- State of the game. - 13 August 2021
Hey guys, Long time, no see. We've been pretty quiet on the development side of things recently. We'd like to say it's because we've been hard at work, but honestly we've been experiencing some troubles on the development and personal side of things, so we thought we'd finally drop a line about the state of things and where we plan to go from here. So the most important thing to address I think is the performance. We've heard everyone's feedback and we've been seeing a rumor circulating that the game is a bitcoin miner or a virus. The actual issue is a lot more boring, we discovered a memory issue in the game's environments after the latest update caused by the additional fidelity we added to the levels. This causes the game levels to use SIGNIFICANTLY more RAM than it has any right to. We can confirm that we've fixed this issue on our side and when we release the next update (no ETA) i…
- State of the game 2021 - 17 February 2021
Hey everyone! We've been pretty quiet recently, so we thought we'd give everyone a bit of a rundown on the state of the game. Recently our Coder has been hard at work redesigning our AI in order to make them much more responsive and fun to fight, but this has taken quite a large time investment. Our ultimate goal is to have a game system that is fun to play both in solo and with a sizable player count. To do this, we've needed to essentially re-write our AI. But from our initial tests with the new system (which you can find over on our Patreon), the AI is shaping up to be a lot more dynamic and interesting to fight against. On the art side of things, I've been focussed on 2 different tasks: The first being that we discovered the latest update causes Trenches to use a severely large amount of RAM, which we believe we've found the cause of. So the next update should improve load times for…
- Update V0.19 - Dedicated Servers - 7 January 2021
Hey everyone, Long time, no see! We hope everyone had a wonderful Holiday and a happy new year! In-between having some desperately needed time off, we've been hard at work to bring you all some very exciting features! Dedicated servers THEY'RE FINALLY HERE! Dedicated servers have been a thorn in our side for a VERY long time, but our coder has been down in the trenches working tirelessly to get them up and running! Players will be able to host a server by selecting 'Launch New Dedicated Server' when launching the game. Our coder has also prepared a handy guide on how to host one! Map redesign We always felt that the default map was a little empty when compared to our older last stand map (which unfortunately doesn't play too nicely with terrain deformation) so we've been looking to see what ways we can emulate the look of that original map, but still work neatly with dynamic terrain. Af…
- TrenchesWIP Roadmap - 27 October 2020
Heya everyone! With the release of our latest update, we figured now was a good chance to organize our upcoming priorities and where we plan to take the game! So we've put together a short roadmap for the next couple of updates so people have a better idea of whatever next! ---------------------ROADMAP----------------------- 1. Engine/voxel upgrade - Work on maps when complete (Add battle damage) 2. Dedicated servers! 3. Discord rich presence/ integration ----------- Update Release -------------- 4. Cosmetic customization 5. Weapon customization + Melee (bayonets wink ) 6. 3rd person animations (shooting, crouching, prone, etc) 7. Mounted 3rd person mesh (when player embarks MG, using artillery, etc) ----------- Update Release ------------- 8. Player Progression (unlock equipable buffs/cosmetics by levelling up after a match (balanced with advantages and disadvantages)) ---------- Updat…
- Update V0.188 - 21 October 2020
Heya Everyone! It's been a while since we announced our next update, but after a LOT of unexpected work and the nightmare that is crunch, we can FINALLY bring you a new update! If you'd like to help support our development, we're super greatful to anyone who joins our Patreon So what's in this update I hear you ask? NEW GAMEMODE Nuclear war has two teams competing for resources to build their own nuclear cannon which will allow them to unleash nuclear annihilation on their enemy! Reworked Tunnels We've changed the way players build and navigate tunnels! Now players can stand up and more clearly construct large tunnels with multiple exits! New Goodies We've added a new trench mortar to the game which allows players a cheaper, shorter range alternative for all their bombardment needs! Landmines have also made a reappearance and are back with style! New Buildings We've added a couple new b…
- What're we working on? - 13 September 2020
Heya everyone! It's been a while since we posted any updates on Trenches regarding our plans, so we thought we'd drop drop by with a recap and some assurance that we're still working hard! So, what've we been working on? Recently, we've entered a period of the project where we need to reflect on the content we currently have and focus on fixing up our core gameplay. This has meant we haven't had a whole lot to show people in terms of big changes or new things. To counteract this, we decided to work on adding a new gamemode using existing features that also allows us to fix up some of our content as we work (artillery ballistics for example), which is where the idea for the nuclear gamemode came from! Once we finish tying up this new gamemode and a list of fixes (which we're super close to doing!) We'll be going into research mode for a little bit as we impliment a major rework to our ne…
