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.
The Tribloos 3 Development Diary
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.

I still don’t haev

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?

Tribloos Building Things
“Temporary” Tribloos building things..

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.

Worker Progress Bars
Tribloos making wood – new progress bars!

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.

logo
Hi everyone, I’d like to proudly announce that The Tribloos 3 is currently in production!

Following on from Tribloos 2, this game features:

  • 100 Campaign levels over 10 new areas
  • Over 40 buildings to repair/use
  • Over 30 new obstacles to overcome
  • A brand new story and animated storyboards between levels

We’re very excited to show you the first screenshots of the game below. Please keep in mind these are not final, some GUI and game elements are yet to be completed.

Tribloos 3 Alpha Screenshot 2
Tribloos 3 Alpha Screenshot 1
Tribloos 3 Alpha Screenshot 2
Tribloos 3 Alpha Screenshot 2
Tribloos 3 Alpha Screenshot 3
Tribloos 3 Alpha Screenshot 3

Tribloos 3 has been a work in progress for some time. Here is an overview of the game status:

Coding: 80%
Level design: 80%
Graphics: 90%
Music: 20%
Sound Effects: 10%

So as you can see there’s still quite a lot for us to do. But in a few weeks we expect to have the game out for Beta Testing. We’ll also release a trailer around the same time showing off game-play and the new animated storyboard system in action!

We don’t have a solid release date just yet but we should be releasing on the usual channels such as BigFishGames and Steam.

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