I think that’s all there is to be said there! Check it out everyone!
Just a quick notice to say that the Steam version is live! Go Go Go!
There’s also a bundle (which isn’t yet appearing on the Tribloos 3 page, but IS on the Tribloos 2 page) to get both Tribloos games on Steam for a bigger discount! Get the Tribloos 2 and 3 Bundle!
Thanks for everyone’s support in getting this far. Fingers and toes are crossed for this release now.
Also, check out the following recorded livestream that I did with my good friend Geoff “DangerGerbil” Davies over on Twitch:
For everyone who is interested I’ll be announcing the next Plushie competition on Facebook this evening! I’ll announce it here too of course.
I also have a Facebook ad campaign on the go, it’s a bit of a test as I’ve never done one before. So we’ll see how that goes.
Of course any suggestions are welcome on where we can send it for reviews/news.
What about after The Tribloos 3?
I think a lot will depend on how the game performs on Steam. We’ve got plans for other games in both the Tribloos series and, of course Space Farmers. We also have other game concepts we’re working on. The main issue for us is getting time to work on these projects currently, but as soon as we have anything to show we’ll post it here first!
The Tribloos 3 can now be pre-ordered on Steam!
This will include achievements, trading cards and badges/backgrounds. This wasn’t a rush job though, we’ve been planning all of these for a while. Let me show you them… Continue reading “Tribloos 3 – Steam edition pre-order!”
Hey Tribloos fans, time for an update on the latest version of the game. 1.3 Brings some stability updates, a change to the default gfx driver (for windows users) and various improvements to the game itself.
These version are live on BFG right now! So check your client for an update.
There were a number of achievements which were not…achievable! Oops, apologies for that. I changed the counting code later on in development and when the building ones seemed to work I wrongly assumed that “everything was fine”. I’ve now made the appropriate changes here and achievements are working as expected.
Boom Leaf Hover Text
You were all treated to my internal code system of the game here, if you noticed! It’s a bit of an obscure fix but details count right?
Changed GFX driver
So some people were experiencing weird issues with display with some gfx cards. I’ve changed the default display driver from dx7 to opengl. This can be overriden with a configuration setting. If you run into trouble either contact BFG or email me for help.
Static Backgrounds Option
From your user screen on the main menu you can tick a box which specifies if you want static backgrounds or not. This will pause movement in the following areas:
- Flying Fortress (clouds/leaves when outside)
- Pirate Ship (waves will be totally still)
- Train (the train will not move)
- Spotlights in circus
Vine Bush visibility
These now have lovely blue flowers which make them easier to notice on the tree backgrounds at the end of the first set of levels.
More story explanation
At the end of the first cutscene I have added some text which explains why the Tribloos split up and how that effects what level you can play next
End Of Level Arpeggio sound
Some users were describing that the end of level sounds were a bit naff – this turned out to be that my “clever” method of creating an arpeggio using a single sample failed. So I’ve created a full arpeggio recording now and stop it when the score bar finishes.
Things not yet done
Work on the Steam release have faltered over the last couple of weeks. I’m having to relearn some C++ to get the latest API stuff into a Blitzmax project for the achievements and I also want to put something more awesome in there that wasn’t in Tribloos 2. Look forward to more details!
But the Itch.IO version will be released soon. So for those that prefer a DRM Free experience, we’ve got you covered!
Let me know if you have any comments about the above
The BFG Forums are no more! Sad face 🙁
I liked them overall as they gave a great way for me to respond to anyone who had bought the game. Specifically helping people out who were having problems with the levels. One of the big questions over there was how to complete level 10. This was due to the tuning forks!
So in response I made a video recently showing how this is done. Check it out:
Are there any other levels you’d like me to cover? Let me know if so. Next up will be levels 30 and 32…
Back in 2014 we both had a moment where our time went inversely proportional for game development time. From having tons of time to work on games to very, very tiny amounts of time to work on games.
I chose to spend that time working on a different title. It took sooooo much longer than I anticipated. But it got finished and distributed. And very near the end of that we started talking about developing a new game!
It wasn’t Space Farmers 2.
What?! You said you would be-
Yes yes, we know we said we’d be working on Space Farmers 2 next. But we had a really, really good idea for another co-op game. We spent a few weeks playing around with physics engines and wheel collider code to try and make it work. And while we still love the idea for [SECRETGAMENAME] we haven’t got the time to mess around with unity physics right now.
We will return to this mystery project, probably in a few months just for fun if nothing else. It might even become *part* of Space Farmers 2. But for now you can be assured we’re back on the case!
So c’mon then. What’s going on?
