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Development update - December 8, 2023

🕑 Added 2023-12-08 20:49:04 +0000 UTC

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O

Very informative, thank you for explaining, these are clever ways to sync input from both client and server. I wouldn't mind learning more about this. Might as well bump some anime to watch if you're interested. Can't say the following anime are from the 'slice-of-life' genre, but they are worth looking into: Inuyashiki, Erased, Monster, Blue Lock, Vinland Saga, or Chainsaw Man. Probably aren't the most realistic anime but each tell a good story.

UnrealCrash

Still can't tell unfortunately. I do try to work on entities that will be used in story mode for Plazma Burst 3. Once I'm done here there will be levels and maybe voice acting later on. Story itself and level ideas are already written. Most part of it was made before Plazma Burst 2 release though I did change it a bit since then to make it feel much more modern and relevant.

UnrealCrash

I can see the energy hook reminding people of very different games and shows :] I have never started watching Attack on Titan but heard a lot of recommendation even including one of artists who have been helping me with PB2 past and does help with PB3 occasionally. I could probably say that I like slice of life-kinds of anime a bit more than adventure/story ones, for some reason. At least when I'm not actively looking for inspiration sources which I think I do quite rarely these days. Time nudge moves all objects (on a screen of a player who is connected to a server) towards their velocity multiplied by 2 * ping value. This way, for example, grenade that moves with certain velocity midair would be in the exact position where player's shoot attempt would arrive to the server. Which essentially makes aiming at small flying objects (though it is also applied to player, entity and movable positions) as close as aiming at them in a singleplayer while making it feel less ping-dependent. PB3 might drop favor the shooter model which PB2 (new netcode) as well as many modern first-person view games use because I don't really want the situations in the game when player who is pushing the retreating player can see and hit the retreating player while retreating player can't see the pushing player nor hit them. Essentially a common case which you can notice when 2 players are going around the the corner in same direction. Only drawback is that low ping players would have an advantage over high ping players but at least game server won't have to wait for time-traveling hit events from high ping player in order to confirm low ping player's hits, especially since there is a possibility of faking the ping. Should be much more fair basically. Interpolation is just smoothing the positions of objects by morphing from one packet data to another packet data. For example in Packet#0 grenade has X position of 0 and in Packet#1 it has position of 10 - in this case game will show the smoothed movement of this grenade from 0 to 10 gradually. Though it also takes into account the velocity of this grenade and smoothes it as well while still adding velocity of each packet's data to packet's position. Very complex thing I guess but will hide stuttering, especially on low packet rates from server. Or again if portion of packets are being lost somewhere on the way to connected player. I believe disabling speculative stuff just makes player's input delayed, you should be able to notice it on the video. It feels wrong playing like this in multiplayer after playing singleplayer. But I guess I'll leave this as option since it turns off a plenty of prediction that might fail occasionally in critical cases for someone. Thank you for questions ^^ I've been really trying to improve network experience which also includes not syncing off-screen objects and obfuscation of object IDs in network snapshot (so packet scanning would not be used to predict if enemy team has thrown a new grenade or shot anything by looking at unique numbers of networkly synced items - object IDs are assigned randomly from the pool of about 100 random IDs every time there are too few available).

_0Aurora_Nebula0_

So when can we play PB2.5? I can't wait!

O

Grappling hook looks very cool and fun to use, almost like ODM gear from AOT :) The game accommodated high ping much better than I expected, maybe because of the lag compensation or speculative projectiles from client-side to server-side. I wonder what is time nudge compensation and what it does for gameplay? Same for interpolation, it seems to me interaction is the same between 150ms both enabled vs both disabled. Overall loving the work you're putting in to make the online experience better for everyone. Looking forward to the next post!

UnrealCrash

> Hey Eric! Late message here i've had Covid for a few days. Was unable to sit down and write this without getting worse. Oh, I know this feeling. I have had to go through the same about a few years ago. I wish you to recover with as few as possible side effects. Keep consulting doctor too as some side effects of it can be both critical and invisible. > Grappling Hook looks amazing. From what you said it's only for Admin usage? Guess that makes sense considering it connects to air. There are two versions, the showcased one might end up as replacement for cinetic module. Admin one looks very similar but can't be broken from damage and does not affect this hook's owner as much. Meaning one can't lift vehicles and another one can, for example. > I'm assuming there is a version of it that can be used by normal players as well? One that connects onto ledges or walls like a normal grappling hook? Yes, specifically the one showcased is the one. Admin hook has green color to it. > Glad to see that even with high ping you were still able to play with small delays. Said it before but already 10 times better than what pb2 was. > Honestly quite surprised to see how well it runs above 150 ping. Quite promising! Just implemented key press event counter table synchronization and it works even better with 90% of packet loss now ^ Was a bit surprised it would actually have such big impact on that. Likely because packet loss was causing key states to go out of sync with old key press events model and as a result some keys would seem to be pressed multiple times. Also, active weapon mispredictions are no longer happening too, which is also great. > Keep up the great work Eric! Thank you and hope you'll get well very soon.

Patty

Hey Eric! Late message here i've had Covid for a few days. Was unable to sit down and write this without getting worse. Grappling Hook looks amazing. From what you said it's only for Admin usage? Guess that makes sense considering it connects to air. I'm assuming there is a version of it that can be used by normal players as well? One that connects onto ledges or walls like a normal grappling hook? Glad to see that even with high ping you were still able to play with small delays. Said it before but already 10 times better than what pb2 was. Honestly quite surprised to see how well it runs above 150 ping. Quite promising! Keep up the great work Eric!

Nyove

there's always the option to use AI voice too if you're not comfortable haha :) game looks awesome :D

UnrealCrash

Honestly, I'd like to try something like that one day. Would have been cool to improve my English too. But then, I feel like a lot can be said about person's thoughts by the way and what they are talking about - would not be too comfortable doing any sort of voice reveal before PB3 release, partially because of that. Another is I probably don't know many developers who can maintain big projects and make videos at the same time. But videos are definitely helping make games popular as well as making it easy to get other YouTube creators to engage in game testing/playing.

Nyove

Very cool update Eric :D Have you ever watched those game dev youtubers that post their game dev log? Seeing you handling the different edge cases when it comes to networking is pretty interesting (at least for a programming nerd like me :D) and I was wondering maybe you can similar - showing and explaining to us your though process and workflow when developing PB3 and all of us can learn from a thing or two! Could be an awesome pre-hype build up to the eventual game release too :)

UnrealCrash

https://imgur.com/a/k3TCM2B There is reflection, it is just gets rarely seen since water does not extend too close to the camera. But I do think of making it possible to somehow extend water not only backwards/left/right but towards the camera as well. Waterfall might be just a matter of making an infinite particle spawning object. Should not be hard to add, but I do wonder if it needs to be somehow prepared to be dynamically created with level logic for various game modes. This does seemingly bring a lot of creative opportunities once it is implemented. I noted it in to-do list but might delay it if gets too complicated, especially the sync and scripting part. Room can reach absolute darkness: https://imgur.com/CXib1KT

Tempus

Very epic stuff ! Seeing all the possibilities is just awesome. The sound sounds very cool and detailed and I can tell you are spending a lot of time into and getting everything almost perfect if not perfect lol https://i.imgur.com/UmdzaU6.png would there be a reflection in the future off the water? Are you able to manipulate the water to be in the background too, so say it could waterfall into the pool (just a thought) does the room get darker than that, like could it reach absolute darkness?

UnrealCrash

Just updates to "T" entity that should be in few missions of campaign so far. Currently I'm adding entities that can be later used in campaign levels.

any news on campaign yet?


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