Plazma Burst 2.5

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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[1].

It's unknown when Plazma Burst 2.5 will release[2]. Eric says the game is about 16% done[3], and will take some time to finish.


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 by physics laws.
  • 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 game mode, Team vs Team[11]. This is likely the a credits-based game mode that is planned as a second main mode for Multiplayer[12]. 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[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.
  • Some community-created content will be added later on[19].
  • 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]
  • 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. [24]
  • Pistols can be dual-wielded[25]. This seems to cause major balancing issues, though[26]. 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. [27]
  • Bullet drop, which affects both bullet weapons and energy projectile weapons. [28]

Possible/undecided features

  • A possibility to make sloping surfaces[29]. 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.

Gallery

References

  1. According to Eric Gurt's twitter page
  2. [1], [2], [3], [4], [5] etc
  3. [6]
  4. [7], [8]
  5. [9]
  6. [10], [11], [12], [13]
  7. [14]
  8. [15]
  9. [16]
  10. [17]
  11. [18]
  12. [19]
  13. [20]
  14. [21]
  15. [22]
  16. [23]
  17. [24]
  18. [25]
  19. [26], [27], [28]
  20. [29]
  21. http://prnt.sc/akbfr9
  22. http://prnt.sc/akbhdh
  23. https://twitter.com/Eric_Gurt/status/698515007848517632
  24. https://twitter.com/Eric_Gurt/status/725993981625163776
  25. [30]
  26. [31]
  27. [32]
  28. [33]
  29. [34]