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TIGSource ForumsCommunityDevLogsTricone Lab: a bio-logical puzzle game [Out 27-Jul-2017 on Steam]
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Author Topic: Tricone Lab: a bio-logical puzzle game [Out 27-Jul-2017 on Steam]  (Read 29456 times)
josh_s
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« Reply #120 on: April 13, 2015, 12:28:39 AM »

A couple of new levels, focusing on the transporter mechanic.



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josh_s
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« Reply #121 on: May 09, 2015, 10:24:50 AM »

Today I released Tricone Lab v0.13-alpha, which is mostly a content update:


I think the next 2 things I will concentrate on will be (a) tidying up the editor and puzzle sharing features and (b) packaging the game for a Steam early access release.

As always, if you are reading this and Tricone Lab seems interesting to you please contact me and I will send a key to unlock the full version.

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nightvisioncarpetbomb
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« Reply #122 on: May 09, 2015, 05:09:00 PM »

I love how this is unlike anything else!
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josh_s
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« Reply #123 on: May 10, 2015, 01:11:59 AM »

I love how this is unlike anything else!
Thanks, a few people have mentioned that. It's both a blessing and a curse!
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josh_s
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« Reply #124 on: May 31, 2015, 09:54:04 AM »

I've been working on the cell border drawing code, trying to remove various artifacts and make it look generally smoother. I had to change the whole approach in order to achieve this, but I'm happy with the results. Here are before and after screenshots.

Before:



After:

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josh_s
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« Reply #125 on: June 20, 2015, 04:02:04 AM »

I've just finished a major overhaul of how keys (formerly "Progress Keys") work.

Keys are mini-achievements that the player is rewarded with, by completing certain combinations of levels on certain maps. A key appears on a map like this:



There are now just 8 keys in the game, each key relates to a particular area of the game mechanics. The key's symbol and name relates to the mechanic. You earn the key when you've learned, to a certain minimum level, how the mechanic works.



Each map (standard or custom) requires certain keys before it is unlocked. This is shown clearly when you download the map from Tricone Lab Online or load the map to play it:



For custom (user-authored) maps, the required key set is calculated automatically by the server based on what elements are in each map. So if a custom map author uploads a map containing levels which use the Constructor mechanic for example, then this custom map will require the Constructor key, which means it will unlock only for players who've learned the basics of how Constructors work.
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josh_s
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« Reply #126 on: June 22, 2015, 01:08:53 PM »

New level, probably quite a hard one.

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josh_s
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« Reply #127 on: August 09, 2015, 02:45:05 AM »

4 new levels I made during the holidays, which use the exploder mechanic:









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josh_s
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« Reply #128 on: August 09, 2015, 02:46:20 AM »

.... and another 4 levels I made, which use the constructor mechanic:









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« Reply #129 on: August 15, 2015, 09:07:25 AM »

I've reached 100 levels!

http://www.triconelab.com/index.php/screenshots/

Now working on Steam integration.
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josh_s
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« Reply #130 on: August 15, 2015, 11:28:57 AM »

triconelab v0.14-alpha is done. From now on all builds will be on Steam, and I have taken down the direct downloads from the triconelab website.

Currently my Steam integration is Windows only, but I will be adding a Mac Steam version soon, and possibly a Linux Steam version if there is demand. If you would like a Steam key for testing please contact me.

v0.14-alpha changelog:

  • Major rewriting of line drawing, now much smoother
  • Some tweaks to existing levels
  • 8 new levels on 2 new maps, including some quite hard ones
  • Keys system simplified, clarified and reorganized.
  • When loading / downloading a map, the required keys are clear
  • Company branding at the start
  • Steam integration: download and launch from Steam
  • Steam integration: auto-cloud saving of progress and custom maps (whether you downloaded them or created them in the editor)
  • Steam integration: Gaining a tricone lab key gains the corresponding achievement in Steam.
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josh_s
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« Reply #131 on: August 15, 2015, 11:48:18 AM »

The v0.14 test build, as seen in my Steam library:


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oyog
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« Reply #132 on: August 15, 2015, 04:47:48 PM »

Super cool! Following on Greenlight so I can buy it when it's released!  Hand Money Left Grin Hand Money Right
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josh_s
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« Reply #133 on: August 18, 2015, 11:49:37 AM »

If anyone would like to do some beta testing, pm me your steam ID.

cheers,

josh
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josh_s
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« Reply #134 on: September 12, 2015, 11:21:08 AM »

Updated trailer.

I'll be using this on the steam store page:



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« Reply #135 on: September 22, 2015, 08:09:22 AM »

Death by beta have done an in-depth write up of the game:

http://www.deathbybeta.com/2015/09/22/tricone-lab-alpha-hands-on/

I'll be distributing some Steam beta keys via DBB in a couple of weeks.
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« Reply #136 on: September 22, 2015, 08:19:21 AM »

In other news, I have completed the Steam integration for Tricone Lab on Mac. What a pain in the neck that was! But anyway, if you run Mac OSX and you would like a Steam key for testing, please do contact me!
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josh_s
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« Reply #137 on: October 01, 2015, 12:52:54 PM »

Tricone Lab has now moved to Beta status!

version 0.15-beta:

Changelog

  • A couple of new, larger screen resolutions. Default changed to 1366 x 768, based on Steam stats
  • More fine grained settings available for update rate. Default changed to 50 fps
  • Steam Mac support
  • Other fixes and tweaks for Mac
  • Fixed some graphical artifacts when border lines are selected
  • Changed Breakers map so that BreakSlice has to be solved before BreakLock
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josh_s
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« Reply #138 on: October 02, 2015, 07:50:49 AM »

As well as previewing tricone lab, DeathByBeta have kindly agreed to distribute 50 Steam beta test keys, for Windows and Mac OSX.

They will be available from around 11am PDT (== 7pm UK time) on Monday 5th October.

Grab one!

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josh_s
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« Reply #139 on: October 09, 2015, 01:10:50 AM »

For a bit of extra publicity, I've created a Tricone Lab kickstarter page.

Go have a look!

https://www.kickstarter.com/projects/1272098334/tricone-lab-a-unique-lateral-thinking-puzzle-video



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