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Development update - August 10, 2025

🕑 Added 2025-08-10 07:51:39 +0000 UTC
Development update - August 10, 2025
Development update - August 10, 2025
Development update - August 10, 2025
Development update - August 10, 2025
Development update - August 10, 2025
Development update - August 10, 2025

Comments

UnrealCrash

> Hi Eric. It’s been a busy week for me, but I finally found some time to check out your post. I hope things are going well for you. > I’m guessing you can incorporate even more complex mechanics based on player choices? Yes, I'd like this to be a possibility. Won't say for sure it will be in the main story mode - mainly because I want players to be able to have full experience with first playthrough yet choices that don't really define much can look too artificial. But, in terms of custom stories it can be interesting to experiment Then, there is for example no reason for those 2 prisoners Civil Securities to not re-appear on the next level if they survive in the previous one. I think with custom trigger actions a lot can be done with these - from storing player properties to storing arbitrary items like weapons, entities, characters (through some form of conversion of their data into/from text). > I also noticed you’re doing more work on VPNs. I’m curious if players can get banned for using one in PB3 In PB2 staff team would not specifically ban anyone for just using VPNs, it is more of a side effect since VPN users (especially free tiers) essentially share same IP address and bans in PB2 are IP-based. In like 90% of times we unban players who are affected by joining game using one of banned VPN IPs, although only if they mention it in any of ticket systems or even twitter/YouTube comments/videos (as long as I can see Access Error ID). But it depends, if Plazma Burst 3 will work well on top of invite system then instead of IP bans we could try to rely on just terminating accounts and preventing inviting players from inviting more people (or they will naturally run out of Reputation/Plazma Coins which are required to invite new players). There seems to be no perfect solution as of now, but I'm curious if invite system will even work well - requiring an invite code can happen to be not too straightforward way for way too many players. And, some people also like to abuse everything they can so we might just eventually fallback to a different way. In case of invite system - VPN check here is more of a way for players to share multi-use invite code and make sure people who will activate it won't activate it dozens of times for themselves (each invite code/account has Reputation/Plazma Coins value). > That’s all I have for now. Keep up the great work Thank you ^

Patty

Hi Eric. It’s been a busy week for me, but I finally found some time to check out your post. I love to see that you’ve added even more campaign support! I remember in the official campaign that your weapons and utilities were saved between levels and in the shop. I had hoped to implement something similar myself at some point, so im glad to see it now possible. I’m guessing you can incorporate even more complex mechanics based on player choices? For example, if a player kills character A, would the next level behave differently? Or is that a bit too complex? I’d love to hear your thoughts on this. I also noticed you’re doing more work on VPNs. I’m curious if players can get banned for using one in PB3. I use a VPN for safety while browsing the internet, and I keep it on 24/7. I’d hate to get banned for forgetting to turn it off if I log into PB2 or PB3 in the future. That’s all I have for now. Keep up the great work

Criii

o_o

Vynity

Jeez louise bro! This stuff keeps getting more and more awesome. I can't help but get excited every time I come back to your patreon to see what you've cooked up. This game's gonna boom when it releases, I just feel it in my bones. Can't wait to see what the Hound Walker model's gonna look like... or did I miss it in a previous post?

UnrealCrash

I feel like I've been more productive the other months, not really enjoying Summer time all that much. Productivity... I don't think my experience is universal, but in my case it might be because of caffeine. Then, experimenting with things for the first time brings a lot of work excitement to me. Sometimes I still can't really do what I'm supposed to do and will need to switch to something else that is still work-related: - Can't work on server-side coding -> will switch to UI/database designing; - Can't work on UI -> will switch to working on sound effects; - Can't work on sound effects -> will switch to character designs; - Can't work on anything -> will check community chats. But overall having enough rest and suitable diet does also help to return back to work faster. Then, different genres/moods of music or sometimes I also just do work while listening to streams of people that do sculpting or art streams professionally (for example slipgatecentral) - somehow seeing people do more than I do is motivational, even if it is in a different creative direction. Can't say I've really found coding streams motivating to me though, can't get rid of feeling that people spend too much time on converting thoughts into words and then back to thoughts and then to code. Something I've noticed many software developers doing actually - it is good for learning and while working in team. But I personally don't really have describable thoughts when I'm writing the code on my own, it sort of being written unconsciously/via muscle memory.

zooi

It's so impressive how productive you are


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