It’s time for one of my last Tribloos 3 – Development Diary Updates for The Tribloos 3 – that’s because it’s in final (bumpkin based) testing!
What’s happened since the last update?
We’ve been through a couple of very small alpha testing phases and have identified a whole bunch of issues! Then I spent almost 2 months finishing off the OST and the sound effects. Gosh that was quite a bit of work…
But it’s sorted now – with one exception. I’m hoping I can do something special for the ending song but more on that another time.
I’m aiming to have nearly everything in place to send over the BFG before the end of next month. This is still waaaaay longer than I’d hoped. But I think the important thing is that I get this finished and out into the world in a decent state that I can be proud of.
So what exactly is left?
I’m doing a pass of the game myself now. Basically mopping up any last things I’m not happy with or feel could do with some improvement. There are a couple of special elements I feel need to be made slightly more fun and some particle effects that need tidying up.
Once I’ve completed my latest to-do list I’ll be passing it to the existing, and hopefully new, Beta testers!
Then I can get a trailer put together or two. I was thinking of doing a story one and a gameplay one. After that it’s time to send it to BFG and other interested distributors. Then I can sit back and rel-oh I mean get straight to work on Space Farmers 2, yessir Mr Rich sir!
Time for some new screenshots?
Absolutely, here they are. Four brand new screenshots of featuring some of the GUI, conversation and new elements in the game. Let me know what you think and catch you next time!
Well goodness me. It’s been quite the adventure. Almost 3 years in the making (again I’ll talk about why in the postmortem) and many speed bumps in the road. I feel like I’m on the final stretch at last.
I’m very pleased with the final result (generally) and I can’t wait to share it with the world. But first I have a few final tasks to take care of. Firstly here’s where we’ve gotten to this last 2 weeks:
– Further testing and bug fixing
– Sound Effects
– Scene transitions
– Conversation tweaks and changes (characters actually show some emotions!)
So I’ve been quite busy!
Previously it’s been awful for me to list out my remaining tasks. But now it’s not so bad. Check this out:
– Mac version setup (partially done)
– Testing and bug fixing
– Music for 5 areas, ending cut-scene and main menu (this is literally the only tough job left)
– Remaining sound effects
– Tutorial (I think this is my least favourite part of developing casual games)
– Final cut-scene construction (although all GFX are in and ready)
– Even more Testing
– Talking with portals/setting up distribution areas for the game
– Far more testing
So like I said the biggest job is the music. This is a bit of a problem because my work laptop which I use for development 4/7 days a week doesn’t have my compositional stuff on it. It’s a group policy thing which stops me installing it on here annoyingly.
I feel as if I need to lock myself in my home office for a week to get that part done. A tune a day shouldn’t be too impossible…urp.
There are a few other tasks that I need to look at but nothing which isn’t fairly straight-forward. I’ll try to cover as much as possible in the next couple of blog entries.
Oops, well I missed last week’s entry because of being super ill for a few days. I’m back now and ready to share some of the development fun I’ve been having with The Tribloos 3.
There were many new features I wanted in the new instalment of the series. One of these was a return to more detailed “inbetween” story segments. I liked the comic book style of Tribloos 2 but it felt very flat and disconnected. While aware that this wouldn’t be a short job I still wasn’t prepared for the gargantuan task I was taking on. Continue reading “Tribloos 3 – Development Diary Part 4”→
Ignore the prototype number. We don’t really have one.
We were on version 0.001 of Tribloos 3 for about 6 months so. Also Rich hates numbers so let’s just say it’s *A* prototype.
We spoke about this a couple of weeks ago on our Live Stream “The Kitchen” show which we run every weekend (this weekend it’s on Saturday). We had a discussion about how we want to run the development. We kind of covered this in yesterday’s “The Fear of the Unknown” post but you can hear us vocalise this in the video below.
