Hi everyone and sorry for the lack of updates in the last 2 months, I was a little busy at the time but I'm back working full speed.
Environments have been fleshed out and AI behavior has been upgraded. They can now search and report to others, and attack much more aggressively.
While most combat encounters will be at brutally too close for comfort range, the AI have been upgraded to move and take cover more effectively in larger, open environments as well.
The future of AI
One of Trepang2's strengths is its AI. AI hasn't changed much in the last couple decades of FPS games, with most complex enemy behavior now being relegated to level designers, not AI programmers. Most enemy "AI" is really just movement following level scripts and triggers (i.e. when the player enters the room, move to these positions and shoot at him).
The problem with this is that it often leads to inconsistent, erratic and "psychic" behavior. It always feels like enemies are just waiting until you reach the next trigger (even if they didn't see you) to start their next behavior, whether it's an ambush, retreat or even moving to attack the player. It's also extremely tedious for the designer, and as an indie I don't have access to a level scripting team or QA team to fix hundreds of level scripting bugs.
So with this in mind my ambitious goal is:
To make the best AI ever in an FPS game.
The last attempt was FEAR in 2005, and I'm confident I'll do much better with modern technology and improving on their ideas.
Currently the AI already outshines most modern games out there, AAA or indie (with the exception of a few nasty bugs), despite being so early WIP. I'm in the process of rewriting the goal system now (defending, patrolling etc), and it should be in a working state by next month. By then, be ready for some truly next generation AI, that can counterattack, prepare ambushes, and many other tactics and strategies, without using any scripts or triggers.
As you might have noticed, we've got HD remakes of those cartoony placeholder guns. The overall presentation is being upgraded at the moment, aiming for near photorealism.
I have to apologize, I announced releasing a demo a couple months ago but I decided the quality wouldn't have been high enough. I'm aiming for much better graphics and AI for an overall much more immersive and high quality experience. Perhaps sometime in early-mid 2018 this demo will be available to the public, please stay tuned and follow for more news!
Some other random gameplay videos: