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I'm reviving Tribal Trouble...with a twist.

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I'm reviving Tribal Trouble...with a twist.

Post by IsolationX on Mon Sep 15, 2014 8:19 am

Hey there everyone! My name is Alexander, and I'm the founder of indie-game studio Quadratic Studios.

My team and I have played Tribal Trouble for a while, and we're currently planning a new project called Island Insanity. Unfortunately, we're not able to use the Tribal Trouble name due to copyright reasons.

We're currently in the starting phases of game development, and we're excited to find a community like this one.

Here are some important things you guys might want to know.


  • Island Insanity will cost $20.
  • There will be no in-game purchases.
  • We are creating our own 3D graphics that will provide a huge visual boost.
  • We are re-making the game in Unity 4.5, allowing us a lot more flexibility in terms of features.
  • The core ideas of TT will be brought into the game. Islands, Natives, Vikings, tower, quarters, and armories.



We're also trying to implement some new features, such as...


  • Buildable Walls?
  • Multiple islands per map. Boats a possibility.
  • Buildable bridges.
  • The ability to build "houses" to increase your population.
  • Multiple types of units.



I would really appreciate you guys' opinions on the upcoming features, etc.

Thanks for your time!

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Mon Sep 15, 2014 8:36 am

Most important thing I think you can do, is DO NOT over complicate it. It's supposed to be a fast passed, simple game. Not age of empires!

Once you start adding houses, boats and all that.. You'll start competing with AOE, civilisation, etc. and your target market will turn to a much different population Smile
(IMO)

But sounds good that you're reviving it Smile

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Re: I'm reviving Tribal Trouble...with a twist.

Post by IsolationX on Mon Sep 15, 2014 8:50 am

D e a t h y wrote:Most important thing I think you can do, is DO NOT over complicate it. It's supposed to be a fast passed, simple game. Not age of empires!

Once you start adding houses, boats and all that.. You'll start competing with AOE, civilisation, etc. and your target market will turn to a much different population Smile
(IMO)

But sounds good that you're reviving it Smile

Totally not trying to target that market. We're keeping it at a max of 5 possible buildings, with maybe 3 different unit types max.


Thanks for the reply! If you have any features you'd love to see added, let me know!

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Re: I'm reviving Tribal Trouble...with a twist.

Post by EPIC_FAIL on Mon Sep 15, 2014 11:23 am

While I agree with Deathy, I do admit I've always been fantasizing about TT games between 3+ separate islands... however when discussing it with some other TTers back in the day (even Sune) we quickly realized that this opens up a whole world of complications, even possibly including the need for an entire naval combat system, which would start to progress TT from being its own polished game to a shitty AoE clone.

Having said that, if y'all could come up with a balanced system for multiple islands that wouldn't take emphasis off of land combat, I'd be fully behind supporting that.

Some features that I feel would greatly benefit TT1's playability without decreasing from the game's feel and style too much would be:
-Adjustable 'peace' periods (sort of like what they had with TT2 where you couldn't attack for X seconds)
-An improvement to the rating system that isn't so easily abused (force rating always on?)
-If it's possible to get The Theater like they had in TT2 integrated into TT1 I would scream like a little girl
-Higher population cap (not sure if houses is the way to go about this... AoE pls)
-Bigger maps
-NERF TOWERS OH MY GOD. Easily the most OP thing in the game
-Make northern maps actually playable in a multiplayer scenario. They pretty much just need flattening
-Better campaign (fully willing to help out in designing this)
-While I didn't enjoy TT2's pre-configured maps (took way too much dynamism out of the game IMO), it did have some creative new gamestyles which were pretty fun such as 'control the treasure for X minutes'. I think these could actually still be integrated on randomly generated maps, but that will be for y'all to be the judges of.

Otherwise great to see that there's still some people willing to put some time and effort into our beloved game Very Happy

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Re: I'm reviving Tribal Trouble...with a twist.

Post by IsolationX on Mon Sep 15, 2014 11:57 am

EPIC_FAIL wrote:While I agree with Deathy, I do admit I've always been fantasizing about TT games between 3+ separate islands... however when discussing it with some other TTers back in the day (even Sune) we quickly realized that this opens up a whole world of complications, even possibly including the need for an entire naval combat system, which would start to progress TT from being its own polished game to a shitty AoE clone.

