Development update - November 10, 2024
Added 2024-11-10 15:10:52 +0000 UTCBeen working on Plazma Burst 2 HTML5 port. It seems that previous poll results somewhat changed with new supporters ^
I guess it is nice to know that people do want to see Plazma Burst 2 be back in browsers and in a hopefully better state. I can't say I'll promise much in terms of multiplayer mode since serious multiplayer changes would basically break plenty of custom maps if it got to at least the level of Star Defenders 2D netcode.
Besides that, I've made a new gameplay feature as well as some important fixes for Plazma Burst 3.
And, like I've mentioned before, I do plan to start Plazma Burst 3 closed(?) beta amongst patreon supporters once we get to 100+ supporters for a few months in a row (don't subscribe with multiple accounts though).
Plazma Burst 2 HTML5 port
- More screens recreated;
- Custom image support for background walls/decorations;
- Custom music support;
- Save/loading mid-game;
- Interpolation for high refresh rate screens or if player wants to have 20/30 FPS physics while seeing the game in 60/120 FPS;
- Other known bug fixes such as explosion camera kick and physical bodies ownership overlap.
Skin Editor
- Fixed word-wrap issue due to slash characters being not considered word wrap points.
Gameplay
- Fixed a bug causing dynamic light intensity from players to scale incorrectly when sprite details level is changed;
- Fixed a bug causing laser sight to affect weapon glow color;
- Made it so Marine's slow-motion ability doesn't decrease amount of dynamic light like time warp areas do;
- Fixed a bug causing non-railgun projectiles to emit additional dynamic glow;
- Changed origin of Marine's slow-motion effect from pelvis to chest so line of sight would affect player's projectiles when player is shooting over the high cover;
- Fixed a bug causing player to occasionally get heavy impact damage whenever player activates portable drone downwards while falling;
- Added whole-entity level ignore logic with players rather than being per-limb based, it also decreased amount of data sent in multiplayer;
- Fixed a bug causing friction sound to be same for all friction sources;
- Fixed a bug causing impact damage to driver leaving Corvette;
- Made it so broken limbs of 3D entities such as Corvettes become instantly dimmed and don't keep glowing indefinitely in the dark;
- Made kinetic hook that can't attach to walls;
- Made it so invisible characters play sound without specific position occasionally indicating there are invisible enemies nearby;
- Activation of switches using kinetic hook;
- Made it so kinetic hook that can't attach to walls isn't able to be used for fall damage prevention either;
- Added occasional green sparks effect whenever Marine's slow-motion effect is active;
- Started making possibility of creation of frozen liquid rigid bodies by freezing liquids;
- Reworked player masses all across code base just so they aren't 10 times heavier when stable compared to unstable state;
- Implemented spherical geometry generation for frozen liquids that take minimum and maximum Y limits into account;
- Made it so frozen liquids are losing hitpoints outside of cryo liquids and regenerate while being additionally frozen;
- Implemented merging with overlapped walls and objects when new frozen liquids are made;
- Made sure entities that have attached frozen liquids flip without bugs;
- Fixed weird behaviour of frozen liquids whenever some picked-up weapon is stuck in them;
- Made it so players can stuck in frozen liquids properly and have hint icon;
- Fixed a bug causing players to not be frozen with freezing explosions because frozen liquids block explosions;
- Fixed a bug causing multi-body objects to freeze much faster than single-body objects in cryo liquids;
- Made it so weapons that are stuck in frozen liquids can't be picked up;
- Made it so frozen liquids are created at freezing explosions;
- Made shader for frozen liquids, added appear animation;
- Made it so liquids do not affect players and grenades that collide with them very slightly (making ice/rock that fills whole pool still made it possible to touch liquid);
- Fixed a bug causing temporary shape to be visible if frozen liquid creation has failed;
- Made it so some weapons can create frozen liquid objects as well;
- Made it so freezing lava creates rocks, though they would not stay for much long by default;
- Implemented vertical limitation of frozen liquids so they do not overlap walls;
- Made it so step-up logic works when walking into heavily angled surfaces near the top, such as edges of frozen liquids;
- Limited vertical velocity whenever players walk onto heavily angled surfaces - it was possible to propel into air and slam into ground at a bit too high velocity;
- Fixed a crash whenever frozen liquid slice was being calculated through center;
- Fixed a bug causing brozen barrel parts to be spawned with incorrect offset, causing them being sealed in a frozen liquids while they overlap;
- Changed materials used for slices of frozen water/lava;
- Made it so ice has less opaque shadow;
- Made it so frozen lava is called "rock" and not "ice";
- Added damage sounds for rock material entities.
Level Editor
- Made it possible to write custom ability logic on per-character basis;
- Made ability presets for Marine, Noir Lime and Proxy;
- Fixed a bug causing platform generation artifacts in case of L/W-shaped walls;
- Made it so it is possible to create frozen liquids with arbitrary X/Y limitations and inability to melt or take damage.
