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  3. Update v1.690 - FirstPersona

Update v1.690 - FirstPersona

Forewords


Hi everyone!

It's me again, Hung Mai, the sole creator of Battle Splash 2.0.

You probably haven't heard from me for quite a while, as well as there's been no update for Battle Splash 2.0 for around half a year (probably longer). Well, I think I owe you guys an apology for that.

2019 was not a great year for me. I'd been struggle with the process of map creation that I barely made any progress with the game's content. Also, I've involved in some irrelevant stuffs that cause the development of Battle Splash to slow down dramatically. For this reason, I decided that I'll let you guys involve in the development process a bit more, as an Apology from me.

Hence, this update will be a little different: it contains most of the features I've been working on for Battle Splash that are excluded from the game in each Early Access builds upto now. There were two reasons why those features did not make it into the previous builds:
  1. Those Features are Experimental (to the gameplay).
  2. Performance, bugs, integration and stability problems


In orther words: you are now granted access to unfinished features of Battle Splash 2.0. Of course, there's always a catch (or two), which are:
  • All Experimental features are not guaranteed to be 99% bugs-free (well, nothing's perfect). Yet rest assured, those bugs are 90% guaranteed not to be game-breaking bugs/crashes/fatal to your system. I'll list those bugs into the Known Issue segment of every update. (again, you can always submit your bugs report in the forum)
  • Not 100% of the features will be included into the final game. If you one day see that your character can climb, for example, but the next day the ladder was gone and your character can no longer climb, then there's nothing I can do about it. I know this's kinda frustrating, yet sometimes that small feature will cause the entire game to be remade or introduce new bugs, or even breaking the game's balance, then there's no way that I can keep it to the final version. Of course, you can always pitch your ideas in the forum, and I'll consider those ideas to be in the final version of the game.
  • Any feature that involves user-generated content is subjected to change, which means you need to manage your own creations by carefully reading any changes for each updates and act accordingly. (it's early-access after all)


Once again, I'd like to apologize for being inactive recently. 2020, for me, seems to be better in some ways. Yet with the new virus outbreak, it's hard to predict the future now. Stay safe and enjoy the New Year, since we'll have a lot of splashing to do...

Update v1.690 - code name: FirstPersona - Features

[h2]First Person Mode[/h2]
Fully supports First Person for all characters:



You can select your preferred camera mode in the Advanced Server Settings menu:



There are two types of First Person Camera: Generic and Immersive
  • Generic lets you play the game in first-person camera WITHOUT Animation-based Head Swaying. This is recommended for people with slight Motion Sickness.
  • Immersive lets you play the game in first-person camera WITH Animation-based Head Swaying. This is recommended for people who want... well... total immersion.


Those settings are per-server in order to keep the experience balanced for all players in that server.

[h2]Ammo Management[/h2]


Up to now, all shots are free, player can just shoot, reload and repeat. This is called Default Ammo Management (or No Pool Mode)

From now on, game modes like Team Tactics will support two more way to manage player's ammo: Module Pool and Weapon Pool
  • Module Pool lets each of the weapon's modules manage its own ammo pool as if each module is a separate gun. For example, your 1st Sniper Module will have separate ammo pool with your 2nd and 3nd Sniper Module.
  • Weapon Pool only lets ALL modules of a weapon share the same ammo pool (that is, the ammo pool of that weapon). For example, if you reload your 1st Sniper Modules, you will also drain the ammo for the entire modules of that Sniper Rifle.


You can see the different here:
No Pool (Default):

Module Pool:

Weapon Pool:

[h3]=> NOTE: There's currently NO WAY to refill your ammo pool, except revivial/reset your character, so be careful with each shot![/h3]

[h2]Experimental Game Mode: Team Survival[/h2]


This game mode is an Experimental game mode that allows both Single and Co-op Experiences. The game rules are as follow:
  • Player(s) has to clear all the Waves in order to win. (currently 4 Waves)
  • Each wave will have a separate objective that player(s) has to fulfil. (at the moment, the only objective is Take Them All Out - eliminate all enemies)
  • Each Wave will have a time limit. Player(s) must complete all the objectives in that Wave before time runs out.
  • For each Wave, a player will have an amount of Lives. Runing out of Lives and the Wave is Lost.
  • When the Wave is Lost, player(s) can retry the Wave again by spending Continue point. Running out of Continue point means Total Defeat for the entire Mode, and the Mode will Restart.
  • It is recommended to play this mode with Weapon Pool Enabled.
  • It is recommended to keep the number of players NO GREATER THAN 4. (this will be capped in the future)


[h2]Experimental Character Modding[/h2]

Interested in Modding? Well now you can try it out for the first time with Battle Splash's Experimental Modding Feature.

Go to Battle Splash's Modding Tool on GitLab and download/pull the lastest version of the Modding Tools there, and follow the instructions there.

[h3]=> NOTE: Modding Features are subjected to change. A more detailed tutorial is coming soon.[/h3]

[h2]Others Changes/Updates/Improments[/h2]
[h3]Hardware Breaking Change[/h3]
Battle Splash No Longer supports DX9.0c due to its limitations. Please updates your driver accordingly.
[h3]Deprecating 32-bit versions[/h3]
With the release of Modding Tool, the 32-bit version of Battle Splash will suffer from massive memory shortage in order to maintain the high-quality settings for the game and the mods. Therefore, Battle Splash will slowly move to 64-bit ONLY systems. There's currently no hard date yet, but please be prepared for it.
[h3]Animations Update[/h3]
Added Firing animations for each guns, also smoother animation transitions.
[h3]Performance Update[/h3]
As always, faster and more stable gameplay.
[h3]Neworking Update[/h3]
Networked game will be much smoother than before.

[h2]Known Issues[/h2]
[h3]Game Breaking-bugs[/h3]
Playing Battle Splash at the same map for too long may potentially crash the game.
[h3]Game Logic-bugs[/h3]
Sometimes some value will be out of sync in a Networked game.
[h3]Animations[/h3]
Some animations will be "rough", expecting fixes in the future.