Trepang2 (working title). More info coming soon!

Features:

  • Immersive single player experience
  • Brutal, fast paced close quarters gunfights
  • Activate slow motion to give yourself a superhuman edge - dodge incoming bullets, pull off impossible no scope headshots
  • Go invisible to flank and sneak up on enemies
  • Deadly, powerful weapons with extremely satisfying effects on enemies
  • Aggressive, determined, tactical enemy AI who attack, retreat, use cover fire and do everything in their power to kill you
  • Chaotic shootouts involving multiple factions

Here's a playable demo from February 2017 (pretty outdated at this point, but still fun!)

TREPANG2 64bit Demo

Big updates are coming out in the next few months, and look out for the next demo coming soon!

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You creep up to the enemy fortress stealthily, eliminating guards on the way with well placed silenced headshots. Just as the front gate comes into view, a sentry spots you and sounds the alarm. The entire fortress lights up and you run for a vantage point as hordes of enemy soldiers stream out and stand in the open, waiting for you. At first you gain the upperhand by skillfully headshotting dozens of them, but your ammo starts to dwindle as they quickly replace their casualties with even more soldiers rushing out of the fortress. You pull out your machine gun and charge for the gate while mowing down whatever gets in your way. During this massacre you stop to reload behind a pile of sandbags. Okay, good to go - you jump out to finish them off - but to your surprise every soldier has turned around, running back inside the fortress. What happened??

What's wrong with modern FPS AI??

In most shooters these days, enemy movement and spawning is completely controlled by triggers, so enemies are unable to take cover or maneouvre intelligently. They just spawn and move to a scripted position. If they live long enough, they move to the next scripted position when the player reaches the next trigger. The problem with this is that it cripples even the best AI and it's a an extremely tedious job for level designers to script and test every possible position enemies should move to in response to every possible position the player can take.


(Here's a youtube video illustrating that problem in Battlefield 4's campaign. The level designers didn't anticipate the player would rush with a shotgun, so they didn't script the soldiers to take cover or retreat properly - notice how awkwardly they move, and "take cover" behind objects the wrong way. This is a serious flaw with the way most games rely on scripting over AI. I don't mean to take cheap shots at BF4, I'm actually a huge fan of the series. )

Okay great, how will your game deal with this?

As a 1 man team doing both programming and level design, it would also be completely unfeasible for me to even attempt to script AI this way (for example, the player enters this room, these bad guys should flank here, these bad guys take cover here - it would take months to script each gunfight). So the solution is to create a very flexible and autonomous enemy AI that doesn't need hand holding and micromanagement, while responding to the player's actions in a believable way.


In this encounter, the enemies try to defend this "building" from the player - falling back, taking cover and flanking when appropriate. There is 0 scripting - I just set the zones for the AI to try to defend, and they'll do their best following a lot of AI decisions. This is actually very difficult for AI to do (since it's such an abstract task - usually game AI just has simple scripts like move to this position, look at this position etc) and outside of milsim games I've actually never seen a system like this before.

The truth is, even in the demo from last February, there was no scripting whatsoever (triggers were only used to spawn AI), so everything you saw there was purely AI. Even now there exists no system to force the AI to do anything, and I don't plan to implement one because it isn't necessary.

Here's a stress test, where a ton of AI assault/defend (right side defend, left side assault - the black spheres are defend zones, red spheres are assault zones). No scripting or triggers - the AI tries to assault/defend their zones, but retreat, take cover, flank etc when they deem necessary.


This is some cool tech, but what does this mean to me, the player?

There's three main benefits I can think of:

  1. Encounters are more open and dynamic, since AI will always react dynamically to whatever you do, and environments can be any size and your enemies will behave intelligently with it
  2. This game will be finished in a realistic time frame, not requiring months to script every battle
  3. No weird AI bugs/stupid behavior where enemies take cover facing the wrong way, charge your position in a straight line etc

Here's some examples of me just playing through the same test map with the same AI. Notice how the AI reacts against me - falling back when I'm aggressive, but trying to counterattack when I'm being passive.



Also... Stun animations!

Enemies have a chance of being "stunned" by damage, and with melee and explosions it's 100%. There was no animation for this before so enemies would just stupidly stand in place while they were "stunned". Now it's obvious with an animation, and playtesters are always happy to finish off stunned enemies :)


Coming up next...

As you probably know, "Trepang2" was a temporary placeholder name. A proper name and logo have been decided on and are in the works, so look out for the next time! Also perhaps some details on the story and setting ;)

Last but not least... funding

This project is totally funded by me, and it's not cheap! (I spent over $1000 USD last month on software!). I won't even think of doing crowdfunding or early access or anything like that, at least not until the game is mostly finished. Currently my only income is doing contract work for other game developers. I do programming but also 3d stuff, so if you'd like to hire me or know of someone who'd like to, my portfolio is here: Frosttree.ca

HD weapons, upgraded AI, grenades

HD weapons, upgraded AI, grenades

News 8 comments

Back with HD weapons, starting with the shotgun and pistol. Working on grenade throwing for the player. Individual soldier AI has been heavily upgraded...