- Things are heating up in here! - 29 August 2020
Howdy Everyone! We've Just released a new trailer for our next content update which showcases our new upcoming gamemode: Nuclear War! This gamemode will feature two teams competing for resources to build their own nuclear cannon which will allow them to unleash nuclear annihilation on their enemy! This update will also feature a rework to Tunnels as well as the greatly requested ability to stand up inside them! If you've got suggestions for how we could improve or grow TrenchesWIP, we'd love to hear from you over at our Discord: https://discord.gg/ns7QZp6 We've also got a Patreon for those who would like to help support our development endeavors: https://www.patreon.com/TrenchesWIP As always, all the lads at Big OOF Games thank each and every one of our community for helping us get to where we are and continue to look forward to seeing both our community and TrenchesWIP grow! - Big OOF…
- Major Update V0.187 - 8 August 2020
Hey everyone Today we've got a small but very important update for the game: Artillery! Finally players can tear apart the terrain and detroy their enemies from afar! Additionally we've fixed up Anti-tank cannons and added bots to our PvP mode! This is our first big step in tightening up the gameplay, and from our recent public playtest, we can say for certain that it worked super well! Changelog: - Added one artillery and effects. - Fixed AT guns - Added destroyed variant to artillery and the ability to repair. - Fixed terrain when mounting guns. - Fixed bullet trails. (We didn't realise their orientations were wrong all this time!) - Added bots to AI map. They target enemy HQs to move to, it's their only change (for now). - Tweaked health of some mountables. - Changed the prices and Health of most buildings - Added some more destroyed meshes As always, if you'd like to help support us…
- Major Update V0.186 - 27 July 2020
Hey everyone! After a long period of bugfixing and polish, we're finally able to bring to you a new content update! This update brings with it some pretty neat new features. New Map The island map has been replaced with our first iteration of a proper map! The map features a large open field with two small (completely destructible) neighbouring towns for players to fight over. Our hope is that with so much open space, it'll encourage players to construct their own cover and fortifications. Of course, we'd like to hear what you have to say about the map as from now on, we'll most likely be looking to make tweaks to the existing layout based on player feedback. Weapon Handling A massive upgrade that we've been working super hard on is the gunplay. We always felt that the shooting was really floaty with a massive lack of feedback. Therefore, we've added elements such as weapon sway, accura…
- Where to follow us? - 23 July 2020
Hey everyone! We thought we'd drop a quick line about where you can follow our development. The best place to contact the devs or just have a candid chat with them is over on our Discord: https://discord.gg/X6az5tY It's by far the best place to get in touch and discuss what you'd like to see out of TrenchesWIP, we're also super active there (The community is also really awesome!) Twitter: @TrenchesWIP Instagram: https://www.instagram.com/trencheswip/ Youtube: https://www.youtube.com/channel/UC9rH_Vy-14AFPIPRHFjJdrg Facebook: https://www.facebook.com/trencheswip If you're interested in helping us fund development (and get your names in the credits!), We also have a Patreon over at: https://www.patreon.com/TrenchesWIP And if you're only interested in a one-time payment, we have a Ko-fi: https://ko-fi.com/trencheswip We cannot stress enough how much we appreciate all the help we've had dur…
- Upcoming Content (Video) - 20 July 2020
Hey everyone! With our next big update right around the corner, we wanted to show off a video of our reworked weapon handling alongside our upcoming firing range map! p.s These changes can already be accessed in the testing branch This can be accessed by going to Properties > Betas > Testing
- FAQ - Answering things you've been asking! - 12 June 2020
Heya everyone! We've noticed a LOT of the same questions popping up over our Discord and Steam, so we thought we'd drop in to answer the most common ones. Q."Is this game WW1 or WW2? I've noticed things from both wars in the game" A. So when we first planned out Trenches (we're a couple weeks off our 1 year anniversary!), we decided to set the game in a fictional alternate-historical setting. The reason for this was primarily a personal one, all the devs are huge nerds for the history of both wars and because of this we didn't want to limit our creative freedom to just one of them. A big advantage to this is it allows us to flex our creative muscles a LOT during development and introduce all the cultures and technology we want to the game! Note: At the current time of this post, we haven't really looked too deeply into the narrative/political/lore side of the game. But as we finalize th…
- Update V0.185 - 5 June 2020
Howdy everyone! Despite the awful period that is Covid-19, Big OOF Games have still been hard at work developing Trenches. Over the last couple of weeks, we've spent a lot of time going through the game with a fine-tooth comb and fixing up every little bug and issue thats constituted to lower performance and high network lag. The good news is, we've made major strides in our tests! So what are some of the major changes in this update? PVP MODE The PVP mode now has a full gameplay loop! Players are tasked with capturing territory by constructing Command posts; once built, the regions can then be fortified with a variety of defenses and production buildings. If a team can destroy all enemy Command posts, they will win after a short period of time (the enemy team will be able to construct another Command post during this time, but will be visible to all players) Owen SMG We've added a new…
