Hey sorry for the lack of updates - been super super busy, but still working on the game as much as I can. There will probably be something playable coming in the next month or so :)
I won't write too much this time, I'll let the pictures and videos speak as much as they can.
Melee
Basically stealth and melee combat have been majorly reworked to be a major part of the game - before it was like 90% shooting, 10% melee/stealth. Now it's a pretty even mix of all three and it's much more dynamic and better balanced.
Fully body awareness means you can see your legs, which isn't just an aesthetic feature - you can kick and slidekick enemies for a more powerful melee attack that knocks enemies back, but costs stamina.
Stealth
Stealth now uses a dark/light system inspired by the Thief and Splinter Cell games. Your screen edges will brighten up when you're in a lit area, meaning enemies can easily spot you. In the shadows you are almost invisible, making it possible to sneak around in the dark.
This addresses the problem of large gunfights. Before, the only approach (as many who played the 2017 demo will remember) to fighting a large squad of enemies was to snipe them with headshots or lure them into a tight hallway. Moving around wasn't possible without getting gunned down by a hail of bullets. Now if you stay in the shadows you can move to a better position, attack, repeat, get closer and melee etc.
Stealth combat in action
Here's a more aggressive approach:
Also, a cool video showing the new death effects powered by "Physical Animations", where enemies don't just ragdoll they also mix in some random physics and animations. Inspired by the GTA games.
Thanks and look out for news on a playable demo soon :)
Please follow on Youtube and Twitter, I post there a bit more frequently. I'm also thinking of setting up a Discord soon.
Youtube: Youtube.com
Twitter: Twitter.com
It's amazing how far this game is coming despite being done by one person. Amazing stuff my man!
Thanks for the kind words everyone :)
I'm the only developer, but I've had a ton of help - my friend Brandon who's voicing the enemy soldiers and doing a lot of writing. There's also a small group of frequent testers who give me tons of feedback, and a few experienced developers (AAA and indie) who I've consulted for advice and suggestions.
Hmm I should probably add a credits section to list all the people who help me out...
It’s going to be awesome! Great stuff!
wow this looks awesome!!!
You will add suppressors?
Yup, a weapon upgrade system will show up someday...
Hey wilson, I just want to remind you that this is going to be amazing when it comes out.
I'm really not into melee attacks, seems too weird for me (I never use them in FEAR). The stealth gameplay is a great idea, but it would be usefull only if you could stealth kill your ennemies (knife...). Great job anyway, can't wait ;)
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.
Damn, that is quite an improvement!Will the monsters be able to hide in the dark like that as well?
Some enemy types will have different behavior depending on light/darkness, and some will be able to see in the dark :)