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Embrace Your Limitations – Game Jams Extended

why limit yourself?

In this post I present you the transcript from our talk "Embrace Your Limitations - Game Jams Extended" at the A Maze 2013. Actually, it's just a prettified version of our outline. By the way, we held the talk with a beamer presentation in the background showing some pictures, but as they weren't important for the talk and we're not sure about the license of each picture, you'll just have to imagine them. :-P

Description: "A two day game jam might result in a neat, even innovative little gem - why not expanding it until it becomes a full, polished game? It can be tempting to bloat a game with things it doesn't really need and make it a monster that never will be finished. Thus we want to talk about why you should fall in love with your limitations and how to create cool things with small prerequisites."

1) Who are we?

  • Rat King from Germany - Jana & Friedrich
  • making TRI, since quite some time
  • derived from an Ludum Dare entry, began with a simple idea, so we added a lot of stuff to it
  • became too big - we refocused and embraced our limitations

2) Why do we talk about this?

  • so that you learn from our mistakes
  • this is not about small or big games, but the avoidance of feature creeps
    • because they prevent you from finishing your games!
  • [picture of 1000 Ludum Dare games] cool to be one of them, but even better to have a finished, polished game
    • game jamming as production style
    • helps learning to limit yourself and sticking to your talent/profession
  • limitation is your boss (if you're indie)

3) Constrain your game design

  • gamedev often starts with the thought "I can do ANYTHING"
  • but: limitations help you creating ideas - just think of game jams (restrictions regarding time/theme/technical/etc.)
  • remove features / elements where possible
    • “Perfection is not when there is nothing more to add, but when there is nothing more to remove." (Antoine de Saint-Exupéry) - talking about perfection, but can be applied on design, too (designers often are perfectionists)
    • example 7-Day-Roguelike-Challenge 2012 (Me Against The Mutants): cutting off features before the development is easy; the later the harder
      • in the end we relied on the one cool idea it has (infinity rectangles)
    • throw away features when they're too much or not needed - never be afraid to cut stuff out that doesn’t add fun
    • often leads to clear design and a clear vision
  • the cycle of innovating and testing (= experimenting in a short time frame) only really works when you limit yourself, otherwise it becomes a growing spiral of death

4) Constrain your graphics design

  • good games are memorable and can be recognized with one screenshot
    • limitations help defining your art style so it sticks out
    • games full of prefabs, characters, features are harder to communicate
    • instead of trying to add lots of details - minimalism is win
    • find a visual trademark, for example a recognizable character
  • pixels are cool, but 3D is cool too - limitations are possible with every art style!
  • use a grid
    • necessary in TRI so people can measure distances
    • grids are fundamental, used in design
    • as soon as you are restricted to a grid you can’t add too much stuff anymore - this is good
    • everything becomes deterministic - you can put only one thing at one place (tile) at a time
    • but beware the almighty Minecraft - games get judged by images

5) Constrain your technology

  • KISS - Keep It Simple, Stupid
    • must be in this presentation
    • search for simple solutions, even when the problem looks complex
  • only do stuff the player actually sees
    • you're making a game, not a simulation
    • even simulations are simplified
    • tip: take a step back as the developer, and imagine playing your game as a normal player
  • do not reinvent the wheel ...
    • ... but sometimes you don't really need a full-blown monster-truck wheel
    • if you have/need a simpler solution, go for it
    • avoid third-party-solutions that add too much stuff / features, because it's tempting to use those features
      • limit your project, not your brain
      • let your imagination run wild and the creativity flow, but sometimes it's easy to forget KISS - just remember limitation is your boss now
    • example: for Karoshi! I needed some pathfinding
      • downloaded an A* plugin for Unity with multithreaded, dynamic pathfinding
      • was too general and had some quirks
      • made the development overcomplicated and added a lot of hassle
      • better solution would have been to just roll my own

6) What is needed in order to successfully make a game with limitations?

