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Development update - January 2, 2023

🕑 Added 2023-01-02 20:31:01 +0000 UTC

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UnrealCrash

Hmm. At very last it is still possible to press H or V keys to mirror selected objects as well as facing directions of selected entities. Then, it is possible to intercept the level loading with code that copies specific objects and flips them, possibly with any else extra logic. This method could be more useful to make it automatically keep track of symmetry as sometimes level designers can forget about moving something on both parts of the map. Same kind of interception can be used to make copy of a whole level on top or on left for other kinds of interesting effects. Maybe random enemy placing, random ranks etc. -- But if you mean just plain flat mirrors - that is not ready right now. It could be fairly easy to do since it is already implemented for liquid surfaces.

Tempus

I'm wondering if you have anything like "mirroring" In the Level Editor

UnrealCrash

> Hey Eric. Happy new year! Hey! Happy New Year to you too ~ (And everyone else who couldn't decode that twitter post :P ) > I hope you are having a good start to the new year. Seems alright so far. > You mentioning visual optimizations brought back a question I had forgotten about. > Do you have a plan for how off-screen combat will be handled? ( Shooting at enemies that are not on screen ) I hope gameplay-wise nothing would need to be optimized. Game is already able to subdivide world walls into regions of interest which AI will be able to benefit from and have less time spent looping through all the objects in a map. PB2 has similar optimizations except for it used a grid cache of a world that would only benefit point overlap tests. PB2 had line ray-cast cache which is why enemies would frequently shoot some corner of a wall in slow motion whenever they see player. PB2 also does have hibernation-like states for offscreen characters but PB2.5/3 might not have these, unless some map would have hundreds of enemies that should not be simulated and can spawn at the specific moment projectile/entity/player appears near them. I think even PB2 AI was only shooting back at player if player made it obvious he was offscreen, though I can see how it did appear unexpected for most players who just had random projectile flying near offscreen AI enemy. Currently, PB2.5/3 AI do react sort of like squad that can tell each other about threats - so they can either go follow most likely positions of this "threat" (basically fake shadows of a player than follow random waypoints) or even shoot at potential player locations. It all will be tweaked and nerfed in non-multiplayer-like bot modes. > The current way it works may be fine for PVP gameplay but in Coop/Singleplayer being able to easily clear out a whole level by simply shooting enemies that are off-screen slightly ruins the flow in some situations. Well, AI so far do fight back offscreen shooters. I think they mostly did that in PB2 unless I purposely prevented them shooting offscreen too much. > I'm curious if you have any plans to handle this or if you are planning to keep it the way it is now. Surely, I still need to see how it feels and plays in levels. > What is your roadmap for 2023? > I'm curious if you have planned out a roadmap for your projects or plans this year. Would love to see it if it does exist! My closest to-do points include lots of bug fixes (such as players not being able to move in slow-motion while they crouch) and more entities for campaign. In a way I will try to speedrun the needed Level Editor features for campaign levels (auto-assignment of surfaces whenever new walls are made, maybe more usability features), probably better background environment objects (trees are still very conceptual and there is no variety in them nor in any background decorative objects). > Overall Eric keep staying healthy. Been paying attention to all the news in Ukraine since it started and I'm glad to see that you all are holding on and pushing back. I try to keep this type of conversation out of most of my messages but I was worried about the whole situation. Nothing is ended here in Ukraine, but perhaps one day. > I'll definitely check out your mini game you plan on posting. Who knows could be a banger. Always cool to try out new things after all. > Keep up the great work as always and make sure to take some breaks. See you next month! Thank you! ~

Patty

Hey Eric. Happy new year! I hope you are having a good start to the new year. You mentioning visual optimizations brought back a question I had forgotten about. Do you have a plan for how off-screen combat will be handled? ( Shooting at enemies that are not on screen ) The current way it works may be fine for PVP gameplay but in Coop/Singleplayer being able to easily clear out a whole level by simply shooting enemies that are off-screen slightly ruins the flow in some situations. I'm curious if you have any plans to handle this or if you are planning to keep it the way it is now. What is your roadmap for 2023? I'm curious if you have planned out a roadmap for your projects or plans this year. Would love to see it if it does exist! Overall Eric keep staying healthy. Been paying attention to all the news in Ukraine since it started and I'm glad to see that you all are holding on and pushing back. I try to keep this type of conversation out of most of my messages but I was worried about the whole situation. I'll definitely check out your mini game you plan on posting. Who knows could be a banger. Always cool to try out new things after all. Keep up the great work as always and make sure to take some breaks. See you next month!


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