Plazma Burst 2.5 is a 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 Gurt has made a "To-Do" list with 10/23 tasks complete. [3]
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/performance 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.
- 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 levels 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. 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.
- A Clan system has been confirmed.
- AI can throw and try to dodge hand grenades.
- Chest and pelvis are destroyable now. (Added in v1.28)
- Blood stays on background.
- Freezing effect which has been confirmed to have a Barrel causing the effect presumably this will be present in other Weaponry as well. [24]
- Capes and tails with physics. [25]
Possible/undecided features
- Pistols can be dual-wielded[26]. This seems to cause major balancing issues, though[27]. Other weapons can be dual-wielded in the level editor, depending on map author's preference.
- A possibility to make sloping surfaces[28]. 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[29]. 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. [30]
- AI may be able to use the "X" button just like players. [31]
- The Falkok ship may be a usable vehicle in PB2.5. [32]
Gallery
References
- ↑ According to Eric Gurt's twitter page
- ↑ [1], [2], [3], [4], [5] etc
- ↑ https://twitter.com/Eric_Gurt/status/1241832465087500295
- ↑ [6], [7]
- ↑ [8]
- ↑ [9], [10], [11], [12]
- ↑ [13]
- ↑ [14]
- ↑ [15]
- ↑ [16]
- ↑ [17]
- ↑ [18]
- ↑ [19]
- ↑ [20]
- ↑ [21]
- ↑ [22]
- ↑ [23]
- ↑ [24]
- ↑ [25], [26], [27]
- ↑ [28]
- ↑ http://prnt.sc/akbfr9
- ↑ http://prnt.sc/akbhdh
- ↑ https://twitter.com/Eric_Gurt/status/698515007848517632
- ↑ https://twitter.com/PlazmaBurstTeam/status/1212058040356216832
- ↑ https://twitter.com/Eric_Gurt/status/1212016887091073025
- ↑ [29]
- ↑ [30]
- ↑ [31]
- ↑ [32]
- ↑ https://twitter.com/Eric_Gurt/status/725993981625163776
- ↑ https://twitter.com/Eric_Gurt/status/725606337242083328
- ↑ https://twitter.com/Eric_Gurt/status/696492893981315073
- ↑ [33]
- ↑ [34]