful component that is notorious for having a number of physics related issues in specific scenarios.

I ended up replacing it with something that behaves similar to the existing movement controls, but without the problems. Changing the Character Controller to a rigid body capsule to allow for more “realistic” results. It still behaves the same, and is less glitchy. It even feels a little bit smoother.

It’s not a ground breaking change and is pretty standard for Unity FPS games.

Thanks to those changes however, I have to rewrite how a number of interactive objects are handled along with the how the AI will deal with these changes.

It’s kind of sad to see the glitches go, but it does open the door to some more interesting game mechanics to do with physics. And I have no doubts that people will also figure out other ways to have fun with the physics.

Art, Developer Diary, The Very Organized Thief

Environment Concept Art

Hi everyone! Elise here. :)

In this article I’ll be talking about the concept art for the environment of The Very Organized Thief!

When we decided to create a new version of TVOThief, we spent time coming up with new ideas and new ways to make the game even more fun. So, besides re-creating props, a lot of my work has been making concept art.

The front of the house.

The front of the house.

Originally the house wasn’t planned out quite as much as it was this time around. We didn’t create any concept art because it was just a quick 7 day project to see what we could do (which we updated a bit after release).

So, in the new version, we wanted to keep the original feeling and style of the game intact while still expanding and improving on it. We really liked the simple, 3D retro feel to the art style, and we wanted to keep that in the new version of the game. Textures have been added here and there to add needed detail, but mostly we wanted to keep the style as simple as possible. I think it is looking really nice so far and I hope you all will like it! :)

A quiet area to sit and relax.

A quiet area to sit and relax.

One of the areas in the house I’ve been working hard at was the front and back yards. We wanted to let the player go outside this time! I drew the area in multiple angles to really get a feel of the place before we started to create the props for the garden.

A nice place to run around in ; )

A nice place to run around in ; )

Something else related to the concept phase was… Story! We decided one of the things we wanted to accomplish with the new version of The Very Organized Thief was to tell a story. I don’t want to give away too much, because that would ruin the fun!

But, I really hope you’ll enjoy the fun bits of story you may discover. If you put together all the clues, will you be able to figure out the story we’re trying to tell? ;P

Garden access or escape route... hmmm...

Garden access or escape route… hmmm…

I hope you’ve enjoyed this look at some of the environment concept art for our game. :) Expect more posts on art related things in the future!


Site Updates and Unity 5

Hi everybody! And welcome to my first official developer post!

This week (amongst other things) I spent a little time fixing up the website. Along with a couple fixes for mobile and neatening a few things up, the website now supports individual authors!

But what does that all mean!?

It means we can talk more about what we do and how we do it, in our own way and show off the progress of a number of projects we’ve got going on.

Up until this point Elise and I would sit down and figure out what we were going to post. Write it, and then post it, under a single account. A lot of those posts usually ended up being serious official announcements, and not really anything developer specific (like art and programming).

Programmer Art

Programmer Art

But thanks to all the new stuff, we don’t have to do that! We can now be slightly less serious, and post more articles, more often with behind the scenes news from our own perspectives.

There’s still a few more things I need to do on the website to get it where it needs to be. But it’s starting to feel more like a home for Redefinition Games.

We’ve also been making the transition from Unity 4.6 to Unity 5. Which couldn’t of come at a better time! (Thanks Unity!)

Unity® Logo

Previously we had been budgeting to purchase an additional Unity license for Elise, since she was using the Unity 4.6 Free Edition with its limited features.

For an artist, not having features such as lighting and post processing effects can really make it challenging to tell what something is going to actually look like in game. But thanks to Unity 5, we don’t have to worry so much about that. She can now use those features without limitation on the Unity 5 Personal Edition. Hopefully she’ll be doing a post about some of the things she’s been working on soon.

We’re still setting a few things up, but it’s a step in the right direction.

Expect more developer posts soon! WoO!!

News, The Very Organized Thief

Latest News

The last couple of months have been the busiest months we’ve had at Redefinition Games. With a number of things happening that will help us keep our heads above the water, and allow Redefinition Games to grow as a company.

Most of that, has been paperwork and legal related issues (which are not fun :|).

Lots of Paperwork

Despite The Very Organized Thief’s popularity at receiving over 2 million plays on Game Jolt alone, it has been difficult to develop. With barely enough funds to allow us to create it with more things to do. Even with pre-orders, we are currently not generating enough money to sustain development.

This does NOT mean The Very Organized Thief is dead.

We will be continuing to work on it with a substantially smaller development scope. This means a large number of requested features have been dropped (such as multiplayer) in order to get TVOThief to a release. There will now only be 3 replayable levels to choose from with a number of improvements to the visuals and gameplay. The website will be updated to reflect the changes in development.

We would love to do even more, but the reality is with the current amount of funding, adding those extra features is just not possible.

It has been a tough decision, but we feel that it’s better than just out right cancelling development. We still want people to enjoy TVOThief beyond the available prototype.

Not Enough Funds

As it stands there is no solid release date due to the above. We are however aiming to release it late this year, with possible early releases of alpha and beta versions throughout the year. The current pre-order price will also stay the same for the final version.

