The Tribloos 3 Development Diary
In September 2016 the development of Tribloos 3 went on the road! Or, well the rails.

I got a contract job in Swindon which is a fair distance from my home in Gloucestershire. I did about a weeks’ worth of driving before realising how dangerous that particular journey can be. Also it was total dead time and I wasn’t getting back home til gone 7pm most nights.

But the big issue (aside from, y’know, not seeing the family) was that not much got done on Tribloos 3. Even less than the weeks leading up to that when I moved house and refurbished the garage into an office. Well that last job was still ongoing however I decided I must do something.

The Solution

So I bought a folding bike (which I named “The Bumpkin Flyer” after the cycle track I was using of a similar name), got up at 5am and got the train from Cheltenham each day. It was pretty nice to sit there and get on with things whilst someone else did the driving. The first job to do was the scary clown face from the circus levels (ooer). But the main task I wanted to get done asap was the level select screen.

I didn’t want to move too far away from the previous incarnation of that but at the same time I realised I had a lot more areas than in Tribloos 2 (In fact, double the number of areas!) So to make it less confusing I decided it would be completely button controlled this time around.

One day when I’d missed my train I sat, rather embarrassingly, in the Swindon Train Station Cafe and drew on my laptop this terrible image of what I wanted the level select to look like.

I came up with a design with the world map on the left and then the level areas on the right. With wanting to make it a bit fun so I put simple animations in when you hover over the area button. I say “I” did that, really I did the first one then said to Catherine (That’s Catherine Bennett, our incredible artist for this project) “Pllleeeeaase make that look good!”.
Continue reading “Tribloos 3 – Development Diary Part 2”

The Tribloos 3 Development Diary
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…”]

But I’m excited today because I’ve finished the first iteration of the path-finding code I’m going to use in the game and especially pleased that it’s performance is so good!
Continue reading “Tribloos 3 – Development Diary 1”

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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