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Development update - July 10, 2024

🕑 Added 2024-07-10 08:52:28 +0000 UTC

Comments

UnrealCrash

Voice chat itself is half-implemented, but once it is fully functional - proximity chat should be easy enough to add. I've been keeping this in mind.

O

is proximity voice chat a possibility moving forward in multiplayer?

Nucl3ar

I would like the game to be rested with the campaign completed to it's full potential, so I guess that would mean long/complex campaign mode. I also don't care if it's released with a functional multiplayer mode because I don't play on multiplayer mode.

UnrealCrash

Hard to tell. When do you think game should be released and in which state (with/without campaign, with/without remakes of previous games, how long/complex/short/simple you'd wish campaign mode to be)?

Nucl3ar

Do you think that you could have the game released by the beginning of next year?

UnrealCrash

Update: I think I've done it, can't say it is very noticeable without slow-motion but it is here and moves in sync with wave that pushes/damage objects.

UnrealCrash

Hmm. I'll check if I'll manage to do it.

forge

it'd be cool if you added a distorted shockwave effect to explosions in slow motion (like in F.E.A.R.)

Nucl3ar

Wow. You really thought of everythingπŸ₯°. A lot of people including myself appreciate the effort being out into this game. I'm sure it will be 5 times the fun that Plazma Burst 2 was. I like to think that it'll be something like Cyberpunk 2077, where the player has many fighting styles to choose from

UnrealCrash

There already is a category of weapons that do that ^ So far there is only one weapon like this and it fires in full-automatic mode. Sticked enemies take extra damage when they get unstuck unless they do it using weld gun (alternative for defibrillator, but for non-organic characters). It sticks players to walls, movables and even crates/barrels/vehicles/drones/turrets. If one of your teammates gets stuck with such nails - it shows its' own icon on top of that player, similar to + sign when teammate is dying. Teleport grenades do also help with avoiding unstuck damage. I believe it will be possible to create custom weapons that work more like railguns.

Nucl3ar

What if you made a sort of railgun/harpoon gun that, when fired, pinned enemies to walls, floors or ceilings with a very powerful metal spike? I think that would be extremely fun to play with, but it's your game. Just thought I'd share an idea

UnrealCrash

It would be nice, especially since average player usually can't figure out how to start these games (especially with high framerates due to various cases of poor optimizations either by me or Flash Player). Big factor is having 3D models of vehicles though, usually they take time to make each unless I'll be able to find someone who can make those. So far it looks like Corvette model is almost complete by broforce1 judging by the discussion in PBD.

Paddy D.

I am curious. Apart from the upcoming campaign for PB2.5/3, do we also get to potentially see revamps of the FttP and PB2 campaigns?

Nucl3ar

I did some researching. Apparently, to publish a game on the PlayStation store, you have to be a verified developer by Sony and that requires an exam and maybe fees. Then you would have to adapt the game's code to be compatible with the PlayStation software and interface. Then you have to get your game extensively examined for bugs and glitches and finally you can publish it on the PlayStation store. Shifting a flash game to PS5 was much more challenging then I previously thought. I wouldn't blame you if you chose not to.

UnrealCrash

Hmm. I must say that I'm very new to PlayStation ecosystem - I never had a PlayStation (or any console to be honest) and I feel like I still don't know if making games for PlayStation without PlayStation is even possible (or what programming languages/architectures they support etc). I have checked briefly and so far it looks like they need a lot of legal stuff, and, honestly speaking, I don't like doing anything but the game development itself. I feel like it really pollutes the way of thinking of game developers. So far, I'm definitely looking towards adding controller support on PC (it already works in-game, but not in the menus). As for PlayStation/Xbox versions - probably only if it will be easy to do for me. Ideally it should be as easy as making a HTML5 game and publishing it to Newgrounds.