  • "If I had more time, I would have written a shorter letter."
  • experience in your field
    • realistically evaluate of what you are capable
    • don't try TOO novel stuff, concentrate on one (cool) aspect
    • prevent too many construction sites at once
  • a small team
    • big teams automatically add overhead and the feeling of “you can do more”
  • ideally one cool, perhaps innovative idea
  • no idols
    • be inspired by others, but don't try to copy them
    • you will try to add more stuff if you clone another game, and might even bloat it
    • at least don't copy a whole game, but pick certain features you like

7) Expand your horizon

  • does it really need to be a “real” game?
    • example: Fibrillation only consists of walking around in changing scenes and experiencing a background story
    • even the little bit of voice-overs in the game are too much
  • tip: mix genres, or invent a new one
  • don’t try to fulfill expectations for a genre
    • example: FEZ doesn't need enemies in order to be a good platformer
    • leave stuff out and innovate elsewhere!

8) Cool game jams in YOUR neighbourhood

9) Thanks for listening / reading!

 TL;DR? Limit yourself so you can get things done.

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A Maze Festival 2013 with Rat King – part 1

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The German Game Days

Every year in the last week of April, Berlin celebrates games with an indie festival, business meet-up, specials and a retro games market at the Computer Games Museum, and the Computer Games Award Lara.

Friedrich and I participated at the "A MAZE. Indie Connect" festival. Last year's location was a cuddly little bar with a separate conference room; this year it was located at the Urban Spree: a huge location with clubs, galleries and - of course - a Taekwondo sports club directly at the river Spree in the middle of Berlin. No place could have been more perfect than this creativity sparkling area with graffiti, street art decoration, installations and metal sculptures.
A MAZE Indie Connect is four days of pure indieness with talks, music, performance, installations, multiplayer picnic, game jams, Night of Machinima and the inevitable Most Amazing Game award.

At the A MAZE you won't get lost in overcrowded conference rooms like at overpriced conventions; instead you will have time to talk to your favorite indies in a relaxing atmosphere full of inspiring and playful moments.

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Exhibition

The heart of the A MAZE is the exhibition, where all 11 nominees were presented together with games of the people who gave talks. The whole exhibition was an amazing color gradient of classic platformers, mobile games, AR installations, Kinect games and student projects with experimental inputs. Additionally, on the first day you could play a selection of fine multiplayer games arranged by Kitty Calis and Jan Willem Nijman. Plus even more games that came from the co-operative exhibition A MAZE Interact which took place in South Africa last year.

The more time went by the more people placed their own laptops near the exhibited games and asked the audience for playtests and showed around their prototypes. This is the point where I wished that TRI would be an easy-to-dive-into game on a tablet. I think this is the first time we presented our current game to an audience that either plays for hours or pushes some buttons to just leave the game after a minute in search for explosions. I think we should do this more often, for this is the ultimate playtest arena!

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The games we loved

Although I knew most of the games there were still some new to me, some of which I highly recommend, like BROFORCE by Evan Greenwood who is from South Africa. He also was part of the jury and gave a talk about emergent humor.
In BROFORCE you play one of the 1980s heroes like the Terminator, S.D. Bob "Snake" Plissken, MacGyver and so on, and use their special weapons to kill enemies and destroy the environment; at the finish of a level you leave the chaos by just smoothly catching the rope-ladder of a flying-by helicopter. Pure awesomeness + team-play + explosions!

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Or SURFIZE by Miguel Alvarez, who created an arcade space shooter that looked quite classic at first glance, but emerged one interesting component after the other - like creating a net of co-operative ships or an endless screen to distract enemies.

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TOREN is a game from Brazil, where you play a little girl that is growing while you play the game. Find out what this strange temple is, where you come from and why you are left there. The atmosphere reminded me of games like ICO, where you are thrown into a mystical world you need to explore in order to know what this is all about.

SLOWMO SHOWDOWN - and believe me, the name is the motto here. You have to fight each other with moves captured by the Kinect. Fire energy balls Kamehameha-styled with hands and feed and try to avoid the other player's attacks. Can somebody please help those guys find a publisher so this game becomes available for every party?!

Sosowski made and brought his own arcade with him. You could nearly play every one of his games on the ACHTUNG ARCADE. Alle Achtung (well done), Mr. Sos!

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Read part 2 - Talks and Walks

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A Maze Festival 2013 with Rat King – part 2

Missed part 1? Check out!

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Talks and Walks

In the same room the exhibition takes place, semi-separated by a blanket, people could listen to the 20 minutes talks. None of them were about monetization, sales, numbers and not even very much about making games actually, but to inspire the audience to find more creative ways in game design.

