Stage 2 – Tech Demo

Hey, long time no post 😉

The weather here is still hot now and then, but the extreme days are over, so i’ve been back in the office. I’m still working on some other things and probably will continue to do so for a while, as i enjoy working on something different now and then. Variety is the spice of life.

I’ve learnt a lot about 3DS Max and texturing, picking up a lot tricks and techniques along the way, which will come in handy when the high quality modeling and texturing starts on Trespassing. I want to be sure that when the time comes, i can produce the goods.

In Trespassing news, I’d firstly like to welcome a new member to the team, Seb.

Seb is a 26 year old programmer and is keen to get cracking on the project. He has already got stuck into the latest version of CryEngine, getting a feel for it and making preparations for a Tech Demo.

The Tech Demo will be a single level environment based on the Trespasser demo map. You will have access to some weapons and other objects to interact with, eventually getting updated with some dinosaurs when they are available. To help Seb with his testing i started working on the demo level, and managed to get a lot done in a very short time. I think this has probably taken about 6 hours of work, including finishing the new full size heightmap, learning the new editor and importing the models.

TechDemo 01

TechDemo 03

TechDemo 04

TechDemo 05

The new lighting system is really nice! Even though im only using the Time of Day file from the SDK’s Forest demo level, its already looking really good. Performance is not too bad considering the detail here is a lot higher than my previous work. Performance will improve as i learn more about the new engine and get the draw distance setup properly for the different objects and vegetation species. I’ll need to do some tests to see how the engine handles such a large terrain, particularly when it starts to fill out with more detail.

Once this demo level is finished, ill import the heightmap again which will remove all the modifications i’ve made to the terrain, returning it back to standard. All the rocks and other objects used to restrict the players movements to this small area can be removed and all the work here can be used for the next stage of development. I think there is enough content (vegetation, objects, textures etc) in the latest SDK that i could get as much done with it as it did with the Crysis SDK, and get the whole island together in no time.

Work will continue on the old island when i get a a chance and yes, this will be released when its done. I’m not giving ETA’s on anything, so don’t ask. System spec requirements are another unknown. If you’re having doubts your system can handle it, then your system probably cant handle it. Play Crysis 3 on High / Very High, if it runs nicely, you will have no trouble.

I’ll post a few more pics when the levels finished and i’ve tweaked the lighting.

Stay tuned 🙂

~ by newoldmate on 25/02/2014.

24 Responses to “Stage 2 – Tech Demo”

  1. Such joyfull news.
    Welcome to the team Seb!
    S13nt, funny to use pine valley as the demo level. Very fitting 🙂
    Btw im very curious if you track pageviews and statistics. I’ve been spreading the word on various fora, gamesites and youtube for over a year now. Whenever the topic Trespasser or dinosaur-game gets mentioned i friendly redirect them over here. Do you see certain trends in the views or is it completely random, with exception of gamesite coverage of course?

    • Its pretty random, but there are a few sites that appear frequently, quite old links that people must still stumble across and then come here. I don’t go out of my way to plug the project, so thanks for that 🙂

      • I am actually a bit relieved you say that. Me doing so felt a bit acting without permission. But a little mouth to mouth advertisement woudn’t hurt. I played around with the idea of a Facebook Fanpage but I know your stance about keeping it under the radar so i refrained from doing so. Then again i love the idea of an IndieDB or facebook page for this project but i guess that’s a bit early in the project.


    Seriously though, great work. Can’t wait to play it!

  3. A Tech Demo? Oh man, I’m visibly excited for this. I cannot wait for this.

  4. Hey guys, this is a review for Trespasser I did for my grade 9 ICT assessment, I got an A for it :D. (I know the URL has Trespasser spelled wrong)

  5. I am personally quite excited about this project. My brother and i have always been huge fans of the trespasser game and would love an opportunity to replay it.

  6. Good to see you back at full throttle on the project! And as always those teaser screenshots are incredible!

  7. I only just found this! wow. When do you think you will have it finished? You are doing such an amazing job and I think LOTS of people are going to be so thankful for all your efforts. I know I will.

  8. Let’s put it on the KickStarter – I predict it would gain enough money for the game production and purchasing the Trespasser license from it owner 🙂

  9. Quick question: If I want to play the mod, what game do I need to get own in order to play it? Was it Crysis or Crysis 3? Sure, this may require making modification of my HDD if you ask me, but it might be a good idea to give us details first before I install and change any files correctly once your mod comes out.

    • Now that we are using the Cryengine SDK and not developing as a MOD, it will most likely be standalone, and shouldn’t require anything other than the download we provide.

