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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 :)
Thanks :) Just wait until it has proper sounds and animations!
Thanks man :) Look out for more cool stuff soon!
Actually I think the problem might be your lightmap UVs, but I can't really tell just looking at the screenshots. Anyways good work so far, looking forward to your next update :)
I think your smoothing groups got messed up when porting from source to UE4, resulting in the blocky look.
Also, I think you should use static lighting instead. Fully dynamic lighting in UE4 has no light bouncing so it looks really flat (and in my opinion actually worse than the original game).
Thanks! It's only a basic implementation so far. There will be much more interesting NPC dialogue soon :)
Thanks! :) I really like F.E.A.R. Look out for more interesting stuff in the future.
I can't promise that but I will definitely look into it at some point. I'm not sure if it's possible to release a full on map editor because some content licenses don't allow me to redistribute their files freely (in other words, some sounds, plugins etc I can't legally put up for download in a way that would be easy for players to "steal").
But, I am also considering some kind of arena mode, where players can spawn props (walls, crates etc) and enemies, then save it, share it and play with others. Kind of like Halo's forge mode or Doom's snap map. No guarantees but I am looking into it :)
Been working on NPC/AI stuff and environments. Look out for an update soon!
Thanks for the kind words everyone. It was definitely a tough choice pulling the plug on part 2. I probably won't work with Source engine again but I definitely do want to revisit some of the ideas we tried.
I won't be fixing up Triage because it would be a ton of work, and it'd only be a matter of time before another update breaks it. Long story but the work would include rewriting all of the original mod code, including AI, weapons, scripted entities etc. It's not worth it IMO and it's one of the reasons why I'm moving from modding to indie, and I predict this will happen to a lot of modders in the near future.
I'm writing up a postmortem. Look out for some interesting pictures of cut content, prototypes and some info behind the scenes.
Okay thanks, I'll look into it.
Oh I see. I think my walls had seams because they were made up of many smaller blocks. Thanks!
Ah cool. For the walls, did you just scale up one block, or were they pieced together from multiple small blocks?
I'm sorry but I can't see that picture, can you upload it to somewhere else? Was it in the room before the room with the wooden boxes? Thanks.
Haha no worries, I'm always up for a friendly discussion.
I think run and gun is fine and works well for a lot of shooters. Especially in Titanfall 2 where IMO they did a perfect blend of tactical shooting with old school FPS movement.
But just like the gameplay in SUPERHOT, I wanted the player to always have multiple options and part of the fun is making quick decisions (and sometimes making mistakes and laughing at yourself).
For example:I see a bad guy, do I go invisible and hide, or go slow mo and shoot him, or sprint to a better position and snipe him, or stay put and wait etc. It needs a slower pace and each action needs pros and cons to facilitate that, especially in a 15 minute demo where there's no time to "practise".
Originally before sprinting and ironsights it was faster paced and the AI were very accurate. Personally I found it fun, but I could tell from watching others play that they found it shallow and repetitive (I might actually post some videos of these in an article). Players died because they weren't fast enough or their aim wasn't good enough. After slowing down the game and adding ironsights, sprinting and superpowers I noticed players were more engaged in the game because they were always thinking about what to do next. They'd die, but rather than say "ok cool game, that's enough", they'd quickly hit the restart button and try it again with a different approach.
But yes I agree with you 100% about the lack of verticality, it's basically Wolfenstein. I definitely want to experiment more in this area and I do want to try teleporters, gravity lifts etc instead of boring ladders and stairs.
Sorry I mean in my project my lightmaps have a lot of seams. Did you group your walls into one big mesh? Or use bsp instead of models?
Hi thanks for playing and I'm sorry about the bug. Do you know around which area it happened in? Was it the room with the brown wooden boxes by any chance? I thought I fixed it but I guess it's still popping up. I'll look into it soon.
Hi there, thanks for playing and offering constructive criticism.
Yes I agree about the player being too bullet spongey. The enemies accuracy is a bit too random and their bullets need to be a bit slower in slow mo, it's too hard to dodge in the tighter encounters. It was challenging balancing both those variables (I actually made them into console commands cause I couldn't stop tweaking them) for both close range and long range fights. I plan on looking into this more and perhaps scaling accuracy, burst length and bullet speed over distance so the bad guys can have the same effectiveness at any range.
As for sprinting, I actually added this ( and ironsights) after a lot of hesitation and testing other alternative means of adding risk vs reward to the game, which IMO was a big fun factor in SUPERHOT. Originally you were always running fast and there were no ironsights(people were so polarised about ironsights in my last project so I was totally against doing it again), but this gave you only one way to play - run and gun as fast as you can - there's no reason to try anything else. Sprinting gives you a risk vs reward choice of moving fast but being defenseless, vs being a slow and easy target but being able to shoot back (and ironsights adds a third option, of being accurate but very slow).
I'm going to spend about a week catching up on sleep, food, exercise and vitamin d, then I'll play the other entries and go back to work on this project. Thanks again for playing and feedback. I look forward to trying your game as well :)
Thanks so much! Cheers.
Thank you so much for your consideration. I'm so relieved! I'm looking forward to trying all the entries as well. I hope you enjoy playing Trepang2 :)
I submitted around 1000 UTC assuming the deadline was 1200 UTC, since UTC is usually used with 24 hour clocks without AM or PM only to notice the "AM" after. If they meant 12:00AM as in 0000 UTC, then I think it was a bit unclear. There's also the discrepancy with the timer counting down to 1900 UTC. I hope they take these things into consideration, and consider allowing the mods that came in past 0000 UTC. It would be unfair to disqualify so many mods due to confusion over the time it's due.
EDIT:I meant to say not only mods, but games, and art entries as well. Little bit sleep deprived :/
How did you get your lightmaps to look so good? Mine have seams all over :(
Haha same here, best of luck!
5 days? That's seriously impressive! I might try this on my friend's vive.
Just posted some screenshots. I'll be posting a video soon and a demo for the #MAKEITSUPERHOT contest in a few hours, stay tuned!
Thanks :) F.E.A.R. is one of my all time favourite games, so yes I did take a lot of inspiration from it.
Yeah dynamic point lights are pretty fast but dynamic shadows are very demanding in ue4, especially if they overlap :(
But yeah haha I know what you mean about making a unity FPS. I remember having to use triggers to hide far away rooms lol. Unity just doesn't have much out of the box for making an FPS. But I do miss probuilder though.
Looking good, I'm jealous of the number of dynamic lights you can use in unity :P (unreal doesn't like them so much)