Nifflas wondered where all the secrets in modern games have gone. He explained how glitches should not be removed from games, because they add secrets to games like The Journey, where players can explore hidden geometry that you wouldn't find in a normal play-through. The whole talk was spiced up with photos from him taking a walk through Swedish woods, that seem to contain tons of secrets and which hopefully inspired the attendees to add hidden paths in their own games instead of the endless same-looking tubes only.

Sos talked about the thing he explores best with each of his games - humor and why even serious games should be fun to play in his talk "Why so serious?".

Jonas Kyratzes claimed back the original meaning of the word epic and why it's necessary to deal with story and characters more in-depth.

Mattias Ljungström gave a glimpse on Spaces of Play's new game "Future Unfolding" and the process of inspiration. He also named some wonderful books like the Book of Boring Postcards or a practical guide to explore ghost towns.

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Lea Schönfelder, one of the very few female speakers, talked about the development of her art style and how these works and the places she's been at influenced her games. Lea is known for very artistic games that always deal with serious themes but add a super black humor, which makes projects like "Ulitsa Dimitrova" about a Russian street kid, "Ute - a game for adults" or "Stage Diver" so memorable.
The exhibition presented her new game "Perfect Woman" as well, where you have to make poses captured by the Kinect. In the game you have to strike harder and harder poses in order to become a more interesting female character throughout your life time as a woman - like a rebel or an MIT professor.

Michael Brough talked about the beauty of glitches and what leaving them in the game instead of patching them out can add to your game.

Last year's award winner Ed Key ("Proteus") talked about plants around Cambridge - and although some visitors thought the title of the talk would be a joke to catch some interest ("Flora and Fauna of South Cambridgeshire") - nope. He talked about plants and how the different curious little things in our environment can enrich the games we make with little stories.

Rami Ismael of Vlambeer spoke about the need of curation for the indie games scene, so that all these little pearls of games like "Starseed Pilgrim" or "Papers, please" are more visible to the audience.

Friedrich and I talked about the embrace of limitations and that every indie needs to have some kind of a boss. For some it's money, but better use limitation to cut off unnecessary features from your game in order to create a piece of art. Because restricted games are more likely to become a perfect piece of art and are easier to communicate to your audience. Also: Take part in game jams, they will teach you exactly that.

And these are just the ones we attended to, because most time we were outside in the gorgeous court yard, having a beer and talking to national and international indies.

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German Indie Forum

Martin Nerurkar and I used the A MAZE to gather the German indies attending the convention. Germany might have this beautiful festival, but it still lacks a strong community. Most communities in form of forums are for programmers only or for the amateur development scene. Furthermore, there are just very few locations in Germany that have regular gatherings for indies, like Munich, Berlin, North Rhine-Westphalia and Hamburg.
But there is no forum or meet-up where all the German indies can gather, exchange and be visible to each other. In addition to that most of the more well-known designers are focused on bigger national events or forums and meet each other at GDC. That's why German developers are often mavericks who can seldom name more than five other German devs. We want to change this!
So at the second day we united with every German who was attending the A MAZE and feels indie, to establish a forum where digital creatives can meet each other and talk about typical problems working and living in Germany can cause.
Martin and I are looking for a cool name and he is setting up a forum in the next weeks.

Photo by Lorenzo Pilia

Photo by Lorenzo Pilia

11 amazing nominees

I was part of the jury, together with Rami Ismael, Evan Greenwood, Ed Key and Julie Heyde. We had a real fun time discussing all the games without exactly knowing the manifest of the A MAZE. But although everyone had their favorite projects we totally agreed on this one game. And I think this was the best choice, because gameplay still is the thing that amazes me most before graphics, atmosphere and presentation. And local multiplayer games seem to have a comeback these days! Moreover you can download the game on your iOS device - for free!

jury

Ed Key, Friedrich Hanisch, Julie Heyde, me and Rami Ismael - photo by Lorenzo Pilia

If you have at least two iOS devices and some people nearby, just grab them and play the game! You will feel like a child again, playing "Star Trek" while fighting a random space encounter. Win by yelling tech-gibberish at each other! So, "do you like discharging Clip-jawed Fluxtrunions" or what? One of the most impressive co-op games that really let me dive into a game which somehow wasn't actually "visible", except through some control dials, buttons and modulators on your phone/tablet. Imagination meets teamplay!