Having said that, if y'all could come up with a balanced system for multiple islands that wouldn't take emphasis off of land combat, I'd be fully behind supporting that.

Some features that I feel would greatly benefit TT1's playability without decreasing from the game's feel and style too much would be:
-Adjustable 'peace' periods (sort of like what they had with TT2 where you couldn't attack for X seconds)
-An improvement to the rating system that isn't so easily abused (force rating always on?)
-If it's possible to get The Theater like they had in TT2 integrated into TT1 I would scream like a little girl
-Higher population cap (not sure if houses is the way to go about this... AoE pls)
-Bigger maps
-NERF TOWERS OH MY GOD. Easily the most OP thing in the game
-Make northern maps actually playable in a multiplayer scenario. They pretty much just need flattening
-Better campaign (fully willing to help out in designing this)
-While I didn't enjoy TT2's pre-configured maps (took way too much dynamism out of the game IMO), it did have some creative new gamestyles which were pretty fun such as 'control the treasure for X minutes'. I think these could actually still be integrated on randomly generated maps, but that will be for y'all to be the judges of.

Otherwise great to see that there's still some people willing to put some time and effort into our beloved game Very Happy

Hey, thanks for the great suggestions! We've actually started the development today, and I'm currently talking to oddlabs about right to the TT name. Hopefully I can purchase it, but if not we'll need to use Island Insanity.

Do you have a skype? Would be wonderful to speak to you.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by EPIC_FAIL on Mon Sep 15, 2014 12:04 pm

IsolationX wrote:Do you have a skype? Would be wonderful to speak to you.

Sure, check your private messages!

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Re: I'm reviving Tribal Trouble...with a twist.

Post by IsolationX on Mon Sep 15, 2014 6:38 pm

EPIC_FAIL wrote:
IsolationX wrote:Do you have a skype? Would be wonderful to speak to you.

Sure, check your private messages!

Checked, added you.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Mon Sep 15, 2014 10:31 pm

Only fixes I can think of:

- give Cheifs more specials (balance the native one since it's weaker than the Viking one as well)

- add hard ai's that are actually "hard" and play like a normal player does (with multiple qs)

- have a count down that starts the game once all players are in game. (That way nobody just sits there waiting for a player on the "waiting for players.." Thing for ages).

- fix the high scores so you can see EVERY player as a pose to top 50, and have it re-organise it's rankings automatically when you select "most wins" "highest rating" etc.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by glow on Tue Sep 16, 2014 12:31 am

i know im late to the party however i must agree wit the rest of the people. dont over complicate. i am not that creative in that i didnt think of additions to the i simply played the game and loved it. i am all for making it again or a newer version and i would probably bet ill spend the 20 bucks for it. ill try to get sigh into it (im sure i can). as everyone said. dont remake aoe. i prefer TT simply because of the simplicity. it is simple yet incredibly complex at the same time. which i think makes it awesome.

will there b a demo downloadable for free? i ask this because i believe i may b able to at least get another 5 people to download the demo and potentially buy the game if they like the demo.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Tue Sep 16, 2014 2:17 am

Another idea.. But on the financial side of things (even though I'd rather it super cheap) I'd say make it a subscription game (like Runescape and other online games.

Reason being is that I'm assuming you're aiming towards the younger population, who will undoubtably need to ask their parents for money. And from my experience, asking for $3-5, was much easier than asking for $20 (plus the fact that it only lasts for a month could make the parent even more interested as they are being a "good parent" in their mind by limiting the gaming to only a month).

All the most financially successful online gaming businesses (and other businesses) in the world do this, so perhaps you guys should too Smile.

BECAUSE MORE MONEY = MORE ADVERTISING = BIGGER TT Very Happy

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Re: I'm reviving Tribal Trouble...with a twist.

Post by 007 on Tue Sep 16, 2014 12:43 pm

D e a t h y wrote:Only fixes I can think of:

- have a count down that starts the game once all players are in game. (That way nobody just sits there waiting for a player on the "waiting for players.." Thing for ages).
.

you will miss it when its gone Very Happy
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Re: I'm reviving Tribal Trouble...with a twist.

Post by glow on Tue Sep 16, 2014 2:08 pm

D e a t h y wrote:Another idea.. But on the financial side of things (even though I'd rather it super cheap) I'd say make it a subscription game (like Runescape and other online games.

