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Re: Trespasser HD Remake

Posted: Mon Jan 17, 2022 7:17 pm
by Draconisaurus
I can't actually play this... Can someone record an ingame video?

Re: Trespasser HD Remake

Posted: Mon Jan 17, 2022 8:35 pm
by wohoyefe
Why can you not play it? I'd be happy to organise a livestream on Discord.

Re: Trespasser HD Remake

Posted: Tue Jan 18, 2022 6:02 pm
by TheIdiot
Will let you know as much as I can think of once I get around to playing this. My internet crapped out (11 hours for a 1.6 GB download?) when I tried to download it earlier but I have just finished downloading it again now. It will be interesting to try this out and compare it to my own vision for a remake - I might be able to lend a few ideas here and there for you to use. :)
- Instead, I have added rain in the canyon level. I also made the transition from day to night a bit longer but I feel like I have to make it even longer than that
We discussed time-of-day and weather a fair bit when I was working on my remake and generally it seemed everyone agreed that IJ was the best level for a storm. You can't change the weather without some fancy work in Trespasser as we are largely limited to one skybox per level.

EDIT: Okay, so I checked this out. Seems very incomplete thusfar of course so there wasn't a whole lot that I can say when it comes to the detail or world design aspect. I jotted down my thoughts as I played through just to note some of the things I felt were more noticable. I ended up stopping after the Town as I felt there wasn't much else to see in this build. I think I need to see a more complete version before I can say much, but I will give my hopefully constructive criticism below:

-BUG: It was raining fire during the storm at the start of the game? Very strange.
-BUG: Wooden bridge had wood sounds.
-BUG: It seems you exported the Town entrance building mesh with the Occlusion maps included, which is why there is a weird grey outline around the top of it.
-I couldn't get the player to climb the blocks on the starting beach (though I did like that she can grab and climb ledges Tomb Raider-style), and I found out that holding space causes her to fly with a weird sort of double jump.
-The transition from thunderstorm to sunny is perhaps too abrupt - I think having the storm at the beginning is unnecessary, especially since the beach at the start is quite iconic with the sunny weather. Conversely, the weather change in IJ to the storm felt a lot more realistic and was hardly noticable until it started to really kick in. The change from day to sunset in IJ was too fast as well, though; I feel that you could even start the transition much earlier in the level (or even in JR) in order to smoothen things and make the storm feel less abrupt.
-The brachiosaur music started a bit early; I didn't see the brachs until much later.
-Overall, I noticed a lack of the minor puzzles that are typical of Trespasser - the little rock you have to climb from the starting beach, the crates you have to knock down by the brachis - I feel that these things are crucial for a remake of Trespasser. So much of it is based on platforming and physics-based gameplay that it feels very removed from the original idea without that stuff. The same goes for the third-person view - it isn't Trespasser without that first person view. You can do without the arm in favour of a more modern interaction system (Half-Life style) but I feel these parts are part of the game's identity.
-Couldn't figure out how to get to the observation platform by the brachiosaurs. There was no ladder or other way up.
-I wonder, did you hand-sculpt this terrain, or is it imported directly from Trespasser or TresEd itself? I noticed there are a lot of terrain details that are missing from the levels which add to my above point about the missing puzzles.
-I really liked the brachiosaurs, it is very nice to see them recreated with functional AI that is a bit more interesting than the meandering oafs of the original. They did not have collisions, though.
-The second Raptor managed to stunlock me and I only survived by exploting the flying double jump issue. I feel that the Raptor's attack AI would be more interesting if it were to do more than simply run up and hit the player; the original Raptors duck in and out, circle you, take moments to glare, etc. This is part of what makes the Tres AI feel more alive even if it is buggy.
-Also, the first Raptor in the original is scripted to spawn in behind the player rather than already being there at the beginning. I recommend you take a look at the scripting of the original using TresEd in order to consider details such as this one as these are also quite important for the final product.
-I noticed that you are using the Retail versions of the terrains rather than the earlier ones. Note that originally much of the game world that was explorable was later cut off during development (see PCGamer Jungle Road, for example). These areas would definitely be things that many of us would like to see recreated if possible, as well as the missing levels we are aware of: Plantation House, Pine Valley and Plains, which fill in the gaps between Retail levels. There is much information on these levels and the former two were released as part of earlier (pre-release) builds. These levels in particular I feel are crucial for a remake simply for their noteriety in the community.
-Nice work on the triceratops AI, I liked the way started in a defensive stance before attacking me when I got too close. However it then chased me all the way to the Plantation; would make more sense if it backed off once I started moving away from it. I hope to see it fighting with the Raptors as in the original in a similar fashion.
-I noticed that the physics overall are a bit tricky. It was very difficult to get onto the monorail tracks using the lifter as I kept sliding off, and later on I couldn't get into any of the Town buildings whatsoever.
-The compies in the grass near the Unimog in IJ were neat. I feel the incorporation of more dinosaurs that aren't in the original would add to some of the fun. I was also attacked by a snake around this point which is something else intriguing to see, though perhaps a bit unfitting or silly considering I had to shoot it to get rid of it as it was chasing me.
-Hooray, the Spielberg Jeep worked!
-I noticed you removed the log and rock jump and changed the terrain around the end of the IJ gorge. I think if you're going to keep the retail IJ layout, these are elements that HAVE to be there as they are two of the most memorable moments of the game. I did like the addition of a proper stream to the end valley ("IJ3") in this level.
-The Town's name change and the statue were cute but perhaps a bit on-the-nose. A different, less obvious easter egg for Richard Attenborough in this level might be more appropriate.
-I didn't notice anything interesting with the lights as you suggested in the Town?
-At this point, I decided that the game didn't really look or feel much like Trespasser at the moment. The game has a distinct style/look to it that isn't present here, with these specific recognizable textures and objects. These don't have to be recreated exactly but I do believe that the colours and shape of many of these things needs to be preserved and enhanced in a realistic fashion in order to really sell this as a Trespasser remake. See the excellent Trespassing Petrolia project's work pre-VR transition for good examples of this; it combined modern looks and graphics with a similar style to the original without exactly re-using the outdated models and textures of the orignal.

