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There's nothing wrong with using marketplace content, but when you have 0 progress towards your game is it fair to ask for money on indiegogo? If you use marketplace content to speed up production or as placeholders that's fine, but if you don't have the skills to make a game how are you going to build a game with just $20k and marketplace assets?
Haha and now they're asking for donations... to buy more asset packs?
Basically everything in this post is straight from the UE4 marketplace...
Hey thanks for playing the demo! (and nice username too lol) Yeah for sure the next demo will have mouse sensitivity and invert options (it's already implemented now). Look out for it in the demo coming this summer!
Cool to see progress on this... But is it really worth rewriting id tech 2 in 2018? UE4, Unity or Cryengine have all the fancy rendering tech you'd want, and physics too, you could spend way more time developing the game than playing catch up and fixing up old engine bugs. Not to be super negative about your efforts in this, but wouldn't you save a lot of time and headaches just by switching over to a modern engine?
Wow this is great, thanks for sharing your research! I worked on a cover system once but a lot of this I never even heard of or thought of. Anyways this is cool for reference, hope other devs get to see it too.
Thanks! I looked at a lot of games for inspiration, so you can say it's got good ideas from many good games :)
Thanks so much!! There might be a demo sometime around summer, if you can't wait until the final release :)
Interesting. It sounds like it's faster this way and involves less work. Thanks for sharing your workflow!
Thanks for the input :)
Yes the player is not just some average joe... More info on that soon!
Haha "Trepang" is a pretty horrible name marketing wise because people can never remember how to spell it or pronounce it... So maybe it'll be an easter egg of some sort but not the final name.
Yup! Sorry I was a bit unclear.
Thanks for your patience :)
This is pretty clever! Just wondering though, why didn't you attach the armor bits as components that you could just activate physics for to knock off?
Very sorry for the lack of updates this month! Been super busy but also hard at work on some cool stuff, I'll post something soon :)
Thanks you too! :)
Of course, there will be some tougher boss type enemies :) They lead squads/packs of regular enemies and have better guns, more health and different tactics. They're still being prototyped but man they are tough haha
Here's a preview picture to reward your investigation :) Indiedb.com
That's a very good answer, but not quite :)
Long story, but here it is: A long time ago, a couple friends and I made a small game about a sea cucumber (https://frosttree.ca/trepang/). We couldn't decide what to name it, so we googled something like "exotic words for sea cucumber". one of the results was "Trepang", meaning sea cucumber in Indonesian, and that's where it came from.
I found myself in a similar situation when I was rushing to submit this game for the superhot competition without a name - so the first thought that came to mind was naturally Trepang2.
It's totally a placeholder name, the real name is coming next update. I'll be sure to inform everyone so there's not too much confusion.
Thanks! More cool stuff is being worked on for the next demo, look out for that sometime :)
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
Thanks!! Please vote if you haven't already :) so surprised it made it despite being so early in development.
Er here: Indiedb.com
Made it onto top 100!!!! Thanks guys :) Indiedb.com (under upcoming games, first person shooter)
Oh I see haha. Thanks and look out for more updates soon!
Haha, not sure exactly what you mean, but of course I'm focusing on the core gameplay. That's why things like lighting take a backseat for now, no point in lighting a level so early in development.
Thanks! Good luck to you as well. It may be some time before a full release, but there will be some demos along the way. Hopefully you can try some out, I'm always happy to hear input and suggestions.
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.
Yup it's me! Nice to see another dev from the UE4 forums. Didn't expect TREPANG to become a recognizable name, it's just a placeholder until the real name is announced :P
Thanks! It's still very early in development so can't really say yet. You can test out a prototype build from February here (http://www.indiedb.com/games/trepang2/downloads/trepang2-64bit-demo). If you have a desktop from 2012 or newer (or laptop 2014 or newer) it should run pretty well. However the next build will have better graphics and some outdoor scenes so it may have higher requirements.
Haha some enemies might have that feature ;) too early to say at the moment though