Multiplayer
- Added synchronization of skin properties and opacity altering enforcement inheritance;
- Fixed a crash related to client seeing other player activating and grabbing grenade that isn't visible within screen;
- Fixed a bug related to portable drones looking towards the wrong direction on client-side occasionally;
- Added synchronization of new player debris particles related to custom skin surface types;
- Fixed a rare bug of Corvette's loop sound being played at zero coordinates.
Sounds
- Reworked damage increase effect sounds;
- Made sound that is played for invisible characters;
- Made 3 ice break sounds.
Comments
Relative popularity for some of my released games been something like this: Plazma Burst: Forward to the Past - x11 Dead Drunk - x22 Plazma Burst 2 - x100 It can make sense to create a new game that has similar appeal. I feel like slightly changing aesthetic and topic could make it much more popular than Dead Drunk was too.
UnrealCrash
2024-12-04 08:17:49 +0000 UTCIncredibly long shot but perhaps porting Dead Drunk to HTML5 could be helpful for your patreon, since its a "rage game" which streamers like to play and you might get a bit more attention from it
Atilolzz Bady
2024-12-03 21:28:14 +0000 UTCThank you ^ I hope projects like these can be motivational for other people.
UnrealCrash
2024-12-01 19:57:23 +0000 UTCAlways wanted to support you, and now I can finally do that! The fact that you wrote the whole engine and then the game yourself just blows my mind. Truly an incredible talent. Looking forward to the closed beta. 🇺🇦
arschedev
2024-11-30 17:09:45 +0000 UTCПо идее их дело. Что-то где-то всегда происходит.
UnrealCrash
2024-11-25 01:30:49 +0000 UTCThank you ^^ Plazma Burst 3 does run on Windows (10+) and Ubuntu (20.04+) so far. There is some hope for Android phones, tablets and maybe even laptops, though not really in priority for now. Plazma Burst 3 has partial controller (not possible to type using it yet) support but I'm kind of far from whole Xbox ecosystem, never owned one. Uncertain on iOS and OS X - I don't have any of such devices at my location.
UnrealCrash
2024-11-25 01:29:02 +0000 UTCI used to play PB1 and PB2 religiously, so I figured that I should become a member and support you for developing this. When you eventually roll out PB3, what platform would you choose to make it available on?
Rod
2024-11-24 07:15:26 +0000 UTC(Как раз)
Misha
2024-11-22 22:14:32 +0000 UTCдела идут прикольно и в Америке.
Misha
2024-11-22 22:14:04 +0000 UTC> Will you add support for this in the Editor as well? Yes, though I'll probably focus on Multiplayer for now. Reworking it sounds a bit harder than I thought. Still can't say it will cheating-free, but, at least it should be more stable in a long run. > Time Warping is looking pretty good. I'm genuinely curious about how it will be perceived and used by enemies if allowed to with scripting. So far AI don't use it. Ideally they might use some common usage hints, but realistically map makers already could just write a script that activates these abilities for AI characters. > If somebody were to get Time Warping working for AI or you decide to make it work, how would it look for those unaffected? Would the AI move faster and react faster for everyone else or would everyone else get slowed down while the Time Warping user moves at a normal speed? I feel like slowing time for everyone but making initiator slightly faster would be the way to go. Would work same way in Multiplayer as well, which is good for consistency. > Is the Kinetic Hook replacing telekinesis from PB2? It seems to have the purpose of picking up items and I think I remember seeing you use it to grapple up to an area before. Yes, it kind of looks how telekinesis in PB2 was meant to be but I just didn't make proper visuals for it (which is why it was not really introduced in campaign originally). There are few variations of this Kinetic Hook for different purposes (admin hook, wall attaching kinetic hook, entity-only kinetic hook, grappling hooks). > I like Ghost Units having an audio cue. Is it possible to turn off any hints at their presence in the area? And is it also possible to add more cues to help detect a ghost unit? Currently it is unalterable, but I think it could be possible to adjust that later. > Freezing people is always a cool thing to see in a game. What will happen to a fully frozen player in a singleplayer environment? They would be unable to do anything and there are no buddies or hostile there to kill the player so would they instantly die instead or is there a failsafe to prevent being forced to load a save or restart the level? So far only cryogenic liquid slowly kills players in both Singleplayer and Multiplayer modes. Any other kind of freezing effect is usually dealing damage to the player or is time-limited. As for offseting player respawn time - I think I'll try the idea of respawn "tickets" being provided at the same rate for all players in all game modes. Meaning something like deathmatch will eventually have few people that died less ending up dueling each other. > That's all I have for you this Time Eric. I'm eagerly anticipating the game reaching 100 members soon as I would love to finally get to try out a version of this game and get a feel for the future. But regardless of how long it takes, keep up the amazing work! See you next month. Thank you ^^ There seems to be some rapid growth recently. I wonder how stable it would be, but it does feel like I'll have to start working on finishing Patreon API and setting up server earlier than I expected.
