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TRI is a first-person 3D game with environmental puzzles and an immersive atmosphere. Experimentation is the key, thus players can create their own geometry to solve puzzles and reach hidden places in weird constructions. Features: * freestyle 3D platformer * build triangles to overcome abysses, reach unknown places, and walk on the walls and the ceiling * reflect light rays, dangerous lasers and floating spirit creatures * explore the halls and dungeons of TRI, collect treasures and solve puzzles

Report RSS Making-of episode 4 and new screens

We recorded a new episode for our making-of. This time we play the first fully-playable alpha version and talk about early access.

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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:

Episode 1: Youtu.be
Episode 2: Youtu.be
Episode 3: Youtu.be

Read more about TRI:

Preparing for cut scenes
A scripter's dev log

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TKAzA
TKAzA - - 3,154 comments

Who's the new dev with the new hair. :P
Bring back the scrolls!

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kaskade Creator
kaskade - - 68 comments

Haha. :P

Yeah, I want the scrolls back too! But I don't know what they will contain. ;)

Reply Good karma+1 vote
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