      The TechDemo will require the Cryengine SDK though, as it uses the standard SDK assets.

  10. Ah! OK! So, I have to install CRYENGINE® Free SDK if I want to play the standalone game. Is this correct? Boy, after looking all the screenshots of your game you have been working for about 2 years, I quite impress of your work with so much polish on the details.

    I’m curious if there would be any survival gameplay coming to play. Like, you know. Something similar to DayZ, Rust, or Don’t Starve, for example (without any multiplayer). I thought it would be interesting to see survival element come to play, such as food, drink, medic kit, melee weapon, and variety of other weapons placed in Trespasser. There so much idea I thought about for your fan made project, but I don’t want to give out that much suggestion in this post. But let me make this clear: the game should be more of a FPS with survival elements because that what Trespasser was originally meant to be according to the articles from your snapshot, not a Stimulation game such as ARMA or DayZ.

    I’m looking forward of your fan made game to come out someday. I might check it out once it finished.

    • It would come as just a zip file or installer. No need to download anything else. Completely stand alone.

  11. This is incredible!! I am soo excited about this!! Been waiting for a jurassic park game that can thrill me like the movies do

  12. Have you thought about making that aviary from JP3?

    • Yep, and have made it already in previous versions of the island. The Aviary will be in the final game.

  13. I just found out about the project, and I have two questions:

    1) From what has been written on this blog previously, it sounds like the control scheme will be different from Trespasser’s, in that the arm will be simpler to control, but both arms will be controllable.Will it be possible to enable full arm control (I ask because that was my favorite part of Trespasser)?

    2) How comprehensive will the key rebindability be? For instance, could one rebind the keys in such a way that holding ALT and a mouse button results in controlling that arm, while clicking the mouse buttons without holding ALT results in interacting using that arm (i.e. firing a gun, picking up an object, that sort of thing).

    Regardless, this project is looking absolutely amazing so far, especially since Trespasser is one of my favorite games of all time, even with its flaws. I’m especially impressed by the graphical quality – the screenshots so far make it look better than most commercial releases nowadays, let alone fan-made remakes and mods.

    • The controls will be essentially the same, just with some useless commands removed, such as rotate arm and wrist. You will also get to control your other arm.

      Keys will be fully bindable, but not sure about how you describe. You will need to hold a certain key to move either arm, then there will be a key to pick objects up. That pick up key will also drop what your holding if pressed without either of the ‘move arm’ keys held. There will be a “use/fire” key that will activate whatever you’re holding. Gun, bat, axe, med kit, food, etc.

      The screenshots are pretty simple really. I think a lot of people give them more praise than they probably deserve because they are Trespasser or Jurassic Park fans. Things will get a lot better, i promise.

      • I just found out about your project and I completely love it. I’m a big fan of Jurassic Park: Trespasser. I can’t believe I haven’t heard of your project before, I’m reading everything about VR projects since many months. I totally think you should mainly focus on VR and motion controls for this game. The original game was already so perfect for VR, I think it was the most immersive game I’ve ever played together with HL2. I think this is what you should do:

        First I would first present this project at forum in the work in progress section to get more publicity and on

        This 2 sites are the most popular for VR stuff. Palmer Luckey is very active on this reddit page and commenting alot. I also remember him talking about in an interview how amazing an Jurassic park would be with Oculus.

        When you finish your tech demo you should open directly a Kickstarter campaign. I would back it directly and I think a lot of people will do the same. Your screenshots look extremely good and if the programming is as good as your artworks this project can be amazing.

      • Er, no offense, but a primary focus on motion controls, to the detriment of keyboard-and-mouse, would very much wreck the game for me. Motion controls are finicky at the best of times, and require far more effort to accomplish simple tasks than simple button-based input, as well as not really having any way to differentiate more than a small number of inputs.

        Again, I don’t mean to sound confrontational with this, but I feel it important to put my two cents in here, for what they’re worth. I’ve seen too many projects hurl themselves off that particular cliff too many times to not do so.

        Also, and I might be wrong here, but I’m pretty sure a Kickstarter campaign would be impossible for this, as it is using copyrighted material. The reason it is fine here is because it is free, which a Kickstarter would not be.

  14. Will this be available for download on Mac?

  15. All this work is really looking great, I am very much looking forward to seeing it first hand. I’ve even used some of the pics as desktop wallpapers,
    they just look so darn beautiful!

  16. AMAZING! This looks stunning, can’t wait to test it.
    My Oculus Rift DK2 is already pre-ordered, i hope you can release the tech demo, GOOD LUCK and HAPPY EASTER!

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