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Trianga's Project: Battle Splash 2.0 News

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.

Update v1.688 - Graphics, Experience, and Performance Enhancement

Hi everyone, it's been a while!

As for us, Vietnamese, the New Year only began from the last month. Thus, I decided to make a fresh start to this Lunar New Year by reworking on various graphical features of Battle Splash in order to enhance overall experience of the game. Check it out!

Splash Distortion Update


Distortion Effect is added to Big Splashes, allow a better visual representation of the water explosion's impact. This also helpful for detecting incoming splashes.

Shell Drops


Some of you thought Battle Splash was a Squirt gun shootout. Turns out, it's more than that. Battle Splash's Guns actually shoot out bullet (in a form of spherical water balloons) instead of water, so that they can deliver their full splash power to the target. In order to reflect this, Weapons will now drop empty shell upon firing/bolting.

Character's Impact Animation


Did you notice that a Bazooka Splash can send your character flying across the map? Yes, it's that powerful, to the point that now your character will suffer from it: Brand new animations for bullets/splashes impact! And yes, it hurts...

Character's visual & Graphic Enhancement


This version of Battle Splash is HIGHLY OPTIMIZED, thus allowing your computer to apply many Visual features (given that your computer meets the Minimum System Requirement). Try turning on max settings for the FXAA and SSAO to experience the smoothest and pretties gameplay! Go and Feast your eyes:



Here are the settings:

(These settings are possible for Recommended System Requirement)

Although, "Eye Adaptation" is now removed since the incompatibility with recents NVidia Drivers. Also, DX9 will be deprecated very soon due to low performance and stability, so please update your GPU to the latest drivers for DX11 support.

Sounds and HUD


In order to adapt to the new gameplay experience, Battle Splash's sounds and HUD are updated accordingly. You can now feel the strength in each of your shoot, as well as get shaken by enemies's incoming projectile.

Breaking Changes


For quite a while now, Battle Splash's been supporting very low spec computers. However, with the game's constant growth and demanding graphics, some backward compatibility will be removed.

First is DX9, the old and glory API. It was good for a while, yet now DX11 has taken its place and prove to be more stable, performance friendly than DX9. In order to fully support high performance experience, DX9 will not receive any support in the future. Of course, you can still play the game in DX9 if you want to, yet the further game's update will now concentrate on DX11 more, meaning playing with DX9 will potentially cause crashes/glitches.

Second is 32bit Operating System. A better graphics means more RAM usage, and 32bit OS just won't allow it. A game can only allocate 2GB of RAM on 32bit OS, so it just won't work. If you are using 64bit OS, 32Bit game can allocate up to 3GB of RAM, which seems better. However, don't get me wrong just yet: the game is still 32bit, it's just that the OS should be 64bit instead. Why you asked? Why don't I just go ahead and build a 64bit version of the game? Because many of you are still using 4GB of RAM. Since 64bit version of the game will likely use more RAM than the 32bit version, it will more likely flood the computer's RAM (more testes are coming out). Therefore, for now Battle Splash will require a minimum of 64bit OS, and the Standard version will still be 32bit. (For Full Modding version, it should be 64bit)


That it for some of the major updates for the game! Happy Splashing! :lunar2019wavingpig:

....... Still wants more? Here is the detailed version of the above:

Battle Splash Update v1.688
  • Name: MemOveride
  • Version: 1.688
  • ContentID: 3609845


New & Improvement
  • Animations: New animations for being pushed around by bullets/splashes, etc...
  • Gameplay: Highly Optimized gameplay for smoother and more stable frame-rate.
  • Gameplay: Improved Aiming.
  • Gameplay: Your weapon's modules now manage their own magazine, meaning if you switch to an empty-magazine module, you'll have to reload it again.
  • Graphics: Tweaked hair shader.
  • Graphics: Custom lighting for character, so that it will react to lighting (Physic-based) while being easier to config (Art-based).
  • Graphics: Added distortion effect for splashes explosions/bullet impacts.
  • Graphics: Weapon can now drop "empty shells" when bolting/firing.
  • Graphics: More nature-looking weapon holster behaviors.
  • GUI: Improved 4k resolution.
  • HUD: Your camera will be shaken upon getting shot at.


Fixes Graphic: Remove Eye Adaptation due to incompatibility with modern graphic cards' drivers. (cause character's hair/eyes to disappear, as well as downgrade the overall graphics)
Memory: Fixed heap memory leakage. More native memory leakages are being inspected.

Grab Battle Splash for 45% off this Lunar New Year



Hi everyone!

To celebrate Lunar New Year - 2019, year of the Pig, I decided to put Battle Splash for a discount of 45%.

Although not everyone's benefit from this holiday, I hope that you'll have a Happy Lunar New Year, and a great time with friends/family, in real life as well as in Battle Splash!

Happy Splashing! ːsteamhappyː

Patch v1.686 - Français Language fixes, Network update phrase 1, and some minor updates


Hi everyone!

I'm happy to announce the latest patch for Battle Splash 2.0. The majority of this patch is French language fixes and Network improvements. Check out the full release notes below:

Steam Content BuildID: 2993143
  • Animation: The girls can now express their facial emotion like the previous version of the game.
  • Gameplay: Fixed some logic bug for some game modes.
  • Language: Re-translate the entire French translation.
  • Networking: (Phrase 1) allowed multiple master server, thus should make it easier for gameplay for different region.
  • Networking: (Phrase 1) stops using packet throttling to save up bandwidth. Since the core gameplay of Battle Splash can handle medium-high latency, packet-loss handling and out-of-the-box/flexible networking are now major concern over latency.
  • Performance: Minor fixes on performance.
  • Performance: Reduced RAM usage for the game over long game time.
  • Physics: Characters are now got pushed away correctly upon collision with Splashes and Water Balloons/Bullets.


Happy Splashing! ːsteamhappyː

Update v1.682 - Tiếng Việt, 简体中文, 繁體中文, 日本語, 한국어, Français, Pусский support, and more!

Hi everyone! ːsteamhappyː

I'm happy to announce the next Official version of Battle Splash is now available!

This update is more about Languages supports, Graphics enhancement, and Optimization.

Language Supports

From this update onward, Battle Splash will (partially) support different languages.

Currently, those are the official translated/supported languages:
  • Tiếng Việt (Vietnamese)
  • 简体中文 (Simplified Chinese)
  • 繁體中文 (Traditional Chinese)
  • 日本語 (Japanese)
  • 한국어 (Korean)
  • Français (French)
  • Pусский (Russian)


You can choose your language here at the Main Menu:



Additionally, you can create your own language for the game by accessing and cloning the Langs/en/ folder.

Note: There are some phrases are not yet translated, and are subjected to change in the future.

Graphic Enhancement

Splashers, I reintroduce you to your 4 main characters of the game:
The game's Creator: Trianga "Tina" Polyga The quiet sister: Quadra "Quad" Polyga The Little Big-sis: Pentaga "Penny" Polyga The Fast and Furious: Temiko "the Lotus" Kangara

Furthermore, the Filmic Color Grading has been improved your graphics and gameplay experience. Check out these screenshots:


Gameplay and Optimization

The character's movement is now much more responsive and accurate than before for more precise dodging, fast-paced gameplay. Moreover, this update also brings up many optimizations technique to further enhance the game's experiences: faster, smoother, and even more intense.