![]() So it’s almost as if you are sitting in the same office, just with quite some distance between us. Coming from the HL2 modding scene, everything was done with a remote office setup, so we went back to that workflow.ĭuring the official working hours we basically all sit inside of our discord “virtual office” voice channel. And this is also where past experience has come into play. But we have always been a rather flexible team. It did slow us down perhaps a little bit. Of course there are some technical hurdles from time to time but those are always solvable in one way or the other.ĭid the global events of 2020 affect you? Making an ambitious game with very limited resources, a small team and juggling between contract work and working on the game has probably been the biggest challenge so far. ![]() Have you run into any interesting challenges so far? Niels and his team are taking care of our music and audio needs as one of the few things that we can’t do in house. We also want to give a shoutout to Niels van der Leest and his Game Audio Squad. It was a technique that we had tested a number of times before during some gamejams and that allowed us to generate content quickly while still looking good – something that was key given that at the time we were only a team of 2, now 3.įor the past couple of years it was mainly a 2 man team working on the game between contract work with the occasional help of an intern, but for the past year or so we have been able to upgrade to a 3 man team and shift to work on the game fulltime thanks to the support of Cronos Interactive!Īll 3 developers have different backgrounds in terms of game development but we all at one point went to Digital Arts and Entertainment, a game development education located in Belgium. The art style is actually something that we had from the start, even before the project began. What did the creative process look like on Trifox? Gameplay variation is something that we always try to achieve. We also mix things up in terms of what the player is presented with inside of the environments. You can for instance go and deploy the Engineer’s gadgets on walls and add vertical gameplay, something that often isn’t present in similar types of games. Besides that we are also bringing certain types of gameplay that will be familiar for a lot of people but then with a slight twist. What sets the game apart from similar games in the genre?įor starters we aren’t dealing with hellspawn or post apocalyptic cyborgs. The main thing that we take away from them is the feeling that you get from them and then we try to mold that into something that fits within our world and gameplay. Games that are a big inspiration are games like the Crash Bandicoot games, Spyro, Mario, Ratchet & Clank, you know, the obvious ones but we also draw a lot of inspiration from movies such as Indiana Jones and perhaps some less obvious games. So we moved away from a more human character, prototyped some abilities that in turn inspired the different playstyles and so forth. We started out with an original prototype that had a much more traditional fantasy theme and a focus on the main elements (earth, wind, fire, water), but we always knew we wanted to give it a somewhat different spin and a setting more in line with those classic platformers from the PS1 and N64 era. The game evolved over a long period of time into its current form. There’s a demo out on Steam if you want to try it yourself, but here are a few insights into the development process. It’s a twin stick game though, so expect a lot more combat and weapons than you might expect from the colorful visuals. We take some time with Glowfish Interactive to talk about their upcoming action adventure Trifox, which was inspired “by the golden age of 3D platformers”.
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