Reason being is that I'm assuming you're aiming towards the younger population, who will undoubtably need to ask their parents for money. And from my experience, asking for $3-5, was much easier than asking for $20 (plus the fact that it only lasts for a month could make the parent even more interested as they are being a "good parent" in their mind by limiting the gaming to only a month).

All the most financially successful online gaming businesses (and other businesses) in the world do this, so perhaps you guys should too Smile.

BECAUSE MORE MONEY = MORE ADVERTISING = BIGGER TT Very Happy

id rather not pay 3-5 bucks a month to play it...

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Re: I'm reviving Tribal Trouble...with a twist.

Post by IsolationX on Tue Sep 16, 2014 3:19 pm

glow wrote:
D e a t h y wrote:Another idea.. But on the financial side of things (even though I'd rather it super cheap) I'd say make it a subscription game (like Runescape and other online games.

Reason being is that I'm assuming you're aiming towards the younger population, who will undoubtably need to ask their parents for money. And from my experience, asking for $3-5, was much easier than asking for $20 (plus the fact that it only lasts for a month could make the parent even more interested as they are being a "good parent" in their mind by limiting the gaming to only a month).

All the most financially successful online gaming businesses (and other businesses) in the world do this, so perhaps you guys should too Smile.

BECAUSE MORE MONEY = MORE ADVERTISING = BIGGER TT Very Happy

id rather not pay 3-5 bucks a month to play it...


If anything, F2P with optional subscription. Like Runescape.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Tue Sep 16, 2014 3:48 pm

I'd rather not pay monthly either, but it will generate A LOT more money than the once bought option. As long as you guys use the money to advertise properly Smile

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Re: I'm reviving Tribal Trouble...with a twist.

Post by *sigh* on Tue Sep 16, 2014 4:46 pm

This sounds amazing. I have loved this game even before i was allowed to play it (slowlearner wouldn't let me at first...), and am excited for it to return. When it shut down honestly a part of my childhood was destroyed. Now, I don't really know a whole lot about things like AoE or Unity 4.5, but I am all for everything that as been brought up as long as the simplicity of the game stays the same along with the community behind it. I appreciate your work on bringing back this long loved game, Mr. Alexander! P.S. I do NOT want to pay monthly.
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Re: I'm reviving Tribal Trouble...with a twist.

Post by EPIC_FAIL on Tue Sep 16, 2014 11:01 pm

D e a t h y wrote:Only fixes I can think of:

- give Cheifs more specials (balance the native one since it's weaker than the Viking one as well)

- add hard ai's that are actually "hard" and play like a normal player does (with multiple qs)

- have a count down that starts the game once all players are in game. (That way nobody just sits there waiting for a player on the "waiting for players.." Thing for ages).

- fix the high scores so you can see EVERY player as a pose to top 50, and have it re-organise it's rankings automatically when you select "most wins" "highest rating" etc.

So much yes in this post. Especially on the countdowns to begin and automatic GLOBAL ranking resorting. There were some hilarious negative ratings in TT that were kinda tricky to find unless you knew how to navigate Oddlab's playerlist.

I also really feel like AI could be vastly improved upon now that coding languages have been expanded as well as a much more thorough understanding of how the game works has been achieved over the last decade or so this game has been out (has it been a decade?).

D e a t h y wrote:Another idea.. But on the financial side of things (even though I'd rather it super cheap) I'd say make it a subscription game (like Runescape and other online games.

Ehhh, not so sure about this one. Subscription based games have been shown to be increasingly unpopular as of late, and a lot of TT's playability is in nostalgia factor. Personally there were many periods which I gave up playing the game and probably wouldn't have continued playing if it required me to re-sign up for a subscription.

TT1's financial demise can't really be credited to its 1-time-buy system not generating any long-term cash flow, but rather a $30 price-tag was too great for a 'dead' game. I guess nobody could've predicted how badly TT2 failed in the end, but it was Oddlabs' bad by not giving any sort of price drop for TT1 in the history of the game..... Rolling Eyes

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Re: I'm reviving Tribal Trouble...with a twist.

Post by IsolationX on Wed Sep 17, 2014 9:18 am

Just to clear things up. If we have anything, it will be Free to Play with an optional subscription for $3-5 a month.

