August 24th-27th 2012 :: Theme: Evolution

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by Fritzendugan - 48 Hour Compo Entry

(quick note: run into the kittens instead of killing them for a surprise)

T.R.E.E. is a weird mix of tank combat and mining. Destroy the terrain in search of "power" nodes that you can plug in to your Upgrade Tree and enhance your tank. Tame kittens to help you on your quest. Explore an indefinite, procedurally-generated, fully-destructible, environment. Warning in advance: the graphics are crap (I'm not an artist).

Only really got to test with chrome and windows 7, so let me know what it works on and what it crashes on

Soundtrack is creative commons, see soundtrack page for details

Downloads and Links




Jeremy1080 says ...
Aug 27, 2012 @ 6:14am

Very nice concept, took me a bit to figure out what was going on, but overall great!

panzermancer says ...
Aug 27, 2012 @ 6:27am

It's an interesting idea, but the controls are terrible for the upgrade screen. We should just be able to click on a node to read it.

Also, there isn't much of a point in making three different "currencies," seeing as they don't really show up in different ways; you just end up seeing a bunch of them in one spot, of different colors. My assumption (and this would have been a lot cooler) was that the different colored blocks stood for different resources (ex. a yellow slab could give both green and blue energy) and you got small amounts of that as you harvested.

Also, the generation, although cool in concept, is more than a bit buggy. Stuff just pops up right in front of your face, killing the sense of exploration and replacing it with the sense of "oh well that's there now." And I can see the energy hidden in blocks for a split second, so I just run right in there and dig it out.

It's a cool idea, but not very well-designed. I'd say, revise what you've got there, think about what makes procedural generation, upgrading, and general exploration interesting to work with, and go from there. For example - would it be more interesting if you could find any energy anywhere, or if there were whole regions of only one color, so if you wanted it, you'd have to specifically find it?

K1NET1K says ...
Aug 27, 2012 @ 3:35pm

The menus and controls are from different worlds, decent sound, graphics.. lol nice square :)

Brucef says ...
Aug 27, 2012 @ 3:52pm

That was fun to play! I liked how the points and talent tree/nodes worked!

Rex Peppers says ...
Aug 27, 2012 @ 4:51pm

Great job on the audio, hadn't thought of putting them on soundcloud... thx for the idea.

Fritzendugan says ...
Aug 27, 2012 @ 10:56pm

thanks for the feedback guys!

@panzermancer, I agree with everything you said. Most of this was a result of time constraints, and me kind of developing the idea of the game as I went along. I never had a full concept of what the game would be, so the different color currencies were a result of an earlier vision. I had thought of converting it all to one currency, but it was too late to have time to test it. Thanks for the great feedback, and thanks for playing!

rwos says ...
Aug 28, 2012 @ 3:10pm

Couldn't shoot or mine on Firefox 10 (Linux). I do have chrome, but there it said it couldn't initialize WebGL... I'll try again later on another machine!

Fritzendugan says ...
Aug 28, 2012 @ 5:52pm

rows : Could you open up the javascript console and tell me what errors you're getting? Also what graphics card do you have and do you have the latest drivers from the manufacturer?

rwos says ...
Aug 29, 2012 @ 6:31pm

That it doesn't work in Chrome for me is not your fault, seems like there is no WebGL-Support switched on or something. In FF WebGL does work and I can move around and use the upgrade menu and stuff but I can't use the mouse buttons. When I click somewhere, the debug output on the console is always like that:

TextMode_debug: mouseup: {undefined,undefined:-1 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mousedown: {undefined,undefined:0 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mouseup: {undefined,undefined:-1 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mousedown: {undefined,undefined:0 gs: NaN,NaN}
log.js (line 17)
TextMode_debug: mouseup: {undefined,undefined:-1 gs: NaN,NaN}

I'll see if I can get Chrome to support WebGL on my machine (again, not your fault/bug) and try again.

gnx says ...
Aug 29, 2012 @ 7:29pm

I like the destructable scenery. The visuals and non-floored numbers give it a very debuggey feeling though :D

Fritzendugan says ...
Aug 30, 2012 @ 1:52am

rwos : I think I know what's up. It has to do with how Firefox handles events a little differently. Thank you for taking the time and leading me toward the problem, but unfortunately I won't be able to fix it as it's not a game-breaking bug.

gnx : I completely agree :) I'm no artist and didn't give myself enough time to create graphics, nor give the game the polish it needed. Thanks for playing!

Per says ...
Aug 30, 2012 @ 8:02pm

This game has more content than it first looks.
Nice game overall. Could be really cool with some graphics and polish.

Sep 7, 2012 @ 3:36am

I'm going to assume I'm not supposed to start out with no weapons and no ability to mine in the middle of a barrage of enemies I can't defend against.

minism says ...
Sep 12, 2012 @ 6:59am

I couldnt figure out how to apply upgrades

Fritzendugan says ...
Sep 14, 2012 @ 3:21am

Josh : you're probably getting the mouse controls bug. Try using the newest version of chrome, sorry.

Minism : It's a little confusing, didn't get time to refine the controls. Try looking at the website, it details the process.

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