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.
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.
Tribloos 3 is currently being checked out in intimate detail by Big Fish at the moment. I’m working on a new project as well as adding some final touches and prepping for marketing. So I thought I would take this time to share some of my personal thoughts on why I like writing Tribloos games.
I’ve spent about 3 years on Tribloos 3. That might seem like a lot, but in actual terms it’s probably only been about 4 months full time work for me. Someone asked me, about half way through development, why hadn’t I just re-skinned and expanded the Tribloos 2 engine. Why had I started almost from scratch again? It’s a good question, I think. I’m biased of course, but I thought perhaps others might want to know why too. So here it is, why I like writing Tribloos Games.
It’s 2014 and…
Space Farmers had been out for 4 months. We’d been working on it in the meantime, adding new levels and gadgets and other fun stuff. But despite various cool things happening (such as it being played by PewDiePie) it hadn’t performed financially as well as we would have liked. That’s quite depressing really, can you imagine what it’s like to have you game featured in a video that has had over 2 million views and your distributor reports back that it’s resulted in a grand total of…30 extra copies?
Yes that’s right, YouTube marketing officially doesn’t work, you heard it here. Okay that’s a big bold statement which begs to be explored. So more on that another time I think.
However we were a little dispondent about creating another game. I decided to take a step back and start work on a new Tribloos title. It’ll only take 6 months, I convinced myself.
But this time I want animations!
I’m torn about this statement. On one hand I’m pretty pleased with the animatics that are in Tribloos 3. I think they look awesome and add some depth to the world and the story. On the other hand they took absolutely forever to make.
It’s no surprise really but I’d made up my mind to focus on making my near-perfect Tribloos game.
That meant I couldn’t simply recycle all the old code from the second game. I had to attack the weak areas of that and build on the good bits. The good bits were, for me and many fans of the series, the characters and the “gotta get gold time!” gameplay. I decided I wanted to add some more intelligence to the workers. This in turn would lead to more possibilities in the engine and what you could do in the game.
I quickly sat down and started writing out a plot for the game based on an idea I’d had at the end of developing number 2. The gist being that one of the Tribloos gets “Tribb-napped” (oh how I lolled) and you have to rescue them. This led to a whole host of new area ideas as the remaining Tribloos could split up and go after them.
They could split up!?
That meant there were going to be sections of the game where you could legitimately play various areas at the same time. So after completing the first area you’d be let loose on areas 2, 3 and 4. After completing all of those you could attempt 5, 6, 7 and 8! 9 And 10 would be in order but I was still pretty pleased with this idea. And it’s stuck until the end.
The challenge here has been to implement a “what happens now” function at the end of each area. If you’re playing the game from start to end then it should be smart enough to pick the next area for you.
That’s something I’ve only had to worry about recently now I’m in the end stages of development. I always enjoy doing the story based stuff when writing tribloos games! Not that I didn’t enjoy adding the 30+ functional buildings to the game.
Now because there are more environments there are fewer levels per environment than before. This has been an advantage because I’ve been able to keep them more interesting progression wise than the previous game. But as you can see this new game is absolutely packed to the brim of new buildings and obstacles.
So, why do you keep writing Tribloos Games?
It’s 3 years well spent. I’ve been full time contracting, moved house, met many new friends, lost old friends and brought a new baby girl into the world. It’s been a roller coaster ride and the Tribbs have been right there with me.
When I first started submitting games to BigFishGames back in the late 2000’s I had some really great feedback from the guys there. I submitted a couple of games. One was a tetris like block building game. The other was a sokoban clone – although I maintain to this day I’d never seen Sokoban before writing it!
The Tribloos are a special bunch for me. It was my first game series to sell several thousand copies, sure, but the big thing was this: People really seemed to like it. I got even better feedback on the second game. The bigger question is why did I stop?
Uhm, so why did you stop?
I attempted to push The Tribloos 2 onto mobile users a few years ago (2013) and it flopped. F2P had just started to strangle the mobile market and I, like many other game devs of that time, fell foul of it. We had no interest in fleecing people for in game items that could be used only once or for cheats to make levels easier. And so our games fell by the wayside…
However I always knew I wanted to make another Tribloos game. I think this one will do pretty well, it’s definitely by far the best game in the series so far. I don’t plan to stop here either. As long as people enjoy them I’ll continue to write Tribloos Games til the end of my development days!
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.