You heard right! The big update is here. The first gameplay footage of Emerald is now online; You can now see the game in action! But that’s not all there are a few surprises in store within the video if you want a more in-depth look at the surprises scroll below the video. But that STILL isn’t all, a video means that we now have a YouTube account which means more videos! Expect gameplay footage, updates to projects, time-lapse, and much more! Don’t worry, the blog will still be the main source of information on Tribe Games in general. But without further delay… Emerald’s first gameplay footage.

Yeah, I know not the greatest quality video, there are still some kinks to work out but this will have to do for now.

New environment: Virtual

This environment includes pixel cars, holographic platforms, and a byte background. I was going for a computer style theme, in the beginning it started to look like an alien style environment.

The song featured in the movie is concept music. It’s not going to be featured in the game, but it gives an idea of what kind of music will fit in the game (Placeholder music?) who knows if this style of music will be kept in the end. I was going for a relaxed laid back kind of song, trying to use synth sounds give off a retro feel, but making it fit with modern synth ideas. As for the format of the song that is definitely not going to be the format, it is just a placeholder.

That’s about it for the new features, the video was more for gameplay footage rather than a reveal of new features. This is a good time to promote Tribe Games else where on the web:

Like the song? Wish the video was in 720p? Comment on it below.

This Post Has 4 Comments

  1. Hey, new to the site and reading old stuff. Congratulations on getting a game like this on its feet! What really impresses me is the editor. This game makes me realize a hunger I never knew I had. Ever since the (fairly awful) 1997 Frogger, I guess I’ve always quietly thought I could do better.

    Anyway, did you consider adding snap-to-grid movement and editing? I ask because Frogger had it, and it would be one way to avoid certain hitbox-related questions (which of the platforms I’m touching am I actually “on”?).

    1. Thanks for reading my old posts and thank you.

      I have considered doing a snap-to-grid style, but I decided against it because of two reasons:

      1. I really don’t want to limit the players movements, I would rather have them make smaller more fine actions. This makes the game even more skill based as you are constantly worried about your placement of the character in the environment. Creating another level of depth to the game.

      2. I like the idea that no two levels are the exact same. Snapping the movements to the editor also makes everything look pixelated which isn’t necesarily the style I was going for (But that doesn’t mean I wasn’t going to add snapping to a grid as an option in the editor).

      Now, yes this does bring up some issues with “What platform am I touching?” and I had to fight that problem for a long time. But I think it would be worth it if I figured it out. It would give the game more personality so to speak.

      1. The way you talk about movement limitations reminds me of “The World’s Hardest Game”:

        http://www.kongregate.com/games/Snubby/the-worlds-hardest-game?acomplete=hardest

        Its charm (and difficulty) come in large part from that worry over your placement.

        As for the “what platform” question, I re-watched your video, and it doesn’t seem like the player had much difficulty there. I’d be interested in knowing what first-time playtesters think.

        If you’re interested in polishing it, I had a (rather rushed) first thought. Some stealth games like the Thief series give you sound feedback based on the ground under you. For example, a metal floor produces loud metal footsteps. Footsteps would be out-of-place in Emerald, but perhaps a slight hum or change to the music (ie an added beat) would be enough cue to tell the player which object they’re attached to. Otherwise, you could have the character change color based on what type of ground he’s on. Another option would be having him give a brief subtle flash whenever he moves from one moving object to another.

        1. “The World’s Hardest Game” is a very good representation of what I wanted to achieve. The challenge is largely based on where you are positioned in the level like you said.

          In regards to the platform sugestions, the box was just a place holder. I was going to have the characters I made go through the levels instead, I just never got around to making that happen. So footsteps would definitely work to help identify what you are on. Although I must say that some of the other options sound very intriguing in the way of telling the player what platform they are on.

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