A.R. installation about beauty and eternal life. Although the showroom was just a small extract of the actual installation I was quite impressed by the combination of digital visuals on the iPhone I scanned the codes with, and the decorations composed out of knives, cleaver, posters for beauty ads in that old boiler room at Urban Spree. "O.R.pheus" creates an interesting peek on what games can be - especially by using an environment that is already there to explore - spiced up with this weird sci-fi-like digital visuals. Can't wait to see the full installation in Berlin soon.

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"Reus" is a building game where you control a bunch of giants with different abilities to reanimate a planet. In the freeform mode you can experiment with the different tools given to the player in order to create wood, swamp, mountains and oceans with little settlers. The second mode imposes challenges you need to beat while raising a prospering and mighty civilization. The little patches of land where your people settles down need to be used to place food, technology or wealth, and upgraded with your giants' abilities. The challenge is to use the little space as effective as possible - and keeping your settlers humble, so they don't fight each other or kill the giants.

A game that already earned a lot respect and praise through their unconventional storytelling, although it felt quite conventional amongst the others nominees.

I seldom play platformers, especially together with other players. But this one was a special case of a game that started to frustrate me at first because of the accurate placing and timing needed, but turned out to be super exciting exactly because of that. Succeed a passage through throwing and lifting each other, just to high-five in the end was worth the stress. Couples - this is the perfect game to check if your relationship is strong enough!

Who needs computer games, anyway?

Who needs computer games, anyway?

One game caught all the interest - and this already at the start of the exhibition, while there wasn't even a game at all but the controller standing in front of an empty canvas. If you think you saw every kind of controller or tracking system, you didn't experience the human hamster wheel - a set of tires you have to walk on, while balancing and holding a bar. In this installation-like game you guide a cylinder around a strange, atmospheric forest that changes the mood and sound while you progress.

Super sweet game where you play a little ghost that possesses objects to give humans the creeps. This game felt a bit like "Grimm", but with a lot more fun to explore all the possibilities you have with the objects. For PSVita only at the moment, but hopefully on more devices soon.

Super weird composition of shitty graphics, audio-surf gameplay and great music which you compose while playing. When you and your partner finished the play you shoot at each other and listen to your on-the-fly composition.

David Kanaga - the composer of the "Proteus" music nearly would have won again. The music this time gets more important with this toy to create instant art. You really can dream away while adjusting the sliders on screen, with a tablet or a Corg regulator.

Very "Braid"-y puzzle game that might melt your brain while playing it. Sometimes solved by accident.

A platformer where you play Shadow fearing the light and Light getting killed in shadow. Each one has a special ability you need to exercise cleverly and/or fast enough in order to reach the exit.

No festival is without the SUPER USER!

No festival is whole without the SUPER USER!

Conclusion

The A Maze Indie Connect really did a great leap forward and achieved to get the interest of thrice the people of last year, attract even more press people and was a nice mixture of home match and people from outside of Germany. Berlin is a great location, especially when you want to escape all the blip-blop for a while to get great food and see interesting places off from the tourist paths.

Thanks to the organizers Thorsten Wiedemann, Matthias Löwe, Iwan Gabovitch, Miguel Alvarez, Lorenzo Pilia, Nike Wilhelm, and the helpers. It was a pleasure to be there and see how well all your plans worked out. You managed to create an unique game festival that achieved to not only attract Germans, but interesting people from outside to show what games are capable of.
See you next year!

Photo by Julian Dasgupta

Photo by Julian Dasgupta

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TRI – The AMAZE-ing update released

TRI 0.2.1 update

We are pleased to announce that the new update 0.2.1 for TRI is live and can be downloaded now. As already said before, this will be the last version with the low price of $4.99 only. We currently scheduled version 0.3 (the STORY update) for end of May, and that one will come with a price increase!

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Now, for the AMAZE-ing update we have some new stuff, especially worth mentioning two new levels. The first one let's you walk on walls and ceilings a lot, and has windmills and a glimpse on the floating ghosts (the Kami). The second one re-introduces light rays and acid pits. If you already owned and played the TRI alpha, for your convience you can play the new levels directly - but don't miss the enhancements in the other levels! For example, we added the monk in the tutorial level, mainly for demonstration purposes (as he doesn't talk much right now).