If you’re an avid fan (and good grief, we love you guys) you’ll know we’ve been messing with prototypes of the game engine for some time. The problem is we’ve not gotten very far with any of them. We started in Unity, then looked at Unreal and are currently back at Unity (mainly because we’re so much more comfortable in C# as a language).
We’ve split our duties to spread the load.
We’ve been having online dev sessions most Mondays for a while now and that’s working out quite well. We’ve both progressed well and it’s almost getting to the point where we put our work together to create a proper prototype project.
Tell us about the new prototype!
We’re still trying to work out how we want this to play out. This is the current plan:
– Single Lobby that anyone can join and see others
– Some form of example game mode for 2 people
– Some form of example game mode for > 2 people
And, well that’s it at the moment. We don’t want to plan too far ahead otherwise we can’t stay agile. But we wanted to have a starting place where anyone could just load up and start a game. The first release may be even more basic than that.
Why are you planning to start so small?!
Well we don’t really see it like that. But the idea is to start with the fundamental basics. Get some feedback on the initial version of the net code, movement, shooting, etc.. And then put out as many updates as we can each month.
What we don’t want to do is make everyone wait 2 years until we have something half baked. We may as well show you the batter first.
We also don’t have a planned date for any of the above just yet. But like I said above, progress has been good recently. We’ve got a lot of work to do but we very much hope it’ll be worth it!
First off a big thank you to everyone who has bought the game so far on BigFishGames.
I can’t publicly share sales figures but I will say they’re a bit lower than Tribloos 2. There could be any number of reasons for this such as people moving to mobile devices for their casual fix or people generally gravitating away from BigFish to other portals like Steam/GoG/GameJolt/Other. Or it could be related to the technical issues when the game launched. Or maybe because it’s been 4 years since the last game in the series. It’s hard to say but I’m not about to stop trying to get the game out there due to a slight hiccup at the start.
So we had a bit of a shaky start but generally feedback on the game has been really good from fans and newcomers. That’s really encouraging and now I’m looking at what’s next.
Continue reading “Tribloos 3 – One (and a bit) week on”
We’re working on the Steam release but we have a mixture of technical and administrative challenges ahead of us before that happens. However an Itch.io release will be happening asap so you’ll be able to get the game DRM free very soon.
We’ll keep you posted!
Let us get straight to the Tribloos 3 trailer!
I think the Tribloos 3 Trailer is well overdue, don’t you? So here it is!
I was originally going to create a teaser trailer, then a story trailer and then a gameplay trailer. But they eventually ended up merging into a single trailer above. Look out for the game coming to Steam in the next few weeks!
The Marketing push begineth
Do you run or are aware of a games review site or youtube channel which you believe would like to share the Tribloos 3 trailer? Let us know and we will also send over a review code!
There will be further announcements on how to get your hands on the game and even one of our real life tribloos over the next few days. We’ll be running a contest, updating our Steam page in preparation and basically just sharing the heck out of it whenever and wherever we can.
As well as looking at our next project we am also preparing the demo version of the game for Steam. That way everyone can look forward to trying the game one way or another! It’ll be very sensibly priced of course…
Anyway, tell us what you think of the trailer. Get ready for release day which is pencilled in for the 12th of April 2018.
This being the third game in the series I wanted to do something a bit different and special. It needed to be something real and tangible.
So before this…
For Space Farmers we’d created Papercraft models of the two main characters. We did small ones and 6 large ones which we took to events. We actually had a hard time hanging on to them.
There was one instance back in 2014 when I left two large Papercraft Space Farmers next to someone else’s Occulus Rift overnight. When we came back the next morning there were two things missing and neither were the rift. Another time we were at Insomnia 52 (I think, I lost track of the numbers back then) and I remember spending a good 30 minutes politely saying “no” to a lady who was trying to blag one off us. They were too personal to me! I took ages making the plans and crafting them by hand.
Really what I should have done is Sold Them! But at the time I didn’t think that would make any money and it would have required me to tidy up the plans to make them presentable. Maybe we’ll make them public one day…
Wasn’t this supposed to be about Tribloos 3?
So when I was thinking about what I wanted to do this time it was obvious that Papercraft just wasn’t going to cut it. I’d toyed with the idea of making Tribloos styled items or toys before but very rarely got past the “wouldn’t it be nice” phase.
But this time, with the game almost complete back in November 2017 I decided to actually try it out for fun. So I contacted Mari at PictureToPuppet, an Edinburgh based group who turn child’s pictures into real life puppets. Check them out.
They’ve turned out fantastically, because they’re hand made they’re all slightly unique!
We’ll be giving them away as part of competitions and giveaways over the next few months! So stay tuned to the blog and, probably Twitter and Facebook.
Also let me know what you think!