The big question we keep getting asked is. Will it be coming to Steam?


The answer is, eventually!

Part of our release schedule is that Steam will be the last place we will be releasing to. We don’t know when we’ll be releasing to Steam, but we will keep everyone up to date throughout the year. But until then, please stop asking, we will let everyone know as soon as we do.

We’re sorry for any confusion this may be causing. Please understand we’re doing our absolute best to ensure that TVOThief is made despite impossible circumstances.

We hope you continue to enjoy our games now and in the future! And thank you to the people who have supported us.

-Alex & Elise

Developer Diary, News

New Computers!

It has been a long time coming! But after about a year of scraping together funds and reaching into our own pockets. We now have much needed new computers!

New Computer's Parts

Why new computers?

Our previous computers, one was a store bought “general” performance computer (WHY?!) and the other an 8 year old high performance (at the time) computer. Both were showing signs of age despite regular maintenance.

They were also not playing very nice. The store bought one would take anywhere from 5 to 15 minutes to start up, and the other would constantly run out of storage space. They would also generate a large amount of heat even at idle, overheating to the point of shutdown, or BSOD-ing at really inappropriate times. And in a country which can have 30C to 40C days in Summer, it would be worse! (It’s summer in Australia right now).

We also have a feeling the old computers may have also be sentient, acting peculiarly worse when researching new computer parts or even discussing new computers in their vicinity. One even blue screened resulting in an unsaved parts list disappearing… HMMmmm *suspicious looking around*.

But that is now a thing of the past.

After getting all the parts, Alex spent a couple days last week putting them together, installing software and testing them out. They are now fully operational and ready to go. Both are also very cool, in temperature and appeal.

Elise's New Computer

These new computers will be aiding us in development, allowing us to improve the quality of our games, and experiment more freely with visual effects, art and tech.

We are still likely to develop games on a single computer for a while, as we still gather funds to acquire additional licenses for software, but we’re well on our way to having a better development environment then previously.

Here are the specifications for those that are interested.

  • Intel i7 4790 CPU (3.6-4.0Ghz)
  • ASUS Maximus VII ROG Motherboard
  • 4gb ASUS ROG MARS 760 (GTX 760 x2)
  • 16gb RAM
  • 256gb SSD (Primary)
  • 3TB Storage (Secondary)
  • Hydo Series H100i Water Cooling
  • HZXT H440 Orange and Green Cases with 650W PSU
  • Running Windows 8.1

For anyone looking to build a new computer for game development, we recommend that you give yourself a budget, research the parts yourself and come up with multiple builds. DON’T buy store bought ones even if it’s within your budget and has the parts you want, because the odds are it is likely not to last as long or perform as expected. And always buy alternative cooling for your CPU, don’t use stock.

News, The Very Organized Thief

Pre-Order The Very Organized Thief!

Pre-Order The Very Organized Thief!

The Very Organized Thief is now available for pre-order.
Just click the image above!

The Very Organized Thief is still in development and needs your help. Support development by Pre-Ordering!

Everyone who pre-orders will get access to the early alpha version of The Very Organized Thief when it is released for download, along with future updates.


December Update – Thank YOU!!!

For the last month or so we’ve been recharging our batteries and taking time to re-evaluate what we’ve been trying do at Redefinition Games.

This year has been full of wonderful overwhelming surprises and unexpected events which have made creating games, and creating in general, a very challenging and difficult thing to do.

It has been hard to keep our spirits up where they need to be, with studying and part-time work always in the way of creating games and other content. We spent most of the year exhausted and significantly uninspired, but still trying to work on games.

Earlier this year, Alex’s grandfather had also passed away. Which had made focusing on development even more difficult.

So after everything that has happened this year, and after the Kickstarter, we decided to give ourselves some time to think about what we hope to do and find the inspiration to help us move forward again.

With all the excitement around The Very Organized Thief, we had diverted off our original plans and ended up doing things which were opposite to what we had learnt over the years. Resulting in many things that we were hoping to do not happening, and the Kickstarter being a flop for good reasons.

To sum up, we were completely burnt out and stretched very thin.

So next year, we will be returning to those plans. It means more smaller games for people to enjoy, which will also keep us inspired while we iron out issues in our code and workflow through these games. We’ll also still be working on The Very Organized Thief, which will be using the things we have learnt through the smaller titles to help us find out a number of unknowns with certain features and improve the overall quality of those features.

It’s a development process which has worked for us for a number of things before, and will help us spread research and development out over time. We’re still learning a lot as Redefinition Games grows and much of what we do is highly experimental. But we are determined to make sure that the games we create are fun and enjoyable for everyone.

Over the next year we will be making more announcements and keeping everyone up to date with development, along with some new surprises.

It’s hard to explain how much this year has meant to us. To find everyday that people have been enjoying our games and sharing their Let’s Plays of them. It has kept us hanging in there and helped us push forward through the toughest of times. So we want to give a huge thank you to everyone for their support and keeping us inspired!


We hope everyone has a wonderful holiday, a Merry Christmas and your New Years be a happy one!

– A&E