Development update - August 9, 2024 (Patreon)
Downloads
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Content
Big part of past month was spent with remaking Plazma Burst 2 entities and vehicles in a new engine, there still work to do though. It does mean that re-making Plazma Burst: Forward to the Past as well as Plazma Burst 2 in a new engine can be a quite possible thing. I do believe it will be important to let new players be able to experience the complete story without need to try and run Flash Player versions of prequels (which turned out to be an impossible task for most players). Remade levels could bring much better first impression this way too.
Besides that, there is a screen-space distortions from explosions as requested by militaristica in the comments of previous post.
Special thanks to broforce1, Secret man123 (aka Dark) and yarik for helping with basis for 3D models with textures - I feel like it did really save a few weeks for me.
Gameplay
- Made it so velocity addition to camera is scaled properly in slow-motion;
- Made it so "rage" powerup doesn't increase stability restoration mid-air which could result into boosts due to recovery anomalies;
- Fixed a bug causing broken head's neck to rotate towards last position of removed head rigidbody;
- Fixed an issue causing turrets with ray-based weapons to occasionally release fire button at far range;
- Made it so turrets with ray-based weapons do not fire outside of their range;
- Made model of one of portable drones (will be throwable as gadget, has logic similar to turret logic);
- Fixed a crash on attempt to calculate time warp intensity for controllers without character;
- Fixed a bug causing dead portable drones to fall through ground occasionally and have incorrect collisions;
- Fixed a bug causing weapon of portable drones to fall through ground and not have attachment due to flip logic;
- Made it so sword clash sound is not played when one of "swords" is actually a virus bite;
- Fixed a bug that was causing D-turrets to spawn in zero coordinates;
- Fixed a bug that was letting virus bites reflect other projectiles similar to how swords can do it;
- Implemented directed cruise logic for S-drone, including bouncing off nearby walls and entities;
- Made S-drones timed if they were made by player, added deactivation sequence logic;
- Fixed an issue causing S-drones to have incorrect initial turret rotation as well as fixed flip logic rotation bug;
- Fixed a bug that would prevent spawning of drones in antigravity and zero-gravity areas;
- Added support for changing frames of each limb individually for entities. Made dead version of sprite for S-drones;
- Fixed bug causing S-entity (not S-drone) to not fire back when attacked by entities with AI;
- Made it so portable drones start dashing towards random direction in-between attack sequences;
- Started making 2nd type of portable drone (H-drone);
- Updated D-turret sprites;
- Fixed an issue causing sprint sound to be played in each logic frame when sprint key is held while character is in vehicle;
- Made portable drone flip logic to be rate-limited;
- Removed hit report sound from being played when player hits weapon-spawned grenades (only hand throwable grenades play sounds for now, probably until there are weapons that spawn mines or something like that);
- Made a unique weapon for H-drone;
- Somewhat updated old weapon designs;
- Added spark particles for D-turret destruction sequence;
- It is not possible to grab snowballs out of snow piles on maps with snow enabled, up to 6 "gadgets". Added small animation for that;
- Made it so camera zooms to value 120% when player is out of vehicle and zooms to 70% when player is in the vehicle (relative to old default zoom value of PB3, it is still further away from what it was in PB2);
- Fixed an issue causing H-drone to not reach its' target yet keep trying to fire at it from unreachable distance;
- Made a shader for screen-space distortion from explosions. It matches physical wave that deals damage to objects now (can be seen in slow-motion and for big enough explosions);
- Made a triangular screen-space distortion grid so shader is not calculated for each pixel but is calculated for smaller number of vertices (much more optimized this way);
- Finished model and textures for Corvette that were initially made by broforce1 and given to me;
- Imported Corvette model and texture into the game, made collision model, fixed artifacts;
- Fixed global entity shader bug which caused glowing to not work in the dark;
- Implemented Corvette logic while controlled by player (AI logic is to be done later);
- Reworked gun_veh_gun design - the weapon that was used by Corvettes in PB2;
- Made it so logical weapon is removed for downed Corvettes (they will have model that resembles that weapon which will break into debris);
- Added reload sound for Corvette gun. Fixed an issue causing sound to not play occasionally due to charge sound being not reset during magazine reload;
- Fixed an issue causing Corvette rockets to hit firing Corvette itself near front eye;
- Fixed incorrect reverse-reloading glowing for Corvette gun;
- Fixed an issue causing Corvettes to reload gun not in the same way how players reload them, causing lack of sound playback;
- Fixed a bug causing multiple reload sounds when frequently clicking attack key in Corvettes occasionally;
- Made it so pre-reload sound can not be flooded on any weapon;
- Added loop sound for activated Corvettes;
- Made it so Corvettes stop floating when driver leaves them;
- Added burning on Corvette remains after destruction;
- Turned Corvette gun sprites into 3D models so they look better during Corvette's flip sequence
- Made geometry extrusion under the Corvette's cap;
- Made it so Corvette's loop sound is played at higher pitch during movement;
- Fixed an entity crushing bug that would consider concave rigid-bodies collision with movable walls as crushing - it resulted into Corvette's destruction as well as probably would do to some other vehicles;
- Made it so microschemes under Corvette's cap deal increased damage to Corvettes;
- Fixed an issue causing entity limb loss to incorrectly calculate limb loss damage for entities that have parts connected in circular manner (Corvette);
- Made an alt fire more for Corvettes;
- Fixed a bug making it possible to switch weapon fire modes mid-attack;
- Limited diagonal velocity for Corvettes;
- Started finishing Mobile rO81-CS model provided to me by Secret man123 (aka Dark);
- Started finishing Life Capsule model provided to me by yarik.
Interfaces
- Made a gadget icon for S-drone;
- Rebound some of default gamepad keys;
- Implemented basic support for interface interactions with gamepads (still can't be used for typing).
Skin Editor
- Fixed bug causing search to not work during search in drop down lists.
Level Editor
- Made it possible to quick-pick onto objects that have same property so it will copy that value (instead of quick-picking team, level designer can quick-pick another character that has that team);
- Fixed a crash caused by hovering over object that had no ID during quick-picking;
- Made zoom constants for in/out of vehicle cases to be available through scripting;
- Fixed a bug causing "Test execution" button to not simulate trigger logic due to UI button release logic rework;
- Removed inline-timer object insertion shortcut from Z key as it will probably be used to slow-down simulation in Level Editor instead;
- Made it so cursor becomes hand when Space key is held;
- Fixed a bug causing cursor to not be reset visually after Space key was released and level designer hasn't yet moved it;
- Made it so Ctrl + Ctrl/Alt changes zoom;
- Made it so Space + Alt doesn't rotate camera when dragged;
- Added tentacle easter egg;
- Fixed a bug causing background wall for 3D collisions (invisible) to be placed incorrectly if surface of background wall is marked as terrain-generating.
Sounds
- Made more fleshy variations of broken limb impacts (4 sounds);
- Made sounds for portable drone of S-type (7 sounds);
- Made sounds for portable drone of H-type (7 sounds);
- Made original sounds for D-turret (3 sounds);
- Made sound of snowball break (1 sound);
- Made sounds for Corvette (5 sounds);
- Made reload sound for Corvette gun (1 sound);
- Made loop sound for Corvette (1 sound).