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Development update - September 10, 2024

🕑 Added 2024-09-10 19:52:22 +0000 UTC

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UnrealCrash

> Hey Eric! > I almost forgot to do my monthly response to your progress reports. It probably got blurred together with the other post you made related to game development progress. Hi ~ Yes, I have also noticed less interactions. Probably should not post twice on the same day or at least post development update after. > Neat detail when it comes to Corvette critical damage. Hope to see more stuff like that for other types of enemies maybe even humanoid enemies as well. Yes, robotic humanoids do also have this same effect now. I also added per-body part and per-damage type damage multipliers since this post, so it will be possible to make vulnerable body parts as if it was done for Falkoks in PB:FttP. > I think it's quite a nice detail to see parts of the character take unique damage as the players or other enemies shoot them. And watching the Corvette have the inner parts of it exposed as it takes damage is a really cool detail overall. > The amount of detail in the Skin Editor is getting quite large. I have to say I can't wait to see what people manage to make with it when it's public. > You can probably confirm this but I can imagine people being able to create their own unique enemies with all kinds of unique details and special behavior not only by modifying AI behavior but with the Skin editor as well. Excited to see what more you have in store for it. Yes, Skin Editor seems pretty flexible though I can't say that it allows custom voices as part of the skin itself so far. Probably will be easier to implement them as part of the level but will see more into it later, maybe even after release. > New sounds for the CS Weaponry are quite satisfying to listen to. The old sounds were good had no issues with them but these sound like an overall improvement while keeping them mostly similar to the original. Yes, these sounds are made by mixing old sounds with realistic versions. I noticed that old sounds essentually lack high frequencies/were of a too low quality, I believe someone also did point out that old sounds might be not seem realistic. > Unrelated to the sounds but feel the need to mention it the way the character holds the minigun has always bothered me back in PB2. Feel like the second hand should be on the actual magazine instead of hidden behind the actual gun. > Currently, it just looks like the character is holding the weapon with one hand which probably is not the intended impression. > Feels nice getting that off my chest after so many years -_- Hmm. I think real miniguns do have handles on top, maybe I should try that instead of making 2nd arm hold it by the magazine or lay behind the gun. I've noted this to fix. I'm probably a bit uncertain as for miniguns to be held lower than other weapons in PB3 - it kind of makes it a bit uncanny to aim. But maybe it is alright. > That's all I got for you this time Eric. See you next month! Thank you for your comment and pointing things out ^^

Patty

Hey Eric! I almost forgot to do my monthly response to your progress reports. It probably got blurred together with the other post you made related to game development progress. Neat detail when it comes to Corvette critical damage. Hope to see more stuff like that for other types of enemies maybe even humanoid enemies as well. I think it's quite a nice detail to see parts of the character take unique damage as the players or other enemies shoot them. And watching the Corvette have the inner parts of it exposed as it takes damage is a really cool detail overall. The amount of detail in the Skin Editor is getting quite large. I have to say I can't wait to see what people manage to make with it when it's public. You can probably confirm this but I can imagine people being able to create their own unique enemies with all kinds of unique details and special behavior not only by modifying AI behavior but with the Skin editor as well. Excited to see what more you have in store for it. New sounds for the CS Weaponry are quite satisfying to listen to. The old sounds were good had no issues with them but these sound like an overall improvement while keeping them mostly similar to the original. Unrelated to the sounds but feel the need to mention it the way the character holds the minigun has always bothered me back in PB2. Feel like the second hand should be on the actual magazine instead of hidden behind the actual gun. Currently, it just looks like the character is holding the weapon with one hand which probably is not the intended impression. Feels nice getting that off my chest after so many years -_- That's all I got for you this time Eric. See you next month!


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