Tag «Tri»

TRI – #5 – New levels for the upcoming update

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Now that all the planned levels and a brand new tutorial are finshed, we are proud to announce our next update! You can load the new version or buy the game in Alpha state from March, 27th!

The update will contain the huge tutorial course + six levels.
With those new levels we cut out some of the feature (laser beams, light rays and the Kami) - for now. We add them in the later levels, once again, to have a better playability.

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Stay tuned! The next update will show you the first character and some images from the tutorial, which is set on a mountain.

Tri – Back to business!

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We promised to continue working on TRI - and here we are! After finishing the contract work on a serious game for a German zoo we immediately headed back to our first-person puzzle platformer. What was a pause of four months turned out to be a lucky strike for both - our project backing and the improvement of the gameplay.

Since January we are working furiously on the upcoming update, which is planned for mid March. We have six new levels, including two newly made tutorials that will introduce the world and its gameplay a lot smoother. And we reworked the graphics and the level design to a status we are happy with, finally. Besides, we are going to add two new characters - someone to lead the tutorial and a character you will chase throughout the game.

It was a long way from the 48-hour Ludum Dare prototype in 2011 to the first seriously planned step to make a full game out of it in August, 2012. We had our struggle with the story and a proper presentation of the gameplay, but are confident now to give you a much more improved version of the game.

Over the next weeks until the update we are going more in to detail with articles and videos. Stay tuned!

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TRI takes a nap

Tri sleeps a while

Hey Rat fans and TRIer,

after so many months of developing and prototyping we unfortunately have to let our little TRI take a longer nap. The reason is quite simple: money. The purses need to get refilled, which means we do some contract work for now. We are very sorry for this delay, and have to confess that we were always a bit naive about the release date. TRI was growing, but too much into a direction we couldn't handle anymore. This also means that we will adjust the design and scope of the game to be a better fit for a two-headed team.

But we will continue working on TRI - by the beginning of next year!

And you will hear from us soon enough. There is still the voting going on for the Ludum Dare #24; the Indie Buskers will be back with special guests for a second jam; and Friedrich is going to host the Mini Ludum Dare #37 at the end of September. TRI may be asleep now, but the Rat King isn't!

Stay tuned!

https://www.youtube.com/?v=vHdtm-5_qao

Update your TRI now to version 0.1.6

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If you got TRI from Desura - download the new version with your Desura client. Or did you purchase it directly from our website? Just re-download the game via the link at the bottom of your receipt. (Send us a message in case of problems with the download.)

What did change in version 0.1.6 ?

First the sad part: your old savegames will be useless. We rewrote the save format, which was neccessary because of added functionality. The rest is good news:

  • performance improvements (occlusion culling, normal maps size)
  • hardware cursor implemented
  • saving issues on Mac fixed
  • dragging (crates and crystals) improved
  • climbing works better on chamfered edges
  • added option "Camera smoothness", makes camera rotation less direct and choppy
  • online version check
  • new shader for the TRIs - added glow to important objects
  • We also added some bugs ;) EYEBUGS walking around
  • FPS counter for testing performance, activate it with the F10 key
  • a small section of the tutorial level was changed (many people had problems there)
  • fixed (hopefully) the problem with quicksave/load resulting in gray screens

What are our next steps?

  • At the moment Jana is changing the whole look of the textures to a more individual and hand-painted style.
  • Moreover, we finished the story. This means rooms, atmosphere and motivation will finally make more sense.
  • Bug fixes and tweaks, of course.
  • Perhaps more levels.

Still unsure if you should buy TRI? Just try our demo. Download it directly from us.

https://www.youtube.com/?v=bccBt9jbwfY

https://www.youtube.com/?v=3b2zcDRTLy4

Buy TRI

Survey, Updates and Kickstarter | TRI

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Surveys are good!

It was good to put a survey right at the beginning of our pre-alpha. Almost 50 people filled it out and I want to show you some of the results of my evaluation.
The best result is that most people who played the game seem to like it. First mission accomplished.

TRI survey

Looking at the time people spend in TRI makes the result a bit sobering, because most players took the dive into the game for less than half an hour.

Tri Survey Hours

This makes us a bit sad, but I also know that most people who answered the survey just played the demo which really has a playtime of 0.5 hours only (of course you can spend more time in it, if you wish).

 

What did people like most in the game?

Everybody seems to enjoy the TRI-creating (phew!) and the walking on the walls. Pushing around physicalized objects and being creative is what fascinates most of the players, too. Reaching unexpected places is something we need to enlarge in our level design - many people love searching around and being rewarded with Gummi Bears.

Story and the reflection of light rays was seldom mentioned. Reading longer letters is a bit too distracting from the gameplay or just annoying. The light rays also were not mentioned by the survey-takers, because they are not prominently included in the demo; you need to buy the pre-alpha to get access to those levels.

 

What players didn't like

Making TRIs is still a mystery for some players. "When do they get solid? Why can't I build them here? Why can't I delete this triangle? Why isn't the wall-walk working? Why are they red or yellow?".
Gamers that are used to instant success might get annoyed by the (non-)usability of the TRIs. You can't just push the balls (the three corners with which you build a triangle) everywhere and a TRI is there. We are still working on fixing that, but it's not that simple, because it's the main gameplay.

Dragging and crate-stacking are on the big hating list close to the top. Both will hopefully be better working with the upcoming updates.

Controls, either mouse controls or walking/jumping, didn't work out for all of you. For platformers those are the most important, but the most complicated issues, too. So the character controller will be refined with every update, but not at once.

The mouse controls are a bit tricky. On Macs the cursor is spinning madly, while in Windows he reacts like a slug. Friedrich (our programmer) experiments with the operating system's own hardware cursor now, instead of using a software cursor (which means using a little texture for the image showing the cursor status: dragging, no-dragging, standing on objects, etc.). This should at least somewhat remove the "sluggish" feeling.

Another big problem we can't reproduce mentally is orientation in the levels, due to the fact that we build those. But with the upcoming content update there will be more details and different looking corridors, so you probably will know where you came from even after spinning your head several times.

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Last point: reading. Some people really enjoyed the letters and liked the humor. But most players just skipped them - the too-well-known "TL;DR" (Too Long; Didn't Read) syndrome. We are not going to remove them totally, because written fiction is something we both enjoy in games (e.g., the letters in Thief and the books in Morrowind). But we try to make them more interesting now that the story is completed. And we already differ between story text and tutorial instructions, which is very important for those players who even don't like to click on a book or letter once in a while.

 

Upcoming update

In the second week of August we are going to do the first technical TRI update. This means that not much content will be added BUT we fixed some bugs and usability issues.

  •  performance improvements (occlusion culling, normal maps size)
  •  hardware cursor implemented
  •  saving issues on Mac fixed
  •  dragging (crates and crystals) improved
  •  climbing works better on chamfered edges
  •  added option "Camera smoothness", makes camera rotation less direct and choppy
  •  online version check
  •  new shader for the TRIs - added glow to important objects
  • We also added some bugs ;) EYEBUGS walking around

Buy TRI

Go to the official TRI page

 

Something not completely different:

We are on Kickstarter! Together with 8 other developers we seek some funding for our development progress. You can get all of the games and soundtracks for just $20 or pledge more if you like.

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