Nucl3ar

If you could somehow launch this game on the PlayStation store net, and sell it for $2.00, you could expand your fan base and make more money

UnrealCrash

> Glad to see the Cloaking ability in the video. Love that you can melee now without losing cloaking for a moment. Might make for some interesting missions. > I also think it may be better to make the cloaking effect not cancel if you hold something from the environment. I honestly think it would be a lot funnier and cooler if you suddenly see a grenade float and then seconds later get thrown at you. Same with weapons if you intend to allow AI to throw them. ( Players can take advantage of that too. ) It might be actually interesting to see items/ragdoll floating because of ghosts messing around, I noted to make it work now. Will probably also allow being stuck on the walls with curved swords - in the end actively climbing on walls will cause sound and particle effects so at best ghosting players could only idle there. > I specifically remember one of the campaign missions from PB2 that focused on only the Ghost units and as a kid, this level was pretty hard to complete. Although now not so much it made me love the Ghost units even more because of how effective they are when you weren't prepared for them. > Hoping for another Ghost level thrown at me again in PB3 :D :] > I'm assuming the blue effect on the player was some sort of damage increase or faster bullet travel speed? The red one was definitely what most games call a frenzy. Looks good. I have plans of making some special enemies for that campaign I mentioned long ago so seeing these abilities give me some ideas. Yes, blue amplifies damage from weapons and red one makes most processes in player's logic time amplified (faster reload, faster regeneration, faster weapon switch, higher rate of fire). I kind of thinking about making some alternatives to Time Warp since there are players who do not like slow motion, yet not having any ability can result into some levels being quite more frustrating (in PB2 at least). > I am curious how easy it will be to create your own custom abilities with effects and sounds like this. So far there is no custom abilities support, but I think I could figure out something upon request after release. > Speaking of the Abilities again I do think the Blue and Red effects seem a little too simple compared to the cloaking effect. The Red "Frenzy" effect could be improved by making the gun heat up and maybe turning red in some areas. That would give a visual effect to represent the gun being "Upgraded" temporarily and would fit much better than a generic red fire effect. Hmm. Maybe I will try doing gun effect at some point. > I'd think of some ideas for the Blue Fire effect but I don't quite know what it does after watching the video a few times. The general idea behind what I'm saying is mostly making the effects originate from the suit or the weapon depending on how the effect works. Considering how the Skin editor is built it should not be too hard to make gradual color changes So at the beginning player fires at crate and deals 1 segment of damage, then gets blue effect and deals 2 segments worth of damage per each shot. All projectiles are also recolored into cyan-blue color. > The Sound effects and Wounded effects look and sound perfect. Sound Effects sound satisfying, especially in slow motion which is something I think is important. > That's all I got for you this time. Keep adding in those small details like less damage landing on snow and such. They all make the game feel even more detailed and I can't wait to discover what you haven't shown yet myself. See you next month! Thank you ^^ See you next month too ~

Patty

Hey Eric! Glad to see the Cloaking ability in the video. Love that you can melee now without losing cloaking for a moment. Might make for some interesting missions. I also think it may be better to make the cloaking effect not cancel if you hold something from the environment. I honestly think it would be a lot funnier and cooler if you suddenly see a grenade float and then seconds later get thrown at you. Same with weapons if you intend to allow AI to throw them. ( Players can take advantage of that too. ) I specifically remember one of the campaign missions from PB2 that focused on only the Ghost units and as a kid, this level was pretty hard to complete. Although now not so much it made me love the Ghost units even more because of how effective they are when you weren't prepared for them. Hoping for another Ghost level thrown at me again in PB3 :D I'm assuming the blue effect on the player was some sort of damage increase or faster bullet travel speed? The red one was definitely what most games call a frenzy. Looks good. I have plans of making some special enemies for that campaign I mentioned long ago so seeing these abilities give me some ideas. I am curious how easy it will be to create your own custom abilities with effects and sounds like this. Speaking of the Abilities again I do think the Blue and Red effects seem a little too simple compared to the cloaking effect. The Red "Frenzy" effect could be improved by making the gun heat up and maybe turning red in some areas. That would give a visual effect to represent the gun being "Upgraded" temporarily and would fit much better than a generic red fire effect. I'd think of some ideas for the Blue Fire effect but I don't quite know what it does after watching the video a few times. The general idea behind what I'm saying is mostly making the effects originate from the suit or the weapon depending on how the effect works. Considering how the Skin editor is built it should not be too hard to make gradual color changes The Sound effects and Wounded effects look and sound perfect. Sound Effects sound satisfying, especially in slow motion which is something I think is important. That's all I got for you this time. Keep adding in those small details like less damage landing on snow and such. They all make the game feel even more detailed and I can't wait to discover what you haven't shown yet myself. See you next month!

Nyove

yay first! also love the reworked fire effect, it looks so good :D yay to eric gurt! :D


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