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Development update - December 1, 2022

🕑 Added 2022-12-01 20:04:42 +0000 UTC

Comments

AnarchE

Yes, unique sounds for all weapons would be the best.

UnrealCrash

I tried to keep it similar but still make it different and match its' damage more closely - could be better to have unique sounds for all weapons.

UnrealCrash

Yes, but it is green so far.

AnarchE

Liking that old-school alien pistol sound. I was expecting an fttp pistol sound. But this works.

will there be element similar to the purple liquid/gas from SD also be present in PB3 in some form? glad you are doing well

UnrealCrash

Thank you ^^

UnrealCrash

I think I will experiment with reflection sound via polls. Will try darkening fire effect. Will try decreasing lava sparks rate. It might be not so nice to have such sound played even randomly in some Custom Map cutscene if sound preset happens to be used by someone's lore-important character. It feels like it will be best to either remove this sound or have it in a separate preset. Just this laptop for development. I do have access to gaming PC but I also understand that 90% of PB2 players have even weaker devices than I use there - then it is too easy to get carried away and develop something that would run poorly without understanding when everything gone wrong. In fact it happened with PB2.5/3 when it was still made as a Flash game before I ported it - it was running really bad on my old PC while I was developing it on iMac I had.

UnrealCrash

Currently hurt sound has cooldown of 200 ms (0.2 second). I tried with longer cooldowns but for me it felt not very clear whether player takes damage or not, especially when it is attacked with inconsistent damage sources like beam, fire, toxic clouds. Or when player receives multiple consequent impact damages - feels like only first damage was registered for some reason. Or when hit with punches/swords as they can have quite high attack rate. Thank you ~

UnrealCrash

Sword humming - I'll be considering it now. Somehow I did not think about it before ~ Swords sound less energetic now but I guess multiple variations could be nice too. I noted about variations, might make poll when I get to work on more versions.

Nyove

i love the sounds and these updates! :) game looks really cool

SupremeVoid

Looks and sounds really nice! Good work and keep it up. I agree on the sword reflecting sound being too high pitched. Doesnt really feel satisfying or fitting. I dont know how much effort you want to put into it but I think the sounds should be modified a bit based on sword and weapon/projectile. I also think the fire effect on the character is a bit too bright, you almost only see red to near white flames over the whole body. The lava sparks could be a bit less frequent. I really love the drowning sound, its quite funny haha. Maybe a tad too much. I wouldnt want a too dramatic sound as it could get quite disturbing or annoying quite fast. Do you only use a laptopt for development? I have my old 1080 Ti here if you want it. Looking forward to future updates!

tehswordninja

Will characters eventually not make a sound for every damage tick they take? Also the deflection sound is pretty neat. Stay safe

Patty

Hard to say what exactly would work with PB in terms of sound effects but maybe some more dark humming sound when you have them equipped. Maybe a meatier with also more bass when cutting an opponent. As for reflecting it's hard to say. Tried to find some examples but none of them sounded close or right to what I was thinking. Once again the current sound is not bad but could be better. Feel free to experiment and ask us here on Patreon!

UnrealCrash

> Hey Eric. Glad to hear you are feeling better! Thank you ^^ > Overall looks pretty good. Glad to see we are getting more versions of liquid in the game. > I'm guessing the drowning sounds and Drowning ragdoll is WIP? I just added frog sound effect to Usurpation Soldier voice preset whenever it dies underwater (drowns in this case). It probably would be annoying to play as Usurpation Soldiers in Multiplayer if that would happen to players. > Would be nice to see more of a desperate grasp for air in the ragdoll upon drowning alongside drowning noises within the suit. Noted ^ > Would also be pretty cool to see the suit itself suffer visual damage from being hit by lava or acid. > Like parts melting off the suit when falling into acid and maybe parts of the suit going black after the fire are put out when falling into lava. Currently skins go towards 50% brightness after being burn while alive, and down to 12.5% when dead and can never be revived again. Not yet sure what kind of effect could suit all characters universally when they are taking acid damage. Most probably robots won't take green (toxic) damage anymore, only corrosive damage. > Might even be more realistic for the player to die quickly when falling into lava but that's more of a gameplay feature for players and you can adjust within their levels. Yes, it is adjustable. But even default speed is quite lethal. > I would also like to potentially see maybe some form of an outline on the player character or anybody caught in lava to help with navigating it should the player fall in. Assuming it is lethal maybe it might end up being optional. Maybe some else liquids could end up being too dark, but they will have regular player overhead which is disabled here. > You also mentioned freezing liquids. Might be a good idea to add some form of ice effect to show the player/AI getting slowed or frozen within gameplay. Could make sense if it will be used in custom maps with slower freezing speed. > Sword reflecting sounds okay for now but you might wanna consider trying to find or make a sound that sounds a lot more satisfying in a way. > The reason I'm saying this is because while reflecting bullets is not difficult in PB it would be a lot more satisfying when you pull it off during gameplay and a nice reflect sound plays off. Maybe I'm working too much with sound effects to the point where I don't feel like anything wrong. I wonder if you know any reference for a better sound. Current one is based off new sword sound effects. > Just something for you to consider while we are on the topic. > Overall keep up the good work! Thanks! ~

Patty

Hey Eric. Glad to hear you are feeling better! Overall looks pretty good. Glad to see we are getting more versions of liquid in the game. I'm guessing the drowning sounds and Drowning ragdoll is WIP? Would be nice to see more of a desperate grasp for air in the ragdoll upon drowning alongside drowning noises within the suit. Would also be pretty cool to see the suit itself suffer visual damage from being hit by lava or acid. Like parts melting off the suit when falling into acid and maybe parts of the suit going black after the fire are put out when falling into lava. Might even be more realistic for the player to die quickly when falling into lava but that's more of a gameplay feature for players and you can adjust within their levels. I would also like to potentially see maybe some form of an outline on the player character or anybody caught in lava to help with navigating it should the player fall in. You also mentioned freezing liquids. Might be a good idea to add some form of ice effect to show the player/AI getting slowed or frozen within gameplay. Sword reflecting sounds okay for now but you might wanna consider trying to find or make a sound that sounds a lot more satisfying in a way. The reason I'm saying this is because while reflecting bullets is not difficult in PB it would be a lot more satisfying when you pull it off during gameplay and a nice reflect sound plays off. Just something for you to consider while we are on the topic. Overall keep up the good work!

DukeofLeet

Ah, I can see why that might have had some trouble especially with the recording software at the same time.

UnrealCrash

NVIDIA GeForce GTX 950M. Screen captured using Streamlabs Desktop (ex. Streamlabs OBS).

DukeofLeet

What hardware did you record this demo on?


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