Some progress has been made since this version was shown but we thought we’d extract it from the live stream feed and put it on YouTube. This way we can specifically show what we’re currently working towards for anyone who doesn’t want to wade through our (pretty awesome) 2 hour show!
The good stuff happens about 8 minutes in (obviously our developer chat is awesome but if you just want to see the game then start from there.)
Creating games is fun but it’s hard work. It’s fun, otherwise we would be doing it, but it can also feel pretty daunting.
One of the core principles we want in Space Farmers 2 is the ability to evolve the game. We want to take feedback from players and add it to the game. The idea is that if someone comes up with a cool new gadget we want to take it and add it to the game. Now I’ve written that down it sounds too easy – we’re not even coming up with the ideas!
Setting up the foundations for that to happen though is where we are at the moment. But trying to build foundations for a house, when you don’t know what the house will look like, is not simple. In fact it’s something that I find quite paralysing.
Every thing we add to the game requires some kind of compromise. For example; the characters currently look like even more basic than Space Farmers 1. But the foundation has been lay for a far more complex avatar system. If someone now comes up with a great idea which required the players to have 3 feet (I would say legs but they don’t have legs). That would involve changing a fundamental part of the game so may not be possible.
Thankfully I am reassured by the knowledge that between us Andy and I have about two hundred years of experience of people asking us to perform impossible programming feats. I hope that by being open and honest about what we’re doing people will understand what we can and can’t do and why we make the decisions and priorities we do.
As 48% of us here in the UK think – we’re better together.
We need your help!
So with all of that said, we need YOU to help us add as many crazy features and cool ideas to our public Trello board as possible!
Get commenting below, tweet at Rich and Andy or, even better, come visit us on our weekend Live Streams. Let us know what your priorities are in the game. Talk about the features that we, and others, have requested. Together we can make this game even more awesome than the first!
So part 3 and this week I’m focused on buildings and their buttons.
I’ve decided to change things up very slightly this time around. In Tribloos 2 if a building button was unavailable (eg. the building could not be built due to lack of workers/resources) it was faded out. If it was available it was presented with a green glow. I wanted to make the distinction a bit stronger this time. Now if a building cannot be built yet you’ll end up with a “dotted-line-button” that should be instinctively un-clickable.
And of course the opposite is also true; eg. if the button is visible at all it’s clickable! Exciting stuff eh?
Uh, okay that’s not exactly “mixing it up”, so lets talk about some real change.
Let’s make some wood
This is probably one of the highest requested features for Tribloos 2 but something that wasn’t easy to add that late in development.
And it’s centered around resource production in buildings like sawmills and toolsheds. Previously when you had sent a worker to a sawmill to make wood you’d have to count down or guess when they’d be finished. This was to be as efficient as possible so you could click on the toolshed to get them to make some tools the very second they’d produced that wood. Well guess no more!
When a worker now reaches a sawmill or other production buildings (again such as toolsheds, refineries, locksmiths, etc…) and starts to make resources, a small progress bar will pop up on the side of the building. This will show you how far through that particular worker is done with making wood or tools or whatever.
I’m especially pleased about the way this has worked out.
Like I said this was one of the most requested features from the previous games and I’m really pleased to have finally managed to get this in!
That’s it again for this week, I hope you’re all excited about the game so far. Next time I’ll be talking about the new cut-scene manager and how it effects the story.
Welcome to the first in a series of development diary updates regarding our upcoming title The Tribloos 3.
I completely failed to write one for Tribloos 2 and I really regret it. Therefore I’ve decided to start up this up for the third game for anyone interested enough to read my hopes and frustrations while making the game!
So first off I’m actually writing this at the start of February 2015! I’m hoping to surprise any Tribloo fans with a trailer I’ve been working on in top secret. With any luck that came out recently and fans of the series are terribly excited. I decided to start writing these entries early so I had enough material to keep posting when I’m likely in the latter, slightly more consistent stages of polishing.
[2016 edit: “oops, not there with a trailer yet! Stay tuned…”]