New enemies, photoscanned models, grenades and more!

New enemies, photoscanned models, grenades and more!

News 3 comments

Revealing a new enemy faction, badass new gunshot sounds, grenades, new first person hands made from real life photographs, and new epic firefights in...

Combat dialogue, day night cycle, music and more!

Combat dialogue, day night cycle, music and more!

News 3 comments

A new dialogue system which makes NPCs talk and respond to each other. Lighting and skies have been completely overhauled for fully dynamic, real time...

June Update

June Update

News 2 comments

Larger maps with 40+ soldiers fighting each other, real time lighting. AI searching behavior, and new NPC dialogue!

RSS Files
TREPANG2 64bit Demo

TREPANG2 64bit Demo

Demo 3 comments

Slow down time and be a badass action hero. Go invisible and be a stealthy ninja. A fun, addicting but very challenging indie FPS. It's you alone against...

Trepang 2 Demo 32bit

Trepang 2 Demo 32bit

Demo

WARNING: THIS VERSION IS NOT FULLY SUPPORTED! Download at your own risk.

Comments  (0 - 10 of 47)
Wolfofdoom3
Wolfofdoom3

I think my favorite moment from this game was when 2 soldiers decided to cover each other face to face,I don't know if it was intended or not but they were literary looking at each other while walking slowly towards my direction,granted I killed them pretty quick and it wasn't a really good idea for the situation since there was only a single way I could come towards them but that was some pretty impressive behavior, It would have been a lot better if they walked back to back lol.Again I'm not exactly sure if it was intended or I was imagining things.I need some confirmation for this.

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wilsonC Creator
wilsonC

Haha that's a bug that's still being worked on. They try to guess your location when you're out of sight (or invisible), but occasionally their guess gives silly results, making them stare at nonsensical locations until you shoot them lol

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Wolfofdoom3
Wolfofdoom3

Well they were staring at each other and they were still moving not to mention it happened when one of them said "cover me",but yeah I suppose that's still a pretty silly result.

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wilsonC Creator
wilsonC

Made it onto top 100!!!! Thanks guys :) Indiedb.com (under upcoming games, first person shooter)

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wilsonC Creator
wilsonC

Er here: Indiedb.com

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Wolfofdoom3
Wolfofdoom3

Good job!

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wilsonC Creator
wilsonC

Thanks!! Please vote if you haven't already :) so surprised it made it despite being so early in development.

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Wolfofdoom3
Wolfofdoom3

Yeah,I'm pretty sure I did vote.I suppose a lot more people appreciate AI than it was expected,I mean a lot of people think it's a niche..or at least so I thought.

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Chyvachok
Chyvachok

Looks interesting, reminds me first Crysis and F.E.A.R. games. AI videos looks promising, and I hope you made good destroyable environments too, like furniture etc, because modern games lacks good AI and environment often is very static. Also interesting will you add some more weapons in future? I think good ideas is some sort of Grenade Launcher like M32, or maybe some sort of futuristic weapon, since you added zombies, like Gauss in Crysis or energy guns in FEAR, where they was implemented in interesting way, (Laser which leaving reg glow trail on wall, or Plasma Gun which burn enemies to skeleton), and didn't looked outplaced comparing to firearms.

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wilsonC Creator
wilsonC

There will be some limited destructible environments. Can't allow too much destructibility because it'd ruin the level design and could also cause issues for the AI.

Yes, there will be more interesting weapons coming soon. The current weapons are just the common low tier weapons. Power weapons like miniguns, rocket launchers, railguns etc are already being prototyped, and I'll show them off soon. Unlike FEAR or Crysis you can only hold 2 guns and ammo can be quite scarce. This avoids the common problem where you pick up a power weapon, but since you already have 2 other guns and you're afraid of "wasting" the power weapon, you leave it in your inventory and forget about it.

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Trepang2
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wilsonC
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Latest tweets from @wilsoncindiedev

Ah I totally missed this article last month! Dsogaming.com via @D_S_O_Gaming

12hours ago

RT @elliotgraytho: Art is all nearly ready to go for @despoilergame - Pumped! Fav level changes on a daily basis but I love em all. Pl… T.co

Dec 15 2017

Made it onto indiedb top 100! Indiedb.com Please vote for TREPANG2 :) #ue4 #indiedev #gamedev #indiegames

Dec 11 2017

Quick update on the AI goal system Indiedb.com via @indiedb #ue4

Dec 2 2017

Stun animations, so you can finish off bad guys after you punch them :) #UnrealEngine #gamedev #IndieGameDev #UE4 T.co

Dec 1 2017

Grenade!!! weeeeee #UnrealEngine4 #gamedev #indiegames T.co

Dec 1 2017

Revolutionary next gen game AI T.co

Nov 28 2017

The AI tries to defend against my shotgun rampage, but I'm just too good :P #UnrealEngine #gamedev T.co

Nov 22 2017

Some more AI defense stuff. Notice how the defenders (on the right) retreat when under pressure T.co

Nov 22 2017

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