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[TR] Demo Build 2!

Discussion in 'General Discussion' started by Geti, May 11, 2015.

Mods: 101i, Mazey
  1. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Hey folks! Time for a new demo build of Trench Run!

    [​IMG]
    Make those shots count, snipers, as there’s more cooldown before you can fire again!


    This build is to polish up a few issues before moving onto the online multiplayer stuff, which will be coming quite soon to those that have pre-ordered. Friendly reminder that you can preorder at trenchrun.thd.vg to support development, and for early preview access to the full version builds, including online builds as soon as they’re out. The demo will remain free of charge.

    [​IMG]
    A sneak peek at the new mountain biome coming to supporters soon!


    This build contains balance and map tweaks, and a lot of bug fixes and general changes - here’s a look at the changes in depth:

    Balance Tweaks

    • The sniper recycle times have been increased so there’s a full 1 second between shots - this makes the class less spammy and more tactical.
    • The engineer drops crates closer to itself, to avoid dropping crates “behind” people in some situations.
    • The engineer can steer the missile more accurately.
    Map Tweaks

    • Lots of small choke points and unreachable ladders have been fixed or tweaked.
    • Some extra auto-tiling and map smoothing has been added, particularly applying to the vegetation tiles.
    Bug Fixes and Miscellaneous

    • The commando doesn’t start “holding the air” every round.
    • “Setup” was renamed to “Options” after it confused a few people.
    • Emoticons removed (at least for now) as they have something to replace them planned + they dont work properly in local multi.
    • A lot of non-demo or old content stripped out to prevent too much speculation.
    • Readme and T+C patched - no more KAG readme, relevant credits included, and the T+C is much much more concise and relevant.
    • Fixed a bug where extra bots would spawn when sv_bots was set non-zero.
    • Fixed the volume slider stuff in the menu.
    • Fixed cant climb ladder from ground with up.
    • Fixed a keys lockup with the engineeer.
    [​IMG]
    It’s much easier to get missiles around corners, at least when they’re at low speed!


    There’ll be a few more tweaks to make to the demo build before moving on, but after that it’ll be onto online play, new gamemodes and a lot more!

    Make sure to check here regularly to stay up to date, or follow us on Twitter or like us on facebook for regular updates that way!

    Have Fun!

    Max and Michal

    Original: http://www.thd.vg/post/118677894760/tr-demo-build-2
     
  2. Anonymuse

    Anonymuse Arsonist

    Messages:
    443
    Sounds great! I'll have to test it out now and after work today.
     
  3. FuzzyBlueBaron

    FuzzyBlueBaron Warm, Caring, Benign, Good and Kind Philanthrope Global Moderator Forum Moderator Donator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    2,508
    All my love. <3
     
    butterscotch likes this.
  4. I'll give it a go after school tomorrow. It's currently 2 am and I'm finishing a Spanish project I forgot about :QQ:
     
  5. I love the look of the mountain biome! Any chance of a sci-fi/jungle biome?
     
    IrishSmalls likes this.
  6. LegendBeta

    LegendBeta Shopkeep Stealer

    Messages:
    137
    @butterscotch

    About that sci-fi biome.
    At the moment I am working on a little "experimental" project of changing some of the textures for a new sci-fi look.

    Do not expect much, all I really wanted to do when I began work on it was to retexture trench run to see how to plays.

    Also to make the first texture pack for trench run ever, it's going to have plasma effects and stuff like new "space/robot" looking characters.

    Doing the terrain will be my big concern, and explosions.
    Thinking about making it set in a space station sort of?

    Please don't really expect too much, I have never done a texture pack and I'm not sure if it will even work to be honest ;-;

    I have some digital media background so it's not a massive deal.
     
  7. Sounds fabulous! I think futuristic is the term... now that I think about it, not sci-fi.

    A space station was indeed what I had in mind. ::):
     
  8. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    We might add some metal elements to the existing forest/jungle biome but I'm honestly not super keen to make the time period of it all too muddled - it's currently more of a "somewhere in the past" type of timeline than a gritty future.