Anyway, hopefully I wasn't too critical and I do understand that this is still an early alpha, but I do need to reinforce the fact that more needs to be done to make this feel like a remake of Trespasser from the current state as that I found was the most noticable critique I had. Look forward to seeing how this progresses in the future. :)

Re: Trespasser HD Remake

Posted: Wed Jan 19, 2022 6:28 pm
by wohoyefe
Thank you for having played the game and for the feedback, I really appreciate it. I've got a few comments, tips and questions :)

- the fire rain is not a bug, it's an artistic choice lol. I wanted to see how it is if the storm that brought down the plane was still ongoing for a while and I thought to make it a bit of a special fire storm because A) it brought down a plane and B) it could be some of the burning residue from the plane that's falling down. But, I'm not married to the idea and so if it doesn't flow I'd be glad to remove it :) Tbh I did find it strange that it would rain again just within two levels, so I don't actually mind starting the game with a clear sky

- in general, the dinosaur AI as well as the player mechanics come with certain abilities and characteristics that I just have to work with. These are Unity plugins and whilst they are some of the best, there will always be issues, like the fact that if you press space bar whilst on a ledge, she jumps really high into the air. Only time will tell if I can optimise these things, but it's very clear that I will be putting more time into this. Please keep in mind, I started this project only 6 months ago with no prior knowledge of game design, coding and TresEd and I'm doing this project alone.

