Plazma Burst 2.5

Plazma Burst 2.5

''The next upcoming game being developed by the developer .:Eric Gurt:. who also made PB:FTTP and PB2 and even more.

Plazma Burst: Forward To The Past is playable on Kongregate.

The official game is playable on plazmaburst2.com, the official website of the game.

The game is said to be at 50%, until Eric said it is actually at 16%.

The game has a lot far more to get.

I talked Eric and he actually said he will keep ADDING features until he notices the game starts to lag.

The game has no release date, and nobody, even Eric himself, knows when it's release is. (except if he plans to release at a certain date)

I assume it's going to be:

-December 31, 2016(So it's a surprise for us.) -March 2017(I don't know why but it's so obvious for me.) -or -way far into December 1st, 2016(next year) Nobody knows, and these dates are not official, it's only my assumings.

The game is still in developement. ''

All news are available at Eric's twitter.

The confirmed features:

More than 16 different kinds of swords[4]. Each sword has different stats, such as damage, rate of fire, range etc.

All doors will have HP and can be destroyed[5]. However, this will be disabled by default, and map author would have to enable it via engine mark.

There will be a skin editor[6]. It allows to mix different characters' limbs, as well as recolor them.

Water will be 3D and will have more realistic splashes[7]. However, it will remain static[8], meaning it can't flow down to another area.

The pre-v1.17 Alien Pistol will return as its own weapon[9].

Maps made in PB2 will work in PB2.5[10].

At least one new gun. It appears to fire at least three plasma rounds in shotgun-like fashion[11]. Note that its exact features/perfomance may be changed later, and its name is unknown.

At least one new game mode, Team vs Team[12]. This is likely the credits based gamemode.

The game will now display the exact amount of damage dealt by each shot[13]. This can be turned off in game settings[14].

Jetpacks, or at least some jetpack/booster-like equipment/items/abilities[15].

Although it's unknown what would jetpacks look like and what exactly would they do, it's known that selfboost technique will somehow be considered a jetpack[16], along with double jump[17].

Custom lamp colors[18]. New textures and decorations. (as previous lamp features)

Some community-created content will be added later on[19]. Nobody knows WHAT will be implented.

When switching between weapons, there is now an animation of a character putting a weapon on their back, then taking out another weapon[20]. The heavier the weapon, the longer the switch takes.

Ammunition. The map maker can decide which ammo type to use, whether it be infinite, cooldown, limited, or unlimited with reloading.[21]

Magazine weapons now have reloading animations.[22]

A coop Campaign has been confirmed. [23] Yes, that is going to be implented.

Indirect illumination & sun light effects. Ambient lighting completely removed.

Throwable grenades are returning. Maybe fan-art will also be implented.

AI optimizations and trajectory predicting for grenade launcher-like weapons.

AI players are now able to make ricochet shots that can hit opponents hiding behind impenetrable walls.

AI can calculate possible damage for penetration-based weapons in PB2.5.

Friendly fire and team damage factor can be configured individually for every team in levels in PB2.5. (so you can't blindfire.)

AI in PB2.5 can perform wall-jumps.

Computer-controlled players can swim.

Al players can use jetpacks.

AI players can gather information from other allies and make blind shots on targets.

Added collision check for projectiles and weapons. Bullet damage/speed will no longer decrease on gun collision.

Dynamic lighting has been added to every bullet, grenade, explosion, muzzle flash, as well as swords. These can all illuminate dark areas. Explosion light is based on explosion color.

Player bounding box (AKA hitboxes) improvements have been added. They should let player's movement feel more based on player's body instead of the bounding box.

A "blaster" effect for projectiles.

Projectile spawn offset instead of spread for certain weapons. This means that bullets, instead of coming from the middle of the player, actually spawn at the barrel of the gun.

All projectiles have hit points now. Damage needed to destroy projectiles depends on guns: for example, the Assault Rifle C-01r needs 3 hits, and the Pistol C-01p needs 2 hits. Beam weapons do damage to rockets/plasma/grenades without knockback.

Bullet-bullet intersections. This allows bullets to interact with one another. However, the bullets are not destroyed. Other projectiles can interact with each other as well.

Possible features:

Pistols can be dual-wielded[24]. This seems to cause major balancing issues, though[25]. Other weapons can be dual-wielded in the level editor, depending on map author's preference.

A possibility to make sloping surfaces[26]. However, this is making calculations 30% slower, so this may not be a feature appearing in the release.

A credits-based game mode is planned as a second main mode for Multiplayer[27]. In this mode, the players are expected to be able to buy weapons (and likely ammo) using money they have earned by killing enemies (or/and completing some special objectives). It's not clear how exactly this system would work.

Advanced pathfinding for AI, allowing them to move upwards at will or travel the map. [28]

AI may be able to use the x button just like players. [29]

The Falkok ship may be a useable vehicle in PB2.5. [30]

If I missed anything, feel free to delete this message, put what I missed, and put this message again.