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Development update - April 12, 2024

🕑 Added 2024-04-12 02:02:03 +0000 UTC

Comments

UnrealCrash

I can agree ^ It is interesting that limb restoration suggestion is being reliably suggested through existence of PB2.

forge

i think it should be a rare occurence if added. you could be in the middle of a big firefight, and suddenly, if a grenade goes off too close to you but not close enough to kill you, then an arm is blown off or a leg is left heavily injured. you then have to limp and/or use one-handed weapons (such as pistols) until you reach a healthpack or a medic comes up to you, where you/the medic then attatch the robotic limb. would force you to be way more mindful of heavy-damage outputters, such as snipers, grenades, etc. a sprinkle of realism in the midst of arcade often makes a fun combo ^_^

UnrealCrash

It could be fun. It might be possible to implement this in custom maps at some point, maybe in some cases in ranked multiplayer too at some point, perhaps with significant recovery duration penalty.

forge

i think it'd be cool if high damage/explosives could dismember you in combat, forcing you to use "field prosthetics" where a person with a medkit would come up to you, and attach a terminator-like exoskeleton prosthetic limb in the place of the one that got severed. the war rp guys would love that

UnrealCrash

Thank you ^^ It is a good question. I think I don't really know why players do see similarities with Halo most of the time. I probably could point out any feature PB series games have to some other games, usually older ones. Energy swords were really inspired by StarCraft's Zealots, for example. It is kind of an intrusive thought while I play strategy games to think "wouldn't it be kind of more fun to play as a single unit?" in general. I first seen ragdoll physics in Hitman series, much better ones in Half-Life 2. Though I believe I was wondering why games don't have them long before when there were racing games. I remember having these thoughts while playing early versions of Rainbow Six, giving a try to some MMORPG like Lineage 2. Me being familiar with Counter-Strike and Quake series did also affect my pace expectations from games. I like the style and pace of games like Homeworld too though. Besides just games I did enjoy most of old sci-fi movies and books. It just what makes sense for me - I think people need to aim towards the future instead of being obsessed with history. -- I did try Halo: Combat Evolved singleplayer eventually. There wasn't energy swords, though there were some alien guns that looked very round (at least I believe someone once mentioned C-01r rifle being similar to some of Halo guns? I couldn't really see any resemblance though). I did replace PB2's alien pistol post-release to basically prevent players thinking PB2 was trying to be more Halo than they already seen it. Halo wasn't too popular in my location back in the days, probably because Xbox wasn't popular either. Most of people been playing on PC & Windows, some were often playing old PlayStation games too. To this day, I don't own Xbox or PlayStation actually. But Halo is a cool game, probably what I'd expect classic game like Quake to become if it had a proper cinematic story mode oriented campaign and have much less violence. Instead, I believe id software did dedicate more time pushing the technology and then eventually got locked in direction of multiplayer games. Flood part in Halo was a cool experience. I also liked the intro tutorial - it was done in a pretty smart way. Multiplayer probably could have been fun to see, though most recent Halo game doesn't start on my PC. From the gameplay point of view (from what I've seen on streams) I could have changed pretty much a lot about Halo game to be more like PB3 including removing of shields mechanic (somehow, I can't stop but see StarCraft Zealots influence here), removing trails from throwable grenades and making damage system more graphic. But I really wouldn't know if all this would even work for console gameplay and console audiences. I think it points out that both games were meant to be targeted towards quite different audiences. According to Wikipedia, it looks like Halo was inspired by Quake and earlier game of bungie.

zooi

Very cool!!!!!! This really reminds me of Halo. Was it an inspiration?

