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Development update - June 9, 2024

🕑 Added 2024-06-09 15:18:43 +0000 UTC

Comments

UnrealCrash

> Hey Eric! > I'm a little late with my post got plenty of work over here I've had to focus on. > Haven't talked about the reloading sounds much despite hearing them in a few of the videos. I think the sound for the Ray Rifle is pretty good. > What I'm curious about is how easy will it be to create custom weapons for PB3. Will you add in the tools to allow this and if this is already the case how simple will it be? I believe it is very simple. For the simplest map of PB2 you probably only need one wall object and one player, meanwhile in PB3 you only need that plus a trigger action that makes player control one of characters (otherwise player has to hit Tab key... Maybe I'll make that work automatically, but I kind of think about cooperative campaign and cinematic scenes a bit too much). There is still error reporting and I probably will make it even simpler overtime. The idea of simplicity is still here, just more flexibility, I guess. > While on the topic of the Editor. > I'm happy to see how beginner-friendly you have made the Editor. Not only will an experienced creator be able to use it but a new creator could easily come to learn the Editor and make some pretty crazy stuff. > Can't wait to use the Editor myself when I get my hands on it! > One thing I'd love to see in this game is blood and general gore showing up on living characters as they fight their enemies. I think this would add to the carnage pretty well. So far there are only bullet holes on players which are essentially sprites masked with the shape of sprite they are attached to. Their count is actually hard limited to about 2-3 per sprite since their count can affect performance. Maybe extending that with blood splats from enemies damaged in a close range could work, but I feel like it will be capped to 1-2 extra sprites. > On top of that, I'd also love to see more damaged variants of suits the lower their HP goes. This would probably not work well with the Health Regen but with AI enemies that don't regenerate health, this could be quite a great way of visually showing damage done to an opponent. So far suits can be only visually damaged if specific limb health gets low enough - it causes visors to break. Another thing there currently is is a sprite darkening whenever explosion or fire happens nearby. At least these approaches are most performant ones. In theory it will be possible to add some sort of more detailed crack patterns later (sort of like larger bullet holes), I guess. > You are doing amazing work when it comes to the physics of this game! > I love how with each post you always show plenty of new ways to influence the environment or use the environment against your opponents during gameplay. Can't wait to see what people come up with using this feature and what may be possible in the future. > That's all I got for you this time Eric. Glad to see you decided to start releasing some older posts on YouTube. > There clearly is a community there that loves seeing the development of this game. You should consider potentially making a compilation of much older posts from Patreon and posting it on YouTube. > That could definitely build some traction and potentially direct more people over to Patreon as they see what you have done for PB3 during 2023. Feels like it didn't get attention of new people, but thought it can be nice to give something to think about for PB2 level designers. I looked through few of other Patreon post videos and it felt like they were too spoilery - in the end I would not be able to impress general audience with features of the game if they see them before game is ready. And hoping to impress players eventually is a big motivation for me too. But I'm glad that something I'm so used to at this point like pathfinding was accepted nicely on YouTube - I actually do start to forget how big of a leap PB3 is from PB2 overtime. > See ya next month! Thank you for your monthly comments ^^

Patty

Hey Eric! I'm a little late with my post got plenty of work over here I've had to focus on. Haven't talked about the reloading sounds much despite hearing them in a few of the videos. I think the sound for the Ray Rifle is pretty good. What I'm curious about is how easy will it be to create custom weapons for PB3. Will you add in the tools to allow this and if this is already the case how simple will it be? While on the topic of the Editor. I'm happy to see how beginner-friendly you have made the Editor. Not only will an experienced creator be able to use it but a new creator could easily come to learn the Editor and make some pretty crazy stuff. Can't wait to use the Editor myself when I get my hands on it! One thing I'd love to see in this game is blood and general gore showing up on living characters as they fight their enemies. I think this would add to the carnage pretty well. On top of that, I'd also love to see more damaged variants of suits the lower their HP goes. This would probably not work well with the Health Regen but with AI enemies that don't regenerate health, this could be quite a great way of visually showing damage done to an opponent. You are doing amazing work when it comes to the physics of this game! I love how with each post you always show plenty of new ways to influence the environment or use the environment against your opponents during gameplay. Can't wait to see what people come up with using this feature and what may be possible in the future. That's all I got for you this time Eric. Glad to see you decided to start releasing some older posts on YouTube. There clearly is a community there that loves seeing the development of this game. You should consider potentially making a compilation of much older posts from Patreon and posting it on YouTube. That could definitely build some traction and potentially direct more people over to Patreon as they see what you have done for PB3 during 2023. See ya next month!

AnarchE

Fantastic update.


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