The monk appears

And you can finally run now. This was the feature requested by most people so far. :-P Unfortunately, this changed the balance of the gameplay a bit where it wasn't wanted. On the bright side, if you have to walk up a long wall you will need far less triangles now, as you can run quite a while on the wall after leaving a triangle until you fall down again. (Just try it!)

The complete changelist for the AMAZE-ing update:

  • Fixed NullReference in output_log.txt regarding save files
  • Fixed the feedback functionality (via F11), should work always now
  • Added possibility to use/activate/pick stuff with Left Click
  • Fixed rotating box in level 7 ("Reluctance")
  • Changed savestate fileformat, saves from 0.2.0a and before not usable anymore
  • Removed GUI key statues in the top right corner for the first level
  • Added possibility to sprint via Left Shift key
  • Improved visuals/gameplay of some of the levels, changed tutorial a bit
  • Added option (in tab "Performance") to disable fullscreen antialiasing
  • Fixed a glitch with climbing on slopes
  • Fixed the minor issue of antiwalls playing sounds even when not activated
  • Added two levels, introducing (again) light rays, acid and autosave
  • Added an NPC with simple behaviour for demonstration purposes

You may wonder why we call this update the AMAZE-ing update. From April, 24th to 27th we will be in Berlin, visiting the AMAZE IndieConnect! We will meet other indie developers and give a talk about why and how to limit your game in a healthy way. So, if you want to talk to us in person, this might be your chance. :-)

And now for some more screenshots of the new TRI levels:

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The AMAZE-ing update

Hey TRIanglers,

we are preparing for the next updates - a minor one in April, and a huge one with more features, characters and levels in May. So let us show you what we're working on for the next triangulations.

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Running - Yes, we took your wish seriously to be able to run and implemented it into the game. But we also added dexterity, to prevent you from rushing through the game. I think otherwise most players would rush through the levels instead of taking the time to explore all the hidden places we prepared. What do you think?

TRI O.S.T. - Some of you were asking if we are going to have a soundtrack. Yes! Our composer Ludwig is going to create a whole soundtrack for our game and make complete songs from the little snippets you currently hear in TRI. The current trailer song will be included, too.

New Feature - Players that know TRI from its first version will know the upcoming feature - light rays. The April update will have new levels, at least one featuring light rays.

Pricing - This wil be the last update for the convenient price drop of 50% off. In May we definitely raise the price due to the new content.

Why AMAZE-ing? - We are going to participate in the first festival for us this year - the AMAZE INDIE CONNECT. If you are in Berlin, Germany from April the 24th-27th you can meet us there and other Indies like Nicklas Nygren (Knytt), Sos Sosowski (McPixel), Vlambeer (enough said), Jonas Kyratzes (The Sea Claims Everything), Michael Brough (Corrypt), Ed Key (Proteus), C418 (enough said, too), and many more :D

Last but not least - here is a peek on the next character - the mysterious fox.

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TRI – scripter’s dev log #7

This is the seventh entry I wrote for the TRI dev log on TIGForums. You can find the previous parts there. From now on I will post the entries here, too.

Yes, we and our project TRI are still alive! After a pretty long break at the end of 2012 we decided to move the game into a different direction, especially regarding the style. The story changed, too, but this is not quite as relevant, as the story and plot we thought of were never an integral part of the alpha versions. In the current pre-release we even removed any hint of story, because we want to add NPCs later, and concentrated on other stuff this time.

2012 - 2013

The pause in the last quarter of 2012 was mainly for doing contract work, to get some money for food and shelter - but it also gave us time to rethink some design decisions we made regarding TRI. The main concern was to make everything easier for us to create content, which means:

  • simpler textures mostly just quadratic tiles
    • We combined this with a shader to look up the tiles – fed with the tile texture atlas and a noise texture, the walls, floors and ceilings don't look too much like repeating patterns.
    • Currently this shader works fully with Direct3D, but is a bit broken in OpenGL – because of a bug in Unity3D 4.x there are ugly artifacts visible for everyone on Mac or Linux. This will hopefully be fixed some day ...

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random tiles on the walls

  • simpler mapping – standardized box mapping will do in most cases
    • This is done in the 3d modeling program (3dsMax). Additional customization of the mapping is done only when necessary.
    • Of course this means that for more sophisticated architecture the textures have to be carefully chosen, so for example it doesn't show too much seams on curved walls.

