Plazma Burst 2.5

Plazma Burst 2.5 is the temporary name for the upcoming game in the series. Eric Gurt plans to add many new features, weapons and even 2.5D terrain.

It's unknown when Plazma Burst 2.5 will be released. Eric says the game is about 16% done, and will take some time to finish.

Confirmed features

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


 * Guns that fall on NPC or the player will do damage/kill. It depends on the size and weight of the gun.


 * All doors will have HP and can be destroyed . However, this will be disabled by default, and map author would have to enable it via engine mark.
 * There will be a Skin Editor . It allows to mix different character's limbs, as well as recolor them.
 * Water will be 3D and will have more realistic splashes . However, it will remain static, meaning it can't flow down to another area by physics laws.
 * The pre-v1.17 Alien Pistol will return as its own weapon.
 * Maps made in PB2 will work in PB2.5.
 * At least one new game mode, Team vs Team . This is likely the a credits-based game mode that is planned as a second main mode for Multiplayer . 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.


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


 * Jetpacks, or at least some jetpack/booster-like equipment/items/abilities . 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, along with double jump.


 * Custom lamp colors.


 * New textures and decorations.


 * Some community-created content will be added later on.


 * When switching between weapons, there is now an animation of a character putting a weapon on their back, then taking out another weapon . 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.


 * Magazine weapons now have reloading animations.


 * A coop Campaign has been confirmed.


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


 * Throwable grenades are returning.


 * 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 maps in PB2.5.


 * 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 to destroy rocket. Beam weapons do damage to rockets/plasma/grenades/bullets without knockback. Explosions damage hitpoints and change speed and direction of projectiles (including bullets).


 * 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.


 * AI can throw grenades now, and can dodge explosives.


 * AI can do blind shots with rocket/plasma/grenade weapons expecting to deal indirect damage to enemy with explosion by aiming at wall near enemy.


 * AI are able to use the X button to dodge enemy projectiles.


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


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


 * A clan system has been confirmed.


 * Moving lights/lamps are possible.


 * Bullet drop, which affects both bullet weapons and energy projectile weapons.

Possible/undecided features

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


 * The Falkok ship may be a usable vehicle in PB2.5.