- Update V0.184 (Main Branch) - 1 May 2020
UPDATE 0.184 See Testing Branch Update V0.184 for more details Please note: There's been a change to the building system. Players need to capture a zone in order to build within it. To capture a zone, build a spawn flag anywhere within it. We're still in the process of creating tooltips for this. CHANGES - New Map - Terrain Deformation - Simplified economy using only requisition - Restored PvP mode - Added SMLE bolt-action rifle - Added tunnel system - Refined spawning system - New Crafting UI - Added depth-of-field effect when aiming - Added OWENS Service Carbine FIXES - Fixed Spawning bug!!! - Quitting to menu functions correctly - Fixed texture issue on larger rocks - Pickaxe no longer fires tracers lol - Building noise fades with distance KNOWN BUGS - Survival mode is temporarily broken (it didn't survive the transition to terrain deformation) - Can't harvest some very specific tree…
- Testing Branch Update V0.184 - 17 April 2020
Hey everyone! We've been pretty busy over the last couple of months working on the foundation of the game. Long story short: we wanted to add terrain deformation, but it altered the fundamental way a lot of existing features worked. Due to this, we haven't been in a position to push any hotfixes or updates to the games main branch for quite some time. BUT, we're in a position now where we're able to show off a pretty stable WIP build of the new game foundation. Of course, we're still in the process of adding in a couple of much needed mechanics and there's a host of exciting new bugs for us to test and iron out! :/ Due to the super unstable nature of a lot of the updates we're making, we've added an optional testing branch with all the fancy new features! You can access this by right-clicking on TrenchesWIP, going to Properties, selecting the BETAS tab and choosting 'testing' So what's…
- Sneak peek at what's coming to TrenchesWIP! (Video) - 14 March 2020
Hey hey everyone! So the Team at Big OOF Games has been pretty hard at work since our last update, and we're finally ready to show off some of the spicy new features! We've wanted to add terrain deformation to the game since day 1 (the game is called TrenchesWIP afterall) And so we've been quietly working away at them over the last month of two. To show our progress on how it's all coming along, we've put together a video of us building a small defensive line to show just how easy it is to put together a working base with the new system! There's still plenty more to be done before we're ready to say it's done, but we are aiming to release a very rough build in the coming weeks.
- Patch notes V0.183 - 18 February 2020
Update - Added tank: Bob Semple - Added friendly bots to the last stand mode - Bots how shot the correct weapons - Updated main menu Known Bugs - Tank physics are pretty unreliable and have a high tendency to flip - Harvesting resources currently isn't working until the pickaxe is implemented
- All Quiet on the Front - 11 February 2020
Hey hey everyone! So truth been told, we've been pretty radio-silent over the last couple of months, but the good news is that it's not from a lack of work! So we wanted to go over what we've been working on, and where TrenchesWIP will be going from here. SO WHY THE SILENCE? About 3 months ago, we were invited to present TrenchesWIP at an Unreal Engine meetup in our home city of Brisbane. We realized this was a good opportunity to give us a deadline to get the game into the state we really want. But to make something that'd really "wow" people, we needed to do some pretty big modifications to the core of the game, meaning we wouldn't be able to push a stable, working version of the game for quite some time. BUT ALAS, we did manage to get what we envisioned done by the set time and were pretty damn happy with the outcome. So what exactly was changed you ask? A BIG OL FACELIFT Well the mo…
- Patch notes! 0.175 - 0.181 - 1 February 2020
Howdy, everyone! Due to the last month being pretty hectic, we’ve been keeping our patch notes in the discord, but now we’re going to post them up here. The latest and current patch on live (0.181) is posted at the top, and then the rest, 0.175 -> 0.180) are posted below that chronologically. =========== 0.181 (CURRENT) =========== - Added a co-operative horde style defence game mode. AI spawn in waves of increasing difficulty until capturing all available flags. How long can your team hold out? - Added a new map to support the new game mode! - Inventory system rewritten for additional flexibility and performance. - Fixed building wrong team flag. - Made some bots for both teams. - Improved bot targeting. - Made bots move to centre of map to hold flag point, till they see enemy to eliminate. - Bots replicate movement to clients from server. - Bots now replicate when they fall into dead…
- TrenchesWIP 0.180 Playtest! - 5 December 2019
Howdy everyone - our playtest will be up and ready go soon, here's the count down: https://countingdownto.com/?c=2768145 We're primarily testing some new animations for the new character model, the new tweaked economy/crafting changes, and the new KV1 tank controller. Plus shooting each other a whole bunch ;)