Welcome to all visitors, we hope that you find what you are looking for here. This blog was created to report the news about the development of the TremZ game, as well as the important events in the TremZ community. Perhaps you’ve never read of this game before? Well, that’s because it’s rather new, although inspired by other predecessor games with a long history.
TremZ is like it’s predecessors, a blend of first-person shooter (FPS) and real-time strategy (RTS) game. Players can build structures, which can be destroyed, and compete against other players online in team versus team battles. This is not some mere variation of capture-the-flag (CTF) mode in a first-person shooter, but a true RTS/FPS game. Just going for a high kill-score is not enough to win the game, and the two sides are neither the same in capabilities nor in preferred strategies. It is a complex, challenging game, and very few except the unwise would claim to be masters of every aspect of it.
If you’re a fan of combat games and fragging, you’ll love this game. If you’re a fan of games where you can build and fortify, you’ll love this game. If you’re a fan of strategy games with fast-pace changes in the situation, and the need to quickly adapt to new tactics, you’ll love this game. If you want to experience a game in which new ideas, new strategies, are constantly forcing you to learn and think, you’ll love this game.
This is not a game for the faint-hearted. It’s a game for those who are ready to experience the heady heights of victory and suffer the lows of defeat. The excitement of rapid, ever-changing situations, cunning opponents, and the joy of occasionally turning a losing battle into a surprising success against the odds. The drama experienced in a single all-out battle for survival lasting only minutes can feel like hours spent in an epic conflict. This is a game that can be very addictive, and our growing online community knows this.
A little history
The first generation of this type of online game was Gloom, a mod package requiring the player to have already bought Quake II. From Gloom, was inspired another game, taking a unique path that diverged from the confines of the Quake II game-engine by using newer game-engines and sharing no content; Tremulous. Tremulous was like Gloom, open-source, but built upon the more advanced Ioquake3 game-engine. The Tremulous 1.0 version was released in April 2005, and the 1.1 version came out nearly a year later in 2006. Since then, development stalled often, until the 1.2 “beta” was released in 2009 and despite numerous minor changes, the main developers disappointed their online community of players by minimal development and lack of response to players concerns. With little change in the game-play and graphics, except in very minor ways that seemed largely cosmetic, the community’s frustration grew, while the number of active players decreased year-by-year.
TremZ was conceived as a fresh start, taking into account the desires of the Tremulous community, with the goal to resurrect the old Tremulous concept but with dramatic improvements in graphical capabilities and game-play features. The game-engine that TremZ is built upon is OpenWolf, which we believe is among the most advanced versions (if not the single most advanced version) of the Ioquake3 game-engine available in the open-source gaming community. Although inspired by Tremulous 1.1 and the Tremulous 1.2 “beta” concept of Aliens vs Humans conflict, TremZ is intended to be an entirely new game that will attract new players from a wider, more international community.
We hope that others reading about our new game will choose to join us on this journey, assisting in the game’s further development, have fun playing it … because after all is said and done, that’s why everyone involved is here; we want to create a great game, and we want to play it.