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Changelog

Refer to the change log below to see what has changed in each version

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22m5vC - Added the Parasaurolophus

Released: May 22nd 2022

Changes in this version​

  • Added Parasaurolophus to levels 2, 3 and 5

  • All Levels: You can now show/hide your ammunition amount by pressing "Q"

  • Added tutorial instructions to the beach level

  • Crates are better positioned on hands and barrels can be picked up now as well

  • The barrels in Jungle Road around the tool shed explode when shot at and the explosion kills the nearby raptor if close enough

22m5vA - Some exciting new changes

Released: May 16th 2022

Changes in this version​

  • Town: Added a floppy disk and working computer to Hammond's office

  • Levels 1, 2 and 5: Added footstep sounds and camera shake effect to Brachiosaurs

  • All Levels: Made the revolver's crosshair smaller

  • All Levels: When locking onto an enemy, they now have a sprite underneath them rather than a small dot on their bodies

22m4vO - Added a new dinosaur enemy (Albertosaurus)

Released: May 1st 2022

Changes in this version​

  • !! Important: The game has been renamed from Trespasser HD Remake to Trespasser Awakening. As a consequence, your safe states and game settings (under option) from previous versions will be lost

  • The Allosaurus enemy was replaced by a proper Albertosaurus

  • The cliff underneath the Mayan ruins was reworked and a secret cave was added

  • In the Town, a small part of the river came through the terrain where it wasn't supposed to. This was fixed

  • Dinosaur enemy AI's no longer walk the last few meters up to the player when attacking but run all the way

22m4vN - Issue with Moonwalking dinosaurs solved

Released: April 25th 2022

Changes in this version​

  • In previous versions, some dinosaurs moved slower than their walk and run animation indicated, making it look almost as if they were moonwalking. This issue has now been resolved

  • The rocks in the gorge no longer have reflections on them

  • When using the flashlight, the reticle is no longer displayed

  • Added a flicker to a statue floodlight in the Town

  • Added an animation to the lever in the Lab's server room

22m4vM - New Puzzles

Released: April 23nd 2022

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Changes in this version​

  • Extended the key card puzzle in the Town, including the need to explore the monorail station outside the town

  • Created a new puzzle to the Lab server room with the need to collect capacitators to gain access

  • Improved the interior of the server room

  • Added some furniture and water in the underground section of the monorail station in the Town level

  • Added breaking glass in the visitor centre

  • Started to add HD models of the Mayan ruins, for example pillars, some walls and the pyramid

  • Started to add grass in Jungle Road

  • Made the monorail section at the end of the beach level a big bigger so that it's easier to jump onto it

22m4vG - Complete AI overhaul

Released: April 14th 2022

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The AI plugin was updated to the latest version, resolving many previously experienced issues, including:

  • Large dinosaurs now attack at a reasonable distance

  • The triceratops and stegosaurs finally switch correctly from passive to aggressive when shooting at them with the revolver 

  • The idle, turn and attack animations of the triceratops were reworked

  • The T rex is no longer paused during its combat idle state

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Level 1

  • Extended the hotel​ construction (it's just a draft at the moment, a fully detailed model will follow)

  • The terrain received another pass of texturing

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Level 4

  • Added a monorail station outside the town in preparation for a new puzzle

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Level 9

  • Exchanged the "final boss" raptors with a different species

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AI problems to still resolve

  • Since the upgrade of the AI plugin, the enemies are running much slower when they are in their attack state. I'm still trying to find out why

  • When Anne finds a safe spot from enemies, for example the top of the monorail station, the enemy stops walking around unless Anne is moving. This takes away from realism and I would prefer it if they were continuously trying to find a way to get to her or bark at her or just go back to wandering around. I'm still trying to make this happen

  • When enemies die, they sometimes disappear into the terrain or lay horizontally on a sloped terrain. This is not actually a bug. It's because their death event is driven by animation rather than by a ragdoll activation. The reason why this is the case is because I have not yet learned how to create ragdolls and I am confident this will be changed in future builds of the game

  • The only issue that still needs resolve is changing the attack distance based on the enemy. In level 2, this is already implemented, meaning the raptor and the stegosaurus at the beginning can fight each other or can fight the player and will dynamically adjust their attack distance based on the enemy they fight. However, it appears this is using quite a lot of PC resources, which is why I've not implemented in other levels (it also needs to be done in the harbour {rex and stego} and in the mayan ruins level (stego and two raptors)

22m4vA - New Terrain Textures and more

Released: April 3rd 2022

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General:

  • A lot of the terrain textures were replaced by new ones across all levels. This is the first pass of a much longer-winded process to make terrain texturing better and more diverse. More to come