The subscription would give players a new "faction" to play (All the factions are the same except for visually). It would also give players things like an additional campaign, special "member-only" map types. (For example, as a member you can queue for both Member battles and F2P battles, which are almost exactly the same, except Member's could choose a few additional types of maps. (Deserts and other cool stuff!)) Oh, and all maps would be randomly generated. Paying would not give anyone ANY type of advantage in ANY game mode.

We're considering this mode, as the free to play original game would allow us to grow a huge player base quickly, and the small subscription would allow us to keep the game running for the long term. Would anyone be willing to pay an OPTIONAL fee for 20 more hours of content, and a ton of cool visual updates?

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Wed Sep 17, 2014 10:04 am

Sounds good, but I don't see why anybody would even bother buying membership then tbh. And by doing that "members only" games, you'll end up splitting the community into 2, where ideally you want 1.

I say keep it simple, and make it WORTH the money to buy membs , otherwise nobody will do it (especially if they receive very little benefit with pvp online against f2p).

Maybe keep the single player the same for f2p/p2p (so f2p get a taste of what p2p is like), but with online you only get access to rock weapons, and you're a "guest" etc. like they did on TT1.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by glow on Wed Sep 17, 2014 10:40 am

D e a t h y wrote:Sounds good, but I don't see why anybody would even bother buying membership then tbh. And by doing that "members only" games, you'll end up splitting the community into 2, where ideally you want 1.

I say keep it simple, and make it WORTH the money to buy membs , otherwise nobody will do it (especially if they receive very little benefit with pvp online against f2p).

Maybe keep the single player the same for f2p/p2p (so f2p get a taste of what p2p is like), but with online you only get access to rock weapons, and you're a "guest" etc. like they did on TT1.

exactly as he said. in TT u could download the game for free and act as a guest. giving u less things to use and theoretically making the game harder. seeing others (members) have access to the full game would make the guests want to get the game fully. i think it worked great for TT as most of us started out as guests and bought the game later. there were times when guests and members were split but it depended on the guests and the members. i personally never had an issue wit a quest in my games, however others didnt like them in their games. sometimes guests would play amongst themselves and not let members join.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by 007 on Wed Sep 17, 2014 2:45 pm

can we have more peons? like 1000? or it will ruin the game
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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Wed Sep 17, 2014 3:42 pm

glow wrote:
D e a t h y wrote:Sounds good, but I don't see why anybody would even bother buying membership then tbh. And by doing that "members only" games, you'll end up splitting the community into 2, where ideally you want 1.

I say keep it simple, and make it WORTH the money to buy membs , otherwise nobody will do it (especially if they receive very little benefit with pvp online against f2p).

Maybe keep the single player the same for f2p/p2p (so f2p get a taste of what p2p is like), but with online you only get access to rock weapons, and you're a "guest" etc. like they did on TT1.

exactly as he said. in TT u could download the game for free and act as a guest. giving u less things to use and theoretically making the game harder. seeing others (members) have access to the full game would make the guests want to get the game fully. i think it worked great for TT as most of us started out as guests and bought the game later. there were times when guests and members were split but it depended on the guests and the members. i personally never had an issue wit a quest in my games, however others didnt like them in their games. sometimes guests would play amongst themselves and not let members join.

That's right, and if anything getting kicked by members only wanted me to get members even more hahaha

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Re: I'm reviving Tribal Trouble...with a twist.

Post by glow on Wed Sep 17, 2014 5:34 pm

007 wrote:can we have more peons? like 1000? or it will ruin the game

1000 peons i feel is over kill...

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Wed Sep 17, 2014 6:50 pm

glow wrote:
007 wrote:can we have more peons? like 1000? or it will ruin the game

1000 peons i feel is over kill...

Maybe have the option to change Max cap during the game making stage.
100,200,500 would be cool I reckon.

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Re: I'm reviving Tribal Trouble...with a twist.

Post by glow on Thu Sep 18, 2014 12:25 am

perhaps. that would make every game a bit different. however there should b a set regular? for the times when we decide the top 10 so we can have a medium ground for everyone? or would it jus b a separate thing. a top 10 per category?

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Re: I'm reviving Tribal Trouble...with a twist.

Post by D e a t h y on Thu Sep 18, 2014 1:12 am

Medium maps = 100 max
Large = 200
Huge (different terrains on the same huge map with Islands maybe as well?!) = 500

??

D e a t h y
Iron Warrior

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Re: I'm reviving Tribal Trouble...with a twist.

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