    As @LegendBeta points out though there's definitely potential for texture packs and so forth, there's already a star wars character texture pack partly completed, so maybe that'll expand with time :^)
     
  9. Okay... I had in my head more of a post apocalyptic kinda deal. But yeah, makes good sense. :)
     
  10. LegendBeta

    LegendBeta Shopkeep Stealer

    Messages:
    137
    My first setback really was the fact that the Palletes, changes the color of the characters with each new map.
    Not sure how to work around that hehe?

    EDIT: Makes the whole texturing progress a bit odd, considering all the colors change.
    It's something I never actually noticed in-game, one of those finer details you over look.
    I will think on the matter for a bit.
     
    Last edited: May 12, 2015
  11. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Work in the default palette (8 colours, can be found in default_palette.png) and it'll get recoloured to whatever biome you put the map in. If you put them all in one biome and mod the game to just use that biome you can keep the colours the same, but the palettes are important for us to give each biome its own distinct flavour!
     
  12. LegendBeta

    LegendBeta Shopkeep Stealer

    Messages:
    137
    I know, I will have to experiment a bit to work a way around it so that it modifies the textures "slightly" for each biome I think.
    It's going to take a while to figure out to single out certain colors for each biome.

    I want to also change the map textures for a more "space-station" look possibly, I would like to keep the original look of the game and still add some new elements if you know what I mean?
    It's not very easy at all, but I'm having fun actually learning more about trench run.

    EDIT: I'm treading lightly as to I'm not sure at what point my "texture pack/recolor" becomes a kind of mod hehe?

    Wow, a little discouraged someone else is doing a sci-fi (star-wars) theme already.
    Maybe I need a new idea?
     
    Last edited: May 12, 2015
  13. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    The second you make it it becomes a mod :^) mod just means modification; its a matter of semantics but i wish people would make the step from one (editing sprites) to the rest (editing sounds, configs, scripts). You might want to just add more tiles rather than trying to edit too many of the existing ones - I'm sure you could reuse the dirt, sand, rocks etc for a spacescape with the right colours.
     
  14. LegendBeta

    LegendBeta Shopkeep Stealer

    Messages:
    137
    That seems reasonable, I would need to add new "sound effects" for the hi-tech guns I suppose.
    I will see what I can do, going to have a muck around once I have some time on my hands, also I have a few suggestions from some close friends to trial.
     
  15. CowboyDan

    CowboyDan Haxor Staff Alumni Donator Tester

    Messages:
    146
    Since I'm still getting the glitches, i decided to record it. I'm still really loving the game by the way. This hardly has altered my experience so far.
     
  16. Chrispin

    Chrispin KAG Guard Tester

    Messages:
    380
    Certainly turning into a very accessible game for both casual and hardcore audiences. Personally haven't seen any bugs or graphical issues (like the ones CowboyDan is having), yet.

    I can see this being a very fun game for short play sessions or playing with your buddies on the couch, but I'm a little worried it won't be as much of a success as KAG was. I'm pumped about 32 player chaotic shooting matches, but there won't be as much replayability value with most sandbox elements being removed. There is nothing so far that makes me think "Wow, you won't see that in any other game!". I don't mean to insult the hard work you've been doing, but just think about ways to make this game stand it. Great work so far guys!
     
    jimmyzoudcba and Fellere825 like this.
  17. TheDirtySwine

    TheDirtySwine Haxor Staff Alumni Donator

    Messages:
    818
    Yeah, they definitely need a reason for players to come back to this. It'll be hilarious fun at first, but at what point do you get tired of pulling of the same moves? There's limited destructability, moves, and no way for customization. The only way I'd see myself playing this game for a long time is if I was working towards a class mastery. They might think it's a pain in the ass to code, but they really have to ask themselves what's gonna keep players coming back...
     
  18. 101i

    101i Haxor Forum Moderator Tester

    Messages:
    445
    Demo Build.
     
  19. Actually, a community hub to play minigames, chat, teach new players, roleplay, and show off your unlockables sounds pretty unique to me.
     
  20. TheDirtySwine

    TheDirtySwine Haxor Staff Alumni Donator

    Messages:
    818
    Haha I know its a demo build and this game has a long way to go, but I was just giving recommendations so this game doesn't turn into another kag.
     
    Duke_Jordan and 101i like this.
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