- It's not an observation platform; it's an easter egg :) I was actually thinking thinking to make it accessible to players and the fact that you found it (i tried to hide it a bit on purpose) makes me think to make it accessible even more. But to do that I have to spend more time understanding the player plugin because it involves climbing, which is an ability I use nowhere else in the game so far. The player plugin is absolutely fantastic, but it has so many features and things going on that it will take me several months to fully learn to work with everything it comes

- Yes, at this stage there are practically no puzzles, again because I have to understand the player better first. You surely also noticed that you only have one gun and that it always has a lot of ammunition, that's because I first have to learn how to pick up weapons with the plugin. For now, the only puzzles there are involve that you have to walk to a particular spot, so that you trigger a hitbox which will activate something.

- i decided to not implement the levels that are not in the retail version and until the game is finished, I will not do so. Maybe after, we'll see. I have, however, created one whole new level in the spot where Pine Valley is, which incorporates a great plains area

- Similarly, I removed the big drop at the end of the canyon on purpose. I know we will disagree and I apologise for that :) But there are things that in my own opinion were things I didn't particularly like, and the fact that Anne can jump down such a large height is one of them.

- I'm surprised the snake followed you that long, it usually should give up once you run around the next corner. I will look into that. I've never managed to kill it because it's so small lol

- There's currently 5 additional species already in the remake that were not in the original game, and another 2 species are in planning. One will be included soon as it's technically finished. Also, the parasaurolophus will be added in a few months as it's currently missing. In total, there will be at least 14 species of dinosaurs

- Yeah the Spielberg jeep :D It took me so much time to figure out how to make it work lol but I did it. However, I had to put the triceratops there to make the raptor stationary, so that it will be hit, but I think that's a nice touch anyway

- so, regarding the town lights... were they on or off when you entered the town? And if they were off, can you please tell me how you got into the town? thanks :)

- I loooove Trespasser Petrolia, but when I started my remake, I thought it was dead, because the last update I saw was from 2012 and unfortunately, a lot of Trespasser remakes have just disappeared over time with no release. That's why I decided to take a different approach and release a new version of the latest progress every other week or so. For me to get to the amount of detail that Petrolia has, this project would take a very, very long time and with all my plans outside of the Trespasser world, I don't know if I can ever push it that far. I will certainly try, but just to make sure, I wanted my game to be playable and enjoyable asap - which also has the very neat effect that I get a lot of player input at very early development, like yours, that ultimately helps me to make this game even better. :)

- In regards to the player mechanism, when you press the "V" key on your keyboard, you switch from third person into first person mode

- The triceratops and the raptors are set up to be enemies, so if you manage to "flee" onto the monorail station in jungle road, they might start attacking each other. If you roll a couple dinosaurs back to the start of the level, there's a raptor that I programmed in such a way that if it attacks you and you lead it back to the stegosaurus, it will start attacking the stegosaurus instead (there are some problems though where the dinosaurs are half-way inside each other, I will try to sort that out later). Ultimately, I should implement the same characteristic in the triceratops. Also, in level 7 (Mayan ruins/Ascent 1), the raptors there have the same ability, to switch from you to the stegosaurus

- I will make the transition from day to night in the canyon slower, definitely. The reason why it's currently this way is because of lighting issues. Keep in mind, you're walking inside a river bed that has additional hills left and right and trees on top of them. If the light doesn't shine straight down, the trees and walls project too much shadow into the path and it was very difficult to see anything. I'm currently experimenting with the position of the sun, so that instead of having the light coming from the left and therefore creating a shadow in the path, I have it coming from the front or back of the player, so there is less shadows coming from the hills left and right. I only just started experimenting with this and the next few days will tell if it works out fine, but if so, I could start the transition almost from the beginning of the level

Re: Trespasser HD Remake

Posted: Sat Jan 29, 2022 1:25 pm
by wohoyefe
New release is available!
Download build 22m1vH here: https://drive.google.com/file/d/1WsovP1 ... sp=sharing

The following changes have been made:

