One of the early levels of TRI. The game is still in beta state.
We released the beta of our early-access version in March 2014. All levels are included and playable. Now it's time for some nice polish, new sounds, character animations and cut scenes with story. We hope to release TRI in June this year!
Platforms: PC/Mac/Linux on Desura/Steam/IndieGameStand/Humble/GamersGate
Two years ago we had a fully playable version that still neglected story completely, but the triangles worked together with the level design, finally. At this time we heard of other developers trying out "early access", which had the more precise name "alpha funding", back then (or in our case even pre-alpha funding ...). I loved playing these games and seeing diamonds-in-a-rough developing into more playable and polished games with every update.
I analysed everything I found out about these alphas and wrote down The pros and cons of making a game alpha. At the same time we decided to jump into the cold water to try this infamous new method to get early feedback and funding with TRI. The funding didn't work out, but the feedback was pretty motivating. For the first time we had feedback from players and we realized what Early Access really meant: whatever you plan your game to be, players might have their own visions or show you issues that you wouldn't have recognized without somebody playing the game that isn't you.
This version isn't available (anymore), although I wonder if this is fair, since people paid for it. And the current version doesn't look anything like the current one. So, for those of you who missed out this experience, Friedrich and I played it for you again.
Of course we also push TRI forward, instead of just looking in its past. At the moment we try to fix little nasty bugs, polish finished levels with physicalized or animated objects and smooth out puzzles or paths that people got stuck in. Have a look at some of the examples:
At the moment we also work on cutscenes, finishing monologue and story text and mentally prepare for attending the Gamescom in Cologne in August. And finishing the whole project ... somehow ... soon.
Check out the previous making-ofs:
Read more about TRI:
7hours 31mins ago by ratkingslair
@kibertoad They do for a long time already? They don't have 64bit editor yet, though.
20hours 14mins ago by ratkingslair
@C418 I wasn't in Chemnitz! ;)
22hours 38mins ago by rottenhedgehog
23hours 15mins ago by rottenhedgehog
Jul 12 2014, 4:53am by rottenhedgehog
@OtherSide_Games ... or remake it. ;-)
Jul 12 2014, 4:13am by ratkingslair
Jul 12 2014, 4:12am by ratkingslair
@Detocroix Sorry, I meant Underworld: Ascension.
Jul 12 2014, 4:11am by ratkingslair
This is for the new Ultima: Ascension. I remember Ultima Underworld II to require 2 MegaBytes of RAM ...
Jul 12 2014, 3:59am by ratkingslair
"... to go with Unity, please consider targeting a 64-bit executable and at least 8GB (or more) of system RAM as minimum requirement ..."
Jul 12 2014, 3:58am by ratkingslair