SamuKata
UnrealCrash
UnrealCrash

patreon


Development update - September 10, 2023

Still, the most time consuming thing is a model for new entity - I believe there are 3 models like that in a game in total now (not counting PB2 crate). Felt like I wanted to switch to something else from coding for some time. New model seems finished for the most part, then new "T" entity still needs an in-game logic, physics, sound effects and network sync logic.

Preview of this new "T" entity is confusing but you'll likely recognize it in the game itself. Probably not instantly.


Skin Editor

- Fixed a bug causing accessories to appear whenever new accessory is added;

- Fixed a crash as a result of corrupted skin file load;

- Fixed a crash as a result of incorrect .svg file insertion;

- Fixed improper cropping during rasterization for one of new skins;

- Limited number of accessories per skin to 4 for now;

- Added support for mass deletion of selected accessories;

- Optimized some of common skin draw operations during rasterization.


Level Editor

- Fixed a crash during click on parameters panel of Level Editor whenever no objects are selected;

- Added foliage preview settings to global Level Editing settings;

- Implemented "Allow skin shape altering" property for characters which prohibits skin .svg/draw/erase/draw behind operations (could be used to allow custom skins but prevent unfair skins);

- Fixed a bug causing "Allow skin shape altering" property to not work on level restart;

- Fixed a bug causing world loading state to not be properly reset whenever new map has been started without saving;

- Implemented initial velocity stability for characters;

- Implemented initial stability for characters;

- Implemented initial rotation for characters;

- Added live update for characters rotation in Level Editor;

- Fixed a bug causing level scripting to be executed in Level Editor if purposely improper trigger name was given;

- Fixed a bug causing lack of skin & team objects by the time character using them is created whenever partial preview mode is enabled (partial preview would result into improper sorting whenever triggers are used);

- Implemented quicker verification for properties in case of simple values (such as numbers, strings, boolean values without formulas that reference variables and other object properties) which improves saving and preview generation times;

- Fixed a bug that would prevent level designers from creating objects at the very end of structure list before trigger's closing "bracket".

- Implemented support for common global level objects that are auto-imported from included modules (teams, skins, surfaces) and for them to be referenced in drop-down lists (could be used to auto-update character's name on all maps within series, alter material properties & textures etc);

- Added hint towards referenced global object in context menu.


Gameplay

- Fixed bug causing blood decals to be updated with delay whenever camera is moved too quickly due to bug in offscreen optimizations;

- Optimized character cloth accessories performance;

- Improved character accessory collisions accuracy;

- Started working on model & UV for new "T" entity, seems like it is finished by now;

- Created multiple textures for lightmap, baked specular, diffuse (fixed seams, prepared multiple lightmap versions for some cases I plan to use in campaign).


Star Defenders 2D

- Performance issue fixes for open world servers;

- Disabling backups if server happened to be fully hibernated for a long time;

- Singleplayer mode now behaves more similar to how servers behave (including snapshot saving);

- Fix for light flickering whenever static entities are burning;

- Allowing events in singleplayer mode by default;

- Singleplayer lost effect fix when loaded from snapshot;

- Large liquid pools optimizations, "far lands" optimizations;

- Background drawing optimizations for "far lands" and deep down cases;

- Better crystal shards, higher quality some of sound effects;

- Fixes to singleplayer - still snapshot occasionally gets removed/overridden with empty one;

- Better singleplayer saving, better first spawn on a new world, 0 matter shards fix, reworked how sound effects are added to sdCharacters;

- Other fixes.

Development update - September 10, 2023

Comments

With PB2.5/3 - I do keep in mind the possibility of cooperative story mode(s), so I guess the difference between singleplayer and multiplayer will become a bit more vague in future. PS: I probably feel like I still can't name the release/trailer dates. As you've seen from previous posts - I am still working on entities for story mode. Story levels themselves aren't made even though I have description of what should be in them in shape of text script.

