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It's coming to early access in 2020, we'll be episodically releasing campaign levels one at a time for about 2 years, so will be finally released around 2022.
Lots of info on the UE4 docs: Docs.unrealengine.com
Also this game: Notrobertharper.net
This GDC talk was the main inspiration: Youtube.com
Oh yeah, style over realism anyday. Of course there needs to be some balance between crazy VFX and obscuring the player's vision, so we're working on that :)
Yeah definitely heard that lot from the last demo, we've significantly toned down the muzzle flashes, lens flares, sparks etc so they don't get in the way of visibility as much. May do another pass later on just to make sure visibility isn't a problem
Sorry haven't had much time to post much lately - work is still progressing steadily, a demo will be out before the end of this year. Check out the Discord group, twitter or Youtube for updates. Will be posting something huge here soon though :)
It's the work of our new animator and tech artist, Jacob "Kopter" Andersson. We're a team of 3 now :)
This is only the beginning... ;)
Thanks! Expanding the team and research into new tech and faster workflows. Some growing pains but it's really paying off now!
Hey sorry for the late reply, do you mean the crosshair? May add an option to disable it, there is an option to disable HUD at the moment (but disables the entire hud)
Hey sorry for the late reply! There are no plans for multiplayer at this time, all efforts are on making a kickass singleplayer experience.
Hey thanks so much for taking the video and listing your suggestions, it's really helpful. Fortunately most of those issues have already been mentioned and will be addressed in the next demo - especially the one about being hard to see.
I'm interested in hearing more on what you thought of the audio though, any chance I could talk to you on discord(wilsonc - Trepang2
#2639) or email (email@example.com) about that? :)
Hey thanks so much for checking out the demo, and sorry about the late reply! Feel free to contact me by joining the discord (https://discord.gg/3KUwkEX), email: firstname.lastname@example.org or just post here. Looking forward to hearing your input!
By the way, you can add suppressive fire to the combine (with basically no perf impact) by copying episodic Alyx's firing code, (there's a bit where they spawn a temp bullseye at a dead enemy's location so she shoots at dead bodies a bit), just paste this into the part of the combine AI where they lose sight of their enemy. This makes them look way smarter as they fire on your position as they move to flank you. I don't have the HL2 code anymore but if you need help, I could download it and look up the line numbers for you :)
Also rewriting the save system so it won't be slow. Fun stuff :)
Forgot to mention, still investigating the crash to desktop issue. Will definitely be fixed in the next demo.
Hey thanks for playing and writing! I ended up removing aim down sights because it was conflicting with the other features, including melee and stealth.
Most weapons just aren't meant to be accurate, ironsights were actually just a superficial feature in the 2017 demo (it didn't actually improve weapon accuracy, just reliagned the weapon model and slowed your movement).
Weapons are meant to be only good for one role, like doom or half life. This is to prevent weapon roles overlapping and encourages the player to pick up new weapons. For example the smg would have too much overlap with the assault rifle if it could aim down sights and become accurate. Another problem with aim down sights is that making weapons too accurate it makes melee and stealth unnecessary if you can snipe most enemies safely from far away. I could've left ironsights as a superficial feature like in 2017 demo, but it was sometimes frustrating and unintuitive when aiming and your shots didn't really land where the sights are aimed. So it was a tough decision, but necessary to keep the gameplay interesting.
Thanks so much guys, won't let you down :)
Hi there, sorry you'll need 7-zip.org to extract the archive. Then follow the readme instructions please.
Sorry, you'll need 7-Zip to extract the archive: 7-zip.org
I'm super excited to add all kinds of nasty bits flying off that can further be gibbed. Eventually it will come, not yet because the character models are still placeholder but it will happen!
Hey thanks for the advice. I plan on adding gibs and making gory stumps at the limbs breaking point so it doesn't look like they're vanishing. The character models are placeholder though so I didn't want to spend too much time on those features yet. Btw Putrefaction 1 & 2 look pretty cool, I might check them out some time :)
Thanks so much for the kind words everyone :) It means a lot to me!
No worries :)
Yeah I'm actually unsure about that too. I don't believe it scales every vertex that has weight on that joint, I think it does whatever maya does when you select a joint and set its scale to 0. It actually looks pretty bad up close how a bunch of verts are squished into a single point but the gory textures cover it up pretty well, and I think if you add stump meshes on the end like Insurgency it shouldn't be visible at all.
Just posted an update, should be authorized soon, look out for it!
Hey sorry for the late reply - yes, that is planned and in the works :)
Thanks! I looked into doing the L4D2 way, but all the graphics programming and the trouble of optimizing looked pretty intimidating. I was mainly inspired by the gore in Insurgency: Sandstorm, where they just scale the damaged bone down (in UE4 there's actually a function called for hiding bones Api.unrealengine.com, but it actually just scales it down to 0), and use sphere masks on the damaged area, multiplying a gory texture over it (it's actually just a red noise texture and normal, haven't had time to make proper gore textures yet). Surprisingly looks good for such a simple solution. Will add gib meshes next (a stump to the gibbed area, and a gibbed piece to spawn), basically the same way as Insurgency did.
This mod is just oozing with so much passion and creativity. For example most mods use elevators as an easy way to transport you to another environment. This mod's elevators have windows that show you vistas of other events and stories, like security guards fighting off vorts, scientists trapped in a tram etc.
Black mesa really feels alive, like every prop and npc has a purpose and a story to tell. Excellent work, hope you keep on modding!
Some enemy types will have different behavior depending on light/darkness, and some will be able to see in the dark :)
Working on stealth kills next! Yeah I personally didn't like the FEAR melee attacks so much because they were too hard to control (especially the jump kicks because you had no control over the direction), and they didn't really have a gameplay purpose because the shotgun would usually instagib within 15 metres and had a ton of ammo. In TREPANG2 the melee is much more balanced because the shotgun isn't as OP, and you can easily get close to enemies by dodging their bullets in slow mo.
Yup, a weapon upgrade system will show up someday...