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Hurtworld map with landmarks12/30/2023 Additionally a percentage of the vehicles respawn cost (% cost of the beacon) is dropped by an owned vehicle when it is destroyed or disassembled giving the thief an extra bonus.Ġ.5.8.0 also added vehicle chassis farming back into the world, chassis have a very small chance to spawn with parts that can be scavenged without tools. We’ve currently set this timer to 45 mins as we still want there to be value in stealing players cars, this should give a decent amount of time for the thief to go off on their own mission using the vehicle without having to be concerned about losing it. This patch contained a large overhaul to how we handle vehicle persistence, allowing players to respawn destroyed owned vehicles and also allowing them to self destruct their own vehicles in the case of them being stolen (so they will then be available to respawn back under the owners control). This blog I’ll be talking about working on 0.5.8.0/0.5.8.1 plus my short term plans for what I’m working on next. The best way I’ve found for laying out all this stuff now that we’ve got some form of base rules down is actually using a top down view of the map in Photoshop with cut outs of the mountains and measurements for the open spaces, this allows me to quickly figure out the whole layout without dealing with the stamping process which can cause things to grind to a halt sometimes. I’m currently in the process of fleshing out the other biomes, at first I tried to quickly figure out something I could do for the Dunes but ended up moving on to get more important things done. The ground undulation has been toned down a lot to make open spaces better for building, I ended up finding out the best way to add a sort of bowl shape to open spaces while also keeping the base ground undulation, so that will add a nice feeling to certain areas. I added in a bit more trees and made them shorter so they weren’t over powering the mountains behind as well as toning down the bush size and density so you can actually see around you. Hello, so after many iterations the over all design used in the new start biome has been agreed on, still a couple of really small things to fix up. That should be done early this week and onto the Scout after that. We previously were using a kind of robot chicken placeholder which I have been begging that we change for weeks. We want this to be accessible somewhere early to mid game and should be a fun addition to the arsenal.īefore I get onto