UnrealCrash
2024-11-21 16:19:45 +0000 UTCHey Eric! PB2 is looking really good now. I'm excited to give it another run once you finish the rewrite. I'm happy to see the checkpoint system implemented for PB2. It's simple yet effective. Will you add support for this in the Editor as well? Basically, force a save using a trigger or prevent saving at specific moments. Time Warping is looking pretty good. I'm genuinely curious about how it will be perceived and used by enemies if allowed to with scripting. If somebody were to get Time Warping working for AI or you decide to make it work, how would it look for those unaffected? Would the AI move faster and react faster for everyone else or would everyone else get slowed down while the Time Warping user moves at a normal speed? And if compatible in multiplayer, how would it look for those not using it there? Is the Kinetic Hook replacing telekinesis from PB2? It seems to have the purpose of picking up items and I think I remember seeing you use it to grapple up to an area before. I like Ghost Units having an audio cue. Is it possible to turn off any hints at their presence in the area? And is it also possible to add more cues to help detect a ghost unit? Freezing people is always a cool thing to see in a game. What will happen to a fully frozen player in a singleplayer environment? They would be unable to do anything and there are no buddies or hostile there to kill the player so would they instantly die instead or is there a failsafe to prevent being forced to load a save or restart the level? That's all I have for you this Time Eric. I'm eagerly anticipating the game reaching 100 members soon as I would love to finally get to try out a version of this game and get a feel for the future. But regardless of how long it takes, keep up the amazing work! See you next month.
Patty
2024-11-14 14:12:55 +0000 UTCWindows 11 home
Misha
2024-11-13 22:08:52 +0000 UTCAs far as I understand, Duck Duck Go uses system-provided rendering engine. Which OS & OS version do you use currently?
UnrealCrash
2024-11-13 22:08:16 +0000 UTCI use Duck Duck Go
Misha
2024-11-13 21:50:29 +0000 UTCHmm. I'd assume it is due to some of browser extensions, or browser itself (I don't notice it in Chrome and Edge). Can't say I've seen other reports of this issue before.
UnrealCrash
2024-11-13 21:49:46 +0000 UTCthis is SO COOL man!!! i can't wait to make levels for pb3!! im shaking from excitement, the hype is unreal can't WAIT to do the closed testing
forge
2024-11-13 06:03:45 +0000 UTCI'm trying the html 5 version. It's not centered on the screen. My character is off to the left. Is it something to do with the browser or the game itself?
Misha
2024-11-13 04:03:18 +0000 UTCIt is there, but it isn't fully finished yet.
UnrealCrash
2024-11-12 16:14:37 +0000 UTCYes, people with any amount of total payment on Patreon will get closed beta access (can't promise it when it comes to countries with censorship, unless I'll be able to handle these cases manually. But even then I heard that both Cloudflare and Patreon might end up being blocked for them so I might be out of safe options). Plazma Burst 2 Stripe supporters might also join later, but not sure yet. Depends whether there will be enough/not enough active players. Same comes to members of PB2 community I've seen as active/known contributors (though to be fair, it feels like 90% of them have already supported me on Patreon).
UnrealCrash
2024-11-12 16:13:54 +0000 UTCWill you put the reworked PB2 on the main website?
Misha
2024-11-12 08:06:33 +0000 UTCsimple question; will i still get access to open beta if im a $1 patreon or do i have to be a $5 patreon? apart for that, progress looks great, love it
casey
2024-11-12 06:35:45 +0000 UTCAwesome work! Excited to hopefully get to 100 patreons and have a closed beta, the game is looking great! Keep it up :)
Lumari Dev
2024-11-11 19:50:14 +0000 UTCSounds good!
SupremeVoid
2024-11-11 00:51:23 +0000 UTCYes, it can be wrapped into portable browser application and downloaded. I'll see if I'll figure it out easily enough when it comes to Steam. Then, there are few websites with HTML5 games out there besides Steam.
UnrealCrash
2024-11-11 00:02:59 +0000 UTCAt this moment AI can't use abilities, but it should still be possible to trigger them for AI characters with scripting. I'll look more into it if it will make sense to have in campaign mode. Energy bar was actually made with level scripting that creates specific bar and makes it show specific value. Fully customizable. It probably won't be hard to make a version of time warp that changes game speed globally instead too. Or assign any kind of other in-game logic to ability button.
UnrealCrash
2024-11-11 00:00:05 +0000 UTCThanks for the hard work as always Eric! Cant wait to play PB2 in its new form. I know I am writing this every time. How are the plans for releasing it? It could be a great appetizer for potential new supporters of PB3 on steam or something.
SupremeVoid
2024-11-10 17:00:48 +0000 UTCYou cooked again! That checkpoint will be real useful for people who don't know how to make the other system. I also like the abilities. I assume it will be possible for the player to make AI only activate it in certain situations, like seeing a bullet traveling towards them, or just general combat. Also with how they use it, reckless and drain the whole thing or strategic. Is editing the amount of energy a character has is also possible? Setting a max to 50 or 150?
AnarchE
2024-11-10 16:32:01 +0000 UTC