UnrealCrash

I am so happy! πŸ˜ƒπŸ‘πŸ‘πŸ˜ƒ

Misha

I see, in-game cutscenes would be fire to be honest, for multiplayer I wouldnt see that much purpose, but I think for the story it would make a lot of sense. Also, this is the tweet from my account haha: https://twitter.com/byySurf/status/1704052321682960805

Jubi

Nice ^^ So far achievements are not implemented and they were actually not added to PB2 until very late stages of development when all campaign levels were made. I'm kind of worried as for breaking all the light bulbs in PB3 - lots of lights are baked into map due to walls being able to reflect light. There are dynamic lights but static ones are definitely better for performance. Maybe you noticed lag spikes in PB2 whenever lights are being broken - I think I'd wish to avoid that in PB3 altogether. But we will see how it goes, maybe I'll re-add light breaking later.

UnrealCrash

So far there is none, but it is quite simple gun to make/add I guess. Especially since character shaking already exists from taking a fire damage. I'll note this ^

UnrealCrash

It is definitely much easier to control characters with level logic in PB3, there is also a possibility to make characters play built-in animations/gestures. New camera controls do give a bit of freedom too and lipsync could also add to this. But there is no proper animation tools in Level Editor itself and I might not focus on these for now. I do think it could be possible to make cutscenes to some extent, especially in custom maps, but I'll still have to think of them as for story mode, maybe they will be appropriate from my point of view - maybe there will be just more involved dialogues instead. I'm afraid 3D trailer for PB2 took me much more time than it should have taken, and still didn't lived up to PB2 standards in my opinion. I believe I wasted around a half of the month to make it and I probably could make more actual entities for gameplay in PB3 using same amount of time (though maybe I could make trailer like one for PB2 a bit faster these days). I probably would be ok with delegating trailer stuff to someone else, I just don't have people who could do this yet... PS: Couldn't find any messages or tweet from bySurf account on twitter ^

UnrealCrash

I have a suggestion for a couple of achievements. Blow up all the barrels from every level and knock out all the lights bulbs throughout the levels. ... BIG boom and ... BRITE idea.

Misha

Will you be bringing back the taser from Plasma Burst 1?

Misha

Hey Eric, i'm bySurf from twitter, this is awesome that you're still working and updating the people here Do you think PB3 will have cutscenes? Or perhaps bringing back the 3D Trailer when it releases?

Jubi

^^

UnrealCrash

Keep up the great work. I have been playing Plazma Burst since 2011. It is my favorite game by far.

Misha

Models such as Hound Walker-CS (which is one of them). I mean solely complex models, multiple moving parts etc. Hound Walker-CS can be destroyed (each separate model falls off after enough damage received). Another "M" entity with 3D model can be randomly broken into multiple pieces, similar algorithm to one that is used to break movables with health. This new "T" entity would likely use random slices upon destruction as well. -- Liquids aren't movable yet, partially due to one of optimizations that is related to reflection and fixing vertices in place. I think it won't be hard to add at any point later. I've heard Lin added movable water to PB2 in one of recent updates though ^ Thank you ^^

UnrealCrash

Hey Eric! I don't have much to say this time around but I am curious about the models themselves. I'm assuming these new models are similar to the crate? interactable objects that can be placed on the map for the players to interact with. Maybe even destructible objects? Also on an unrelated note. Since you have mostly implemented water, acid, and lava in the game I'm wondering if you would make them able to be moved around ingame? Having it spill into areas on the map could even be used for SAW maps in a pretty cool way. Just wondering if you are considering adding that option That's all I have to say this time around. As always keep up the good work see you next month.

Patty

Yes, though it feels like such support would be limited to non-animated .obj files when this feature will be added for the first time. Maybe they would work as decorations, maybe I'll also manage them to work as wall geometry (so blood decals and bullet holes could be drawn on top of them).

UnrealCrash

It's really interesting to see new 3D models in this game, do you see yourself adding a feature for users to upload their own models to custom maps at some point?

Paddy D.


More Creators