  • Walking up stairs has been made easier across a few levels where it previously was necessary to jump in order to climb a stair

  • The current player mode (weapon/combat) is now indicated with an icon next to the health bar instead of through a string (text)

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Level 6

  • Added a HD model of the sea bollards, warehouses, cement mixer and an oil tank that can be climbed

  • Changed the container layout a little (some containers have fallen over)


Level 9

  • Exchanged the bridge in the last part of the mountain with a scaffolding closer in design to the original game

22m3vD - Big player improvements

Released: March 10th 2022

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General:

  • Look at target (z-targeting) is now set up in a way that it locks onto the ribcage area of the enemy and not on the feet. To z-target, just press the right mouse key when the enemy is in range (within 10 meters). To release, press the right mouse key again

  • Terrain no longer creates blood decals when shooting at it


Level 1

  • Added a crate to the tutorial section that can be picked up. Stand close to it and an on-screen tooltip will prompt you to press "T" to grab the item. Press T again to drop


Level 2

  • The Raptor and the Stego should no longer stand inside each other when they fight


Level 4

  • Anne has learned to push buttons. Try it in Hammond's office for the map on the wall

  • The main wall at the entrance no longer has the extra geometry


Level 6

  • Added number pad/access panel to the door leading to the server room

  • Added furniture and toilets to buildings (stalls still missing)

  • Added breakable glass to the biolab

  • Made it easier for Anne to climb stairs

  • Added a computer to Nedry's office. Can it be unlocked?


Level 8

  • Added buttons to the elevator. In order to progress to the next level, you need to step onto the platform and press the button to go up

 

Level 9

  • Button press activated for the beacon

22m2vJ - So much progress again

Released: Feb 22nd 2022

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In just 2 days, a lot more progress was done. The changes since the previous version include:

 

  • Disabled the spinning animation when picking up items, weapons and ammo

  • When hanging from a ledge, Anne used to be able to jump way to far up into the air. This ledge-jump is now deactivated

  • Added a ridable motorcycle into one of the levels

  • Implemented different types on guns. Anne now can pick up a revolver, an assault rifle, a P-36, a double shotgun or a sniper rifle.

  • Amount of ammunition per ammo pack is lower in order to limit ammo. Further weapons and ammo packs are distributed throughout the levels, sometimes in plain sight, sometimes a bit more hidden

22m2vH released with big player update!

Released: Feb 20th 2022

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Since last month's build, I focused most of my time on improving the player. This resulted in a fantastic update where Anne can now climb, swim, melee, receive fall damage, pick things up, press buttons and use keycards to progress through a level. Also, all previous bugs and problems with the player have been solved. Here the full release notes:

 

General:

  • Easter eggs have been added in levels 2, 5, 8 and 9. This means, every level in the game now has one Easter egg that was not in the original Trespasser game

 

Player:

The player has been reworked completely. You now have the following:

  • An interactive action system has been implemented. This means that walking into a hitbox is no longer enough to complete a task (e.g. activating computers and generators or using keycards to open doors). Instead, an on-screen tooltip will now appear whilst Anne stands in the hitbox, prompting the player to press a button to complete the action

  • An inventory system has been implemented that can be opened/closed with the "I" key. You have to use this in order to swap weapons and other items

  • Instead of having a weapon on her at all times, Anne now starts every level with no weapons. Amunition and weapons need to be gathered throughout the scene and are limited

  • When getting attacked, you can press the right mouse key whilst you're holding a gun in order to lock onto the target (like "Z-Target" in Zelda OOT)

  • Anne can now swim and climb ladders

  • You can now switch between a weapon mode and a melee mode with the "H" key. In melee, Anne can fight off dinosaurs using her fists and kicks

 

Level 1:

  • This level's Easter egg has been resized and a ladder has been added, so that you can climb up to it

 

Level 4:

  • Implemented a keycard puzzle that needs to be solved in order to leave the town

  • Changed the design of the stairs leading up the dam in order to make them easier to climb

 

Level 5:

  • One completely new prehistoric animal species has been added to the level (sounds are currently missing)

 

Level 6:

  • Implemented a keycard puzzle that needs to be solved in order to leave the harbour and to access the computer room

  • The cray server booting sequence now requires player input, which will be prompted by on-screen tooltips

 

Level 9:

  • As soon as you step onto the hidden path, the path itself will become visible so that it's easier to follow it

  • When reaching the end of the hidden path, the player now will be teleported to the end of the level just like in the retail version

22m1vH

Released: Jan 31st 2022

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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.

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