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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
Hey that actually looks really cool and I totally agree with their philosophy. Enemies shouldn't exist as scripted obstacles, but should have their own goals and things to do instead of just waiting for the player. Kind of like how movie villains who have reasons/motives are just so much more memorable and interesting.
Yeah I was guilty of using the all seeing enemy detector in my HL2 maps as well (I forgot what it's called sorry lol).
Can't do that here though, because the player can go invisible at any moment and the maps are more open ended, so it'd feel cheap if the player snuck around the enemy only for them to instantly detect you. So I actually had to write an intelligent searching and guessing system for them to think of where the player goes when he's out of sight, and can be foiled if the player is sneaky.
Yes of course! There's a dismembering system in the works, but on hold at the moment because the character models are all placeholder. Once the new character models are in, the dismembering will follow shortly after. I'm taking inspiration from Dead Space if that gives some hints as to how it works :)
Hi and thanks for your interest. That's a possibility, it's definitely doable with unreal 4. Currently focusing on releasing on Windows, but it may see a linux release someday :)
I pre-ordered this over a decade ago and I've realized it's never going to make any progress. The devs are great engine programmers but they have no interest in designing games - they'd rather just keep upgrading their engine. It was pretty novel to have a 3d indie game 10 years ago, now not so much when Unreal, Unity and Cryengine are free (and much more high tech than this decade old engine they keep upgrading).
Thanks for the suggestions! There will definitely be some melee enemies, they're still very early WIP however (https://www.youtube.com/watch?v=KFmMIMQVWbI).
And yes there will be different enemy factions and archetypes, and they'll have interesting relationships between each other ;)
Thanks for your understanding. It's going to be worth the wait, I promise!
Thanks for the kind words guys! Coding up some neat AI stuff for next update, can't wait to show it off :)
Thanks! FEAR has been a huge inspiration but now I'm actually aiming to outdo them in AI, there's a lot more that can be done now that over a decade has passed.
As for the game itself, very little has been announced because it's not ready yet (even the name is placeholder). But I can confirm that it'll be basically a linear narrative game, but the levels and objectives will be sandbox-like, meaning you have some room to wander around or backtrack. There won't be any scripted set pieces forcing you to go forwards or quick time events etc
Thanks so much, you won't be disappointed :)
Hey, thank you so much for the kind words. While this mod won't ever be completed, basically all the stuff I ever wanted to do for it is being reborn as an indie game. If you're interested in my work please follow it here: Moddb.com
Thanks! This is a really early build, it's being fleshed out a lot more now :)
Hi everyone, sorry for the lack of an update last month (september 2017). I was a bit occupied the last two weeks, but work is resuming again now. Look out for some exciting news this month! A lot of the placeholder assets are being replaced now, and it's looking a lot better.
Watched it before sleeping and had the most disturbing nightmare ever. Wishlisting on steam :)