UnrealCrash

Happy birthday to you! I wish you to always get a lot of support from the most important people around ^^ > One question I have is will the AI be able to actively deploy these gadgets during gameplay. The person above asked if they can be controlled by AI which I believe you answered but I'm curious if the AI can deploy it during a fight or to defend an area. So far AI can't do it, though they can throw regular grenades. I'm kind of not sure how players themselves would have used these devices, especially since these laser mines and turrets can pretty much friendly fire occasionally the AI and their teammates if not careful enough. > Watching the map showcase near the end made me wonder how customizable the background will be for people using the editor. Would we not only be able to change the weather but also change what is displayed in the background and even potentially build our own background? There are some constants that can be changed in order to get new unique backgrounds. So far terrain is generated using these constants, trees aren't alterable except for their colors though. Later I probably will add possibility to disable foliage, addition of decorations there (though it is already possible, but decorations may float mid-air if environment is disabled in player's settings). Terrain is random seed based, can be made to be random though too. I have suspicion that terrain can end up looking differently on CPUs that are calculating some math with different accuracy but maybe it won't be an issue. > I've asked this question before but I feel like it may be a good idea to ask again now that you recreated a PB2 level. Do you still think porting PB2 Maps over to PB2.5/3 will still be possible at this stage of development? Level geometry and materials should be quite portable. Logic - probably will take effort to rewrite or re-make PB2's styled trigger actions. I'm pretty sure that many of Lin's additions to PB2 won't be doable in PB3 Level Editor though for a while as they often rely on client-side nature of logic, where PB3 is strictly server-sided. > I also have to point out a small nitpick of how the 2d characters stick out a little compared to the slightly 3d background. But I believe I'll likely get used to that once I start playing. I might have messed up the lightning, making world geometry darker than it should have been when I was trying to make it so sky isn't completely white. It is quite confusing to configure colors while everything affects everything so far, though maybe I'm just not skilled in Level Editor I have made myself. Or there needs to be sky color multiplier that is independent from sky and sun color which are basically multiplying all colors on screen. > That's all I got for you this time Eric. Keep up the great work. Excited to see what you have in store for the campaign. Thank you and I hope you've had a nice birthday party ^^

Patty

Hey Eric! Sorry for the late post. Been quite busy these last few days. Trying to get as much work done as possible before my birthday today. Love the Portable laser gadget. Haven't mentioned this but really like the cool new gadgets you have added and I can't wait to see what other gadgets you may not have shown us yet. One question I have is will the AI be able to actively deploy these gadgets during gameplay. The person above asked if they can be controlled by AI which I believe you answered but I'm curious if the AI can deploy it during a fight or to defend an area. Watching the map showcase near the end made me wonder how customizable the background will be for people using the editor. Would we not only be able to change the weather but also change what is displayed in the background and even potentially build our own background? I've asked this question before but I feel like it may be a good idea to ask again now that you recreated a PB2 level. Do you still think porting PB2 Maps over to PB2.5/3 will still be possible at this stage of development? I also have to point out a small nitpick of how the 2d characters stick out a little compared to the slightly 3d background. But I believe I'll likely get used to that once I start playing. That's all I got for you this time Eric. Keep up the great work. Excited to see what you have in store for the campaign.

UnrealCrash

Damage output is proportional to velocity now, meaning it will actually decay with range due to air friction. It is somewhere of 5-10 damage decrease for most weapons when comparing point blank shots to hitting target at the edge of a screen. There is an additional 5-10 damage increase/decrease depending if target is moving towards bullet or away from the bullet. Basically jumping onto a bullet is more lethal. Bullets also inherit velocity of a shooter, meaning it is possible to deal extra damage if player is running towards target while shooting. Though all this is just a plenty of small bonuses, not certain yet whether it will affect gameplay much. It should at least make cases where one player is retreating and another player is following the retreating one to be more fair and not give advantage to retreating player (since in PB2 projectiles of retreating player would take much less time to reach following player, making dodge time for following player also shorter). To turn weapon into a turret players select the weapon, then select the turret gadget and then they can place it almost anywhere. There are no real limitation so far as to which weapon can be used as turret, turrets currently don't have many hitpoints though. Gun drops out of destroyed turret too. Turrets usually are a limited use just like grenades. Turrets are automatic by default but can be controlled by pressing E near them. Killing manually controlling player only resets turret back to automatic mode.

AnarchE

Really love this post, and thanks again for showing off that map. The plasma gun projectiles are now affected by gravity which I find very interesting. Hopefully, the damage output isn't altered. It's super. The shield grenade doesn't seem to protect from radiation which is a bummer. Also looking at some of the turret fixes in the description, how will a gun be able to become a turret? Is there something you have to set in the level editor for that specific weapon or do all weapons do that with a keybind by default? Are ai able to use these and control them manually as well? Killing one will disable the turret?


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