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visible seams - will be fixed

  • simpler level creation– try to stay in a grid of 1x1x1 meters initially
    • I wrote a MaxScript tool for 3dsMax in order to have vertex snapping on a 3D grid. It's a pity this isn't built in, as my solution is quite prone to errors (often, undo doesn't work) and unintuitive to use. But it's better than nothing. I think in Lightwave this functionality is called Quantize.
    • The tool allows us "to go into detail": by clicking on a button you can half the unit, so it the unit 1m becomes 0.5m becomes 0.25m becomes 0.125m ... etc., thus everything really will be in a grid. Of course there are exceptions, like round shapes.

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3D vertex snapping tool

  • simpler level export click a button in 3dsMax and the stuff is in the game
    • Another tool for 3dsMax is an exporter which automatically exports all the objects in the scene as a complete FBX which is used as the level geometry in Unity3D. Having a fast pipeline is awesome.
    • The exporter prepares certain objects specifically for the game. For example, there are surfaces in the game where the triangles don't stick, so we assign them a particular material. Every submesh with this material will be exported as its own gameobject, and therefore can be easily recognized in the code.
    • We can add some keywords to the name of a mesh so it gets treated differently when exported. For example, adding "$Export:Bridge" to the name will remove the object from the level and export it as a separate file named "Bridge.FBX", or adding "$NoExport" won't export this object at all.

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export tool

  • simpler mission design – the main goal of every level now consists of collecting three keys in order to open a portal to the next level
    • With just three symbols in the top right corner of the ingame GUI, everyone knows what they have to do without much explanation (ideally).
    • Even though the premise of collecting three statues sounds kind of boring, it actually freed us from having to think of overly creative, but in the long run unnecessary mission goals. The goal is clear and creativity can be spent on the level design and puzzles.
    • The pacing is slower now and the learn curve for the player was decreased, because single levels are often dedicated to single gameplay elements. They are also less confusing as it is more clear what to do next; we reduced the elements that look interactive but really aren't.

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collect statues = mission goal

All this simplification resulted in a better consistency of the looks and the gameplay. The new art style can be tweaked quite easily by changing a few colors, the ambient light and the global fog. Improving the gameplay and layout of a single level even after texturing and mapping it became easy. With the new limitations, we can predict the ideal size and content of a level much better and we're more confident now when creating the level design.

We also built a tutorial mission which will introduce the player to the world, so it contains a show-jumping course for learning the basic controls, but will also be the start of the story, as NPCs will give the player motivation to actually move through the levels.

tutorial
tutorial parcours

Right now we get mostly positive feedback, especially regarding the level architecture. But not enough people are playing the game – let alone buying the alpha version. The trailers we do might be big turn-offs, as creating the triangles seems tedious. It's actually fun and feels natural, but how can we tell the hard to convince trailer-watchers? We probably need to make it more clear that TRI's focus is not only on puzzles but also on exploration.

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TRI v0.2 is out today!

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Dear friends, fans and lovers of the first-person puzzle genre,

we restarted TRI in January after a longer break  and present the new update, finally. And we are super-happy with the changes made in graphics, level design and gameplay.

What can you expect from the current version?

  • six brand-new fully playable levels and an introductory tutorial
  • freeform triangle-creating
  • reach every corner in the level and change gravity with the wall-walking ability
  • music by Ludwig Hanisch
  • puzzles
  • treasure hunt - can you find all the little foxes we were hiding?

You can download the update for the current version now. If you already purchased it, just click the link in your mail again.
Or head to our store and get the alpha for a 50% discount. And if you are still not sure if this is your game or if it is playable on your computer - download the demo!

Reviews:

Interview with us on GamingMomentum
Article and video on IndieGameHQ

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TRI – music and character

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The new Tri update will be out in two days. To give you some more appetizers we show you the first character the player will meet in the game - the Fox Monk. He will guide you through the first levels of TRI - a feature that is not yet in this update, because we plan to have voice acting, too.

Meanwhile, our composer Ludwig is working on our soundtrack. Friedrich's brothers (Paul is the other one) did all of our music together since forever. All of the samples are handmade by using mostly analogue instruments like guitar and jaw's harp.

Song 1

Song 2

He is also a painter and did this video for his art class:

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