General:
- Kaspersky should no longer give a false positive when creating or accessing a safe state
- I switched up the dinosaur's skins, so that they look different throughout the game
- !! I set the default graphic setting to "very low" because it's the default setting I normally use. For the best experience, please amp up your graphic settings in the main menu -> options
- Adjusted the height above ground of dinosaurs and animals, as some of then were floating in the air a couple of inches. This was especially noticeable on small dinosaurs/animals

Level 1 Beach:
- Removed the fire storm in the beach level and made the weather cloudy instead
- Exchanged the legacy models of the fences in the tutorial area with better quality, custom-modelled fences

Level 2 Jungle Road:
- I added more lose monorail segments on the floor where the player progresses to the last section of the level

Level 3 Industrial Canyon:
- I made the transition from day to night slower. Still not happy with the result and I will soon try to have the sun setting on the other side of the valley, so that the valley with the airplane remains illuminated
- I moved the airplane further ahead and modified the terrain to show where the plane impacted and slid over the floor. I added a few broken/unrooted trees. Also, if you look back up the valley, you can see that I added broken trees on the top of the hill where the plane was coming down and hit the trees. I will flesh this out a bit more over time.

Level 4 The Town:
- Added a hint appearing on screen to press "C" to crouch in an area where crouching is necessary to progress. I will implement more of these hints over time just like they were in the original Trespasser game

Level 6 The Lab:
- Added road blocks in the harbour area
- Added a hidden Easter egg in the harbour/lab level

Planning:
- In about 2 weeks there will be a release of a new AI plugin that I want to test, because I'm really getting fed up with the one I use at the moment. It has so many problems, especially with large enemies and enemies that switch from passive to aggressive mode. Sometimes, enemies just stand there watching at you and don't do anything. I hope this new plugin will bring change
- I will soon get my hands on an additional species which is already fully developed. I've also received the first screenshot of a fully modelled Parasaurolophus, but it still has to be textured and animated, which will take a few months. But I'm very glad to see that I can soon add this animal to the game.

Level 3 airplane screenshot:
Spoiler: show
Screenshot 2022-01-29 1319444.jpg
Screenshot 2022-01-29 1319444.jpg (136.07 KiB) Viewed 6002 times

Re: Trespasser HD Remake

Posted: Sat Jan 29, 2022 3:15 pm
by Draconisaurus
Quite like seeing actual water when it's introduced to what was dry streambed in original Trespasser. :nerd:

Re: Trespasser HD Remake

Posted: Sun Jan 30, 2022 7:43 am
by RavingRaptor
This looks quite interesting and was nice to test. A bit hard to give any constructive criticism as it is in such an early stage but it does look promising.
I shall try to scribble down some notes perhaps, when i play around with is some more.

One thing though that raises concern for me is the raptor model, is it just a placeholder or was that design intentional?
Because it does definitely not feel like JP to me.

Re: Trespasser HD Remake

Posted: Tue Feb 01, 2022 7:55 pm
by wohoyefe
Hey, thank you so much, please do so, I always appreciate feedback and ideas.

To your question: both. I'm building the game through my own personal lense of the franchise and the palaeontological inaccuracies have always been somewhat off-putting for me. Having said that, I'm definitely not opposed to let the user decide if they want to play with this model or with a model that's closer to the franchise. Having said that, I'm not a 3d modelling artist and animator and I rely on third parties for that. I've not yet come across a model with animations at a price I'm willing to invest. The best model I found so far is this

https://www.cgtrader.com/3d-models/anim ... lociraptor

and whilst I'm willing to pay the 25 bucks, it has no animations yet. If anyone in the community can do quality animations with root motion in Blender, I'd be willing to go ahead. But it would require quite a few, at least the following:

- Idle
- Idle break
- Walk forward
- Walk backwards
- Walk left
- Walk right
- Run forward
- Run left
- Run right
- Turn left
- Turn right
- 2 to 3 attack animations
- Jump attack
- Hit animations
- Eat
- Die
- Warn (see what the first raptor does in the beach level upon player detection)

Making repaints of the skin for the different tribes would be less of a problem

Re: Trespasser HD Remake

Posted: Tue Feb 01, 2022 10:13 pm
by TheIdiot
To your question: both. I'm building the game through my own personal lense of the franchise and the palaeontological inaccuracies have always been somewhat off-putting for me. Having said that, I'm definitely not opposed to let the user decide if they want to play with this model or with a model that's closer to the franchise.
Hmm, as I said before, I believe that part of remaking Trespasser is to make it actually look the part. Replacing the four Raptor models with ones that either look like they did in Trespasser, or ones that look like the movies and concept art for the game, are, in my opinion, critical to maintaining the creative vision of the game. Having only realistic Raptors would be more accurate, yes, but it would completely be diverging from Trespasser and the first couple of Jurassic Park movies. You would therefore at that point be more accuarate to call this project a "remimagining", as making significant changes such as this that are completely different from the source's will begin to diverge too greatly from what Trespasser is.
This has nothing to do with my opinion of the franchise, by the way - it's more about remaking something like this in general. You need to maintain the original vision of the project or it simply will not fit the billing of an "HD remake".

Re: Trespasser HD Remake

Posted: Wed Feb 02, 2022 1:37 am
by Draconisaurus
wohoyefe, as an advocate of freedom I wish to offer my support for your version of Trespasser, however it turns out. Creativity sometimes must bloom even when restraints are in place. Your mod seems like a cool project in its own way.

Re: Trespasser HD Remake

Posted: Wed Feb 02, 2022 8:42 am
by TheIdiot
I'm not saying that you have to do anything a specific way; create whatever you want as it is your project of course. Nothing wrong with doing things your own way. :) I am simply stating my opinion that there are specific elements of the original Trespasser that I feel veterans of the game who want to play an updated version need to see in order to create a "Trespasser HD Remake", which is why I suggested a more fitting title might be "Reimagining".

Re: Trespasser HD Remake

Posted: Wed Feb 02, 2022 9:22 am
by wohoyefe
Hei TI, but in my post, I have already explained that

- there is no affordable animated quality model of a JP style raptor available, and
- that if there is, I will implement it and let the end user decide which model they want to play against

As I've already presented a solution, I don't know why we're in a discussion about naming now. The project has a working title for now, because I want to focus on developing and not on thinking about a name. Whether or not it will keep that name or not will depend on many factors. The game has already diverted massively from a 1:1 hd remake, and whilst I certainly consider it to be a reimagination, whether or not I will reflect it in the title is something I will leave for once the game is finished. This is one of the perks of being drawn into early development :)

Btw, I had a question for you recently, I really would appreciate if you can confirm this:
- so, regarding the town lights... were they on or off when you entered the town? And if they were off, can you please tell me how you got into the town?

Thank you

Re: Trespasser HD Remake

Posted: Wed Feb 02, 2022 6:23 pm
by TheIdiot
All fair enough points, that clears up the confusion a fair bit.
Btw, I had a question for you recently, I really would appreciate if you can confirm this:
- so, regarding the town lights... were they on or off when you entered the town? And if they were off, can you please tell me how you got into the town?
They were off, I used the double jump to fly over the wall as I couldn't get through the gatehouse and didn't know how to crouch to get through the sewer pipe.

Re: Trespasser HD Remake

Posted: Wed Feb 02, 2022 6:42 pm
by wohoyefe
:D I see hehe, I really need to get rid of that double jump soon. Thank you so much, that helps!

Re: Trespasser HD Remake

Posted: Wed Feb 16, 2022 2:34 am
by jedijoe84
This is an amazing work and something I've been hoping to see for a long time now. I always thought the base game was a great idea but obviously the graphics were dated. And being so old, I could never seem to finish it due to it crashing before I reached the end. Now hopefully once this is finished, I can! :D Thank you so much. Gotta say I'm surprised you didn't just grab the dinosaur models from Jurassic World Evolution.