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Development update - November 12, 2023

🕑 Added 2023-11-12 00:29:00 +0000 UTC

Comments

Recluse

Maybe if there was a way to quickly switch, which weapons you would want in your primary slots?

UnrealCrash

I guess roadmap could be described as: 1. Make required new entities for campaign mode; 2. Import PB2 update content to PB3; 3. Make levels for campaign mode; 4. Some voice acting work for campaign. It feels like after that game is complete for release, though there will be still a lot of work post release. So far I try posting to YouTube. I notice that Meta Threads also has this "Log in to see more". It is partially a reason why I decided to move from Twitter, though Twitter did start silently hiding my new posts for unauthorized users. I'd think my posts belong to me, why such services try to hide them from people who come to follow me specifically isn't really clear to me.

O

Found the grenade slicing clip hilarious! This update is plenty detailed, but hoping we're getting another roadmap update soon! Also, was wondering if you were interested in joining Meta's Threads soon and start posting there, since Twitter's community seems to have fallen silent, though that might be because Patreon gets monthly updates now. Stay safe!

UnrealCrash

> Hey Eric! Glad to finally see some multiplayer in the showcases. Looks great so far! > Replay mode looks great. But what I'm curious about is whether there will be kill cams? It actually is a kill cam, it just shows the perspective of killing character as long as there is network connection on it. So otherwise it will default to player who died if killer was an AI, disconnected player or it was a self-kill. Actually this replay is a part of game mode logic - it can be easily altered with custom map/module logic, though right now only last 30 seconds of replay are stored for all connected players. Unfortunately this system won't be able to show what turrets or AI characters see whenever they eliminate players as snapshot generation can end up being quite costly and needs to be done for everything that can kill basically otherwise. > If yes it would be great if map makers could easily disable or enable this feature and of course, allow players to skip it. What's your opinion on this? I've made a simple game mode that skips replay when space is pressed, but I do want to integrate this into player's config somehow too (so players can choose to skip all replays). It is part of map/module logic, it doesn't get triggered in some kind of raw maps. It does not work in singleplayer actually too since there is no data recorded and singleplayer players can't have multiple instances of the game world running. > The multiplayer stability is miles better than it is in pb2. Well least since the last time I tried coop with a friend back in 2020 or 2019. Can't quite remember. Quite excited to see how it's gonna run overall with much bigger and more taxing levels. To be fair current test was made without any network issues simulated, might show those later. I do have tools to optimize experience for some of big level cases when there will be issues, though I feel like test maps are already getting kind of big. > Maybe even run some bigger tests with the wider community or a select few to see how the server runs with players from around the world etc. > That might be something for a beta in the future. Definitely consider it! Sure! > Not sure if the statistics in the top right are the same idea but would be nice if there was some kinda of icon that would appear to show players that this person is having high ping or connection issues. Like a no wifi icon when somebody gets disconnected etc. That might be a useless feature but figured I'd mention it. There is an icon whenever player is in menu or switched to other application. Making one for lagging players could make sense. > That's all I got for you this time Eric! Can't wait to see what the T entity is. Definitely sounds like some form of tank or heavy vehicle. Might even be some kinda hovering aircraft. Well, guess I'll find out eventually. > Take care! Thank you ^^

Patty

Hey Eric! Glad to finally see some multiplayer in the showcases. Looks great so far! Replay mode looks great. But what I'm curious about is whether there will be kill cams? If yes it would be great if map makers could easily disable or enable this feature and of course, allow players to skip it. What's your opinion on this? The multiplayer stability is miles better than it is in pb2. Well least since the last time I tried coop with a friend back in 2020 or 2019. Can't quite remember. Quite excited to see how it's gonna run overall with much bigger and more taxing levels. Maybe even run some bigger tests with the wider community or a select few to see how the server runs with players from around the world etc. That might be something for a beta in the future. Definitely consider it! Not sure if the statistics in the top right are the same idea but would be nice if there was some kinda of icon that would appear to show players that this person is having high ping or connection issues. Like a no wifi icon when somebody gets disconnected etc. That might be a useless feature but figured I'd mention it. That's all I got for you this time Eric! Can't wait to see what the T entity is. Definitely sounds like some form of tank or heavy vehicle. Might even be some kinda hovering aircraft. Well, guess I'll find out eventually. Take care!

UnrealCrash

It could make players configure such binds specifically for game modes they play, essentially avoiding other game modes. I believe I played Doom and similar games but I actually would never change controls whenever it is possible to avoid it. It is especially bad when you are trying to invite some non-tech friends to play the game - they just won't enjoy binding controls like that. -- I also tried weapons to pick first free slots/first free slot starting with default slot and it will just feel really foreign for someone who got used to PB2 slot numbers. Also tried limiting weapon slots number up to 6 - still felt annoying to be unable to pick-up plasmagun whenever character already has rifle, for example. So I think it might be best to keep PB2's way. In the end - players would likely be advised to swap weapons during intermissions between level, especially since this will not cost extra in-game campaign credits.

UnrealCrash

It normally is much stronger when weapons like railgun/heavy railgun are used on shields ^ There is also noise whenever shield is low on hitpoints. And it does pop with a ripple effect and shield disappearance from the points of recent damage.

darkstar

That ripple effect on the shield is a cool detail

Recluse

I've been thinking about that comment you had in the past, about a good method for weapon switching, I'd say like in doom, just give people the ability to bind weapons to any key, this will allow you to use your thumb to change weapons or any other finger to be exact.

AnarchE

Dude literally just Sparta kicked Proxy.


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