Wednesday, April 30, 2008

Trino Release!


Trino has the following new features:
  • Single Installer
  • New effects on evolution points
  • The file is pretty large because we include the necessary DirectX dll's, .NET Framework 2.0 SP1 and XNA 2.0 Redistributable
  • We haven't tested in Windows Vista and 64-bit machines
If you have any problem with the installer, please tell us!

Thanks and enjoy!

Tuesday, April 29, 2008

Keyboard support added!

New build of trino with keyboard support!

As with all builds make sure you have the following installed:

1) .NET Framework 2.0SP1 - Go:
2) DirectX runtime - Go:

3) XNA runtime - Go:

...and then download our game:

You can use your keyboard for this build but for the best experience make sure you have an Xbox 360 Wired Controller (or Xbox 360 Wireless Controller w/ USB Wireless Receiver)

Keys: Arrow keys and A key to lay down a point.


Friday, April 25, 2008

EA playtests Trino during soft open

One of the nice perks of working in the EA Redwood shores building is that its easy for employees to check out our game during a coffee break. Our team held a soft open or open house for any EA employee to come by and play test our game. We had people from all different teams like Sims, Deadspace, Pogo and also university relations and facility team.

Everyone who playtested gave us really good feed back and many played over and over trying to get the highest score for the day!

Thank you to everyone who stopped by and playtested! (and who came back to enjoy more after the playtest!)

Trino seen on Ziggyware

We posted a link to our blog a few days ago on XNA community and another site Ziggyware posted a link to our blog. Check it out! Check out Ziggyware's XNA tutorials and stuff.
Thank you!

Thursday, April 24, 2008

Trino Pre-Beta Release

Download it!

What's new:

  • Full screen mode
  • Warning and evolution signs
  • A new enemy type
  • New Effects
  • Bug fixes

If this is your first time running our game look to the previous posts below for installation instructions.

Bottom line is you will need .NET, XNA, and DirectX runtime installed. You can find download links below.


Wednesday, April 23, 2008

Download newest Trino and play!

New Trino Build!

What's new:
* Several bug fixes
* New effects
* Difficulty adjustment
* Score/HiScore (HiScore is not persistent, it is only for testing)
* Currently, game has issues with ATI graphics cards. Sorry!

If you have already played our game and installed all requirements,

Just download newer version of the game:

(You can delete the old and its content).

If you are trying to run the game for the first time


1) .NET Framework 2.0 - Go:
2) DirectX runtime - Go:

3) XNA runtime - Go:

AND YOU NEED Xbox 360 Wired Controller (or Xbox 360 Wireless Controller w/ USB Wireless Receiver)

...and then
download our game:

We'll come up with installer as soon as possible to make the steps much simpler, but for now I hope it is not too confusing what the steps are. Game is originally developed aiming at xbox than online distribution which lowers accessibility for general public, but we want to get as many of you to play our game! So, thank you so much for taking extra steps to play the game :D

Tuesday, April 22, 2008

Pre-Beta Installation Help & Feedback Notes

Hello Yinz,


The installation process for our Pre-Beta is a bit confusing, and it's our fault. We're going to have a quick and easy, single installer file (very soon), but we wanted to release this early version of our game to close contacts in order to get as much feedback as possible. Below are easier instructions to follow. When it doubt, please see the readme.txt that's been packaged into the .zip.


1) .NET Framework 2.0 - Go:
2) DirectX runtime - Go:
3) XNA runtime - Go:
4) Xbox 360 Wired Controller or Xbox 360 Wireless Controller w/ USB Wireless Receiver
Trino Pre-Beta release:


1) Install all of the above.
2) Make a sandwich (don't worry, installation doesn't take very long, we just figured you might be hungry).
3) Install Trino by unpackaging the .zip file onto your machine, then run "Projex.exe" (no install required).
4) Play our game.
5) Submit feedback to our Blog or our e-mail list (people not subscribed to ETC lists should submit feedback to our blog).


Our game was built and runs on the following system:

* Intel(R) Core (TM) 2 CPU 6600 @ 2.40 GHz
* 2 GB of RAM
* NVIDIA GeForce 8600 GT
* Microsoft Windows XP SP 2
* XNA Framework 2.0

The game will run on significantly less powerful systems, but to be safe, this is what we recommend.


We're in a good place right now: we're far along with our game to show it off, but we're still in a phase of development where we can make changes and easily add new content. The biggest challenge is TESTING is all to make sure it's fun. You can help us by getting us your thoughts about anything that contributes to the following points:

1. Difficulty Curve & Flow.
2. Interest Curves.
3. Bugs & Crashes.
4. What are your system specifications (, baby)?
5. Anything. Your thoughts on global warming and corporate outsourcing, perhaps.

So watch our blog closely over the next few weeks! Thanks for playing Trino!

Trino! Pre Beta Release!


Requirement: You need XBOX 360 Controller!

* Unique Game Mechanics
* 6 Puzzling and Action Filled Levels
* 7 Enemies with Advanced AI who use their cunning abilities to track and hunt you down!
* Breathtaking 3D Graphics and Effects
* Compelling Music

Any comments, feedbacks, bugs, or questions, please reply this posting! We love to see your feedback!

Known Issues:
* The text has black rectangle around it
* When you create a triangle, there is a blue lighting, sometimes the state is screwed

If you have played the game, it would be nice if you could post your high score, furthest level you have reached and computer specs! Thanks!

Enjoy guys!

Tuesday, April 15, 2008

New build of "Trino"!!

This is what we've been working on last week(+end). Check out the

-New enemy look
-New effects
-New maps
-New sounds

and.... we have lighting system that really changes how the game looks.

Wait to play Trino- BETA release's next Monday!

New game title!

After weeks and weeks of trying to come up with a name we finally have a new one. It was a close battle of "Trino", "Triangulator" and "Trivolver", but in the end "Trino" was the only one left standing.

Wednesday, April 9, 2008

Character/Enemy Proportion Sheet

The is a first attempt at really defining/adjusting the scale of our game enemies in relation to our player character.

UI concept art

The game's UI is done art wise, still needs to be implemented. This is only a photoshop approximation of a game screen, the actual game looks different. So much left to work on!

Monday, April 7, 2008

New AI.

To avoid the virtual triangle.
But, it's not that hard to catch them. :)

Sunday, April 6, 2008

Game Art Evolution

A chart of the game's art up until now. yay.

Thursday, April 3, 2008

You Give Me Pac Man Fever Abba Abba

We got some new enemies; the first one to show is the Point Eater. This guys eats your points, breaking your triangles and combos. More to come soon!

The Heavy is also on display. More to come soon.

Wednesday, April 2, 2008

Materials test

A materials test in Maya. There's four texture maps: color (color + ambient occlusion), reflection (skydome), reflection mask and normal (for distortion). Hopefully this is reproducible in XNA!

Tuesday, April 1, 2008

New BGM!

I am almost done with one of 7 (huh?) new main BGM...

I included some of the sound effects to see how it would feel in the game when randomly mixed with BGM.

New Content

Two new enemies modeled & textured. Rigging & animation will come next, but expect to see more enemies modeled & textured first.


Animation loop for the main character in the final, 7th, evolution state. Six more animations to go!