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UnrealCrash
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Development update - May 4, 2023

🕑 Added 2023-05-04 15:50:13 +0000 UTC

Comments

UnrealCrash

^^

UnrealCrash

Hmm. I guess I'll add some way to recolor/alter lava texture.

eso matic

So Awesome, wow!!!

UnrealCrash

That sounds like a good plan :D

Nyove

really love the background terrain generation! game looks awesome! :D

AnarchE

doing well. Looking for a job at the Airport so I can travel for free.

UnrealCrash

It is just a fog support demo. Depth can be any value. Both start and end along depth axis are adjustable, it is a property of surface - object that keeps texture and material information. I think I'm fine. How are you?

AnarchE

Another month, another great update. Those doors feel odd to me with how they will extend to the background that far out. Is there a fix or an option for that? Btw, how are you doing?

UnrealCrash

> Hey Eric! Hey! > I think the new lava effects fit a lot better than the previous ones. > As you mentioned the previous lava textures were too realistic compared to the rest of the game causing them to stand out more than the rest. > I think overall this fits in with the rest while also having that lava design so I think this was a step in the right direction! Nice to hear, I was actually not sure. > Loving the new map design features. Especially the background design in the video. > I'm getting a lot of ideas and overall can't wait to see what people create with this. > I can't remember if you showed off the grappling hook before. > I'm quite excited to see what can be done with the grappling hook loving all the new movement features you are adding overall! Probably it was muted and had no length change UI. > I'm assuming most of these gadgets such as the jetpack and the grappling hook won't be accessible instantly in the campaign right? > And will it be possible to disable and enable each with the use of tools in the editor? It surely is possible to manage availability of all these features. Can't say so far as to what will be available in campaign in general, but likely players will start with something like self-boost. I assume it will be critical for progression anyway if something like this will be in campaign in the first place. > I pretty much think you nailed the water effects in the game. The texture is clean and the way it reacts to external stuff such as bullets or player movements is really nice. Love the water sounds and the way it muffles weapon sounds. > Would love to comment more on triggers but I would need to personally try them out first before I could give a talk more about them. > I'm glad to see that triggers have really been opened up in terms of customization and I cant wait to see the possibilities in the future or what you use them for in the campaign. > Any plans in future posts to discuss or show AI enhancements? I've asked something similar before but I believe we have yet to see more of a detailed showcase of the improvements to Enemy AI or Squad AI teammates. I'll definitely show what is done with AI characters soemtime. I've been delaying any work related to them such as ability to use switches to open paths/use elevators simply due to focusing on other stuff. Essentially it feels like even simplest AI could be enough for enemies while something like being able to load 3D models as part of background decorations will be more required at this point. Some Star Defenders 2D experiments made me think that advanced & smart AI isn't always the most fun to play against. Well, maybe only if it is your teammate. > I'm somebody who is very interested in how they behave in gameplay and quite invested in stuff like that so would love to hear more in a future post what do you think? I could showcase some of stuff I guess. I noted it to upcoming plans. > As always see you next time and keep up the good work! Thank you ~

UnrealCrash

> The new lava is better than before for sure. I still think it sticks out a bit, but I can't pin down why exactly that is the case. I wonder. > Overall these backgrounds have so much potential for atmosphere. Curious to see how more city-like environments could look like Kind of not sure how they could be made so far. I mean one thing could be moving decorations to background by specifying z-offset, but then 3D models would have been better at times. It probably needs support for texture 3D models as decorations. > I presume regarding doors we can dictate how far (if at all) into the background they extend? Yes, both where they start and where they end through z-axis. Should be possible to make background doors like that, sort of. > The grappling hook mechanically looks great. All the mobility options players and AI will have are going to lead to some great gameplay > Edit: Is the double jump still a piece of equipment or is it more of a default ability? If its still equipment I presume then that we can use multiple kinds of equipment at the same time (IE jetpack + grappling hook)? Grappling hook so far is separate from boosts - can be used independently from them. But only one boost is allowed so far (double jump, self-boost or jetpack). Yet, the "nope-ing out" boost is also independent. Sword climbing is also independent, but more like depends on sword model. I guess it could be possible for map designers to combine boost mechanics multiple in one.

tehswordninja

The new lava is better than before for sure. I still think it sticks out a bit, but I can't pin down why exactly that is the case. Overall these backgrounds have so much potential for atmosphere. Curious to see how more city-like environments could look like I presume regarding doors we can dictate how far (if at all) into the background they extend? The grappling hook mechanically looks great. All the mobility options players and AI will have are going to lead to some great gameplay Edit: Is the double jump still a piece of equipment or is it more of a default ability? If its still equipment I presume then that we can use multiple kinds of equipment at the same time (IE jetpack + grappling hook)?

Patty

Hey Eric! I think the new lava effects fit a lot better than the previous ones. As you mentioned the previous lava textures were too realistic compared to the rest of the game causing them to stand out more than the rest. I think overall this fits in with the rest while also having that lava design so I think this was a step in the right direction! Loving the new map design features. Especially the background design in the video. I'm getting a lot of ideas and overall can't wait to see what people create with this. I can't remember if you showed off the grappling hook before. I'm quite excited to see what can be done with the grappling hook loving all the new movement features you are adding overall! I'm assuming most of these gadgets such as the jetpack and the grappling hook won't be accessible instantly in the campaign right? And will it be possible to disable and enable each with the use of tools in the editor? I pretty much think you nailed the water effects in the game. The texture is clean and the way it reacts to external stuff such as bullets or player movements is really nice. Love the water sounds and the way it muffles weapon sounds. Would love to comment more on triggers but I would need to personally try them out first before I could give a talk more about them. I'm glad to see that triggers have really been opened up in terms of customization and I cant wait to see the possibilities in the future or what you use them for in the campaign. Any plans in future posts to discuss or show AI enhancements? I've asked something similar before but I believe we have yet to see more of a detailed showcase of the improvements to Enemy AI or Squad AI teammates. I'm somebody who is very interested in how they behave in gameplay and quite invested in stuff like that so would love to hear more in a future post what do you think? As always see you next time and keep up the good work!

UnrealCrash

Currently game has built-in ActionScript 3.0 as well as different versions of JavaScript for sandboxed execution. For performance reasons I'll likely stick to some of recent JavaScript versions. That code snippet is JavaScript. Game itself originally was written in ActionScript 3.0 but I'm currently trying to keep project as language agnostic, meaning I'll be able to port whole code base to languages like C#, JavaScript, ActionScript (probably won't) etc. In-game user interfaces, all shaders, geometry operations are written by myself. In fact all models are just .obj files. It still does rely on some libraries for visuals, audio, networking though. But then network is built on top of UDP messages and I made any logic for delta compression and message delivery checks.

UnrealCrash

PB3 liquids can work similarly. So far liquids can only reflect on the one side though. Other than that - they look like a floating jello.

wytily

Enriched backgrounds that change with perspective and flowing water make the game more vivid and interesting. Can anti-gravity water areas seen in some saw maps in PB2 be implemented in PB3?

zooi

Sorry if this was explained elsewhere but what scripting language is that? It looks like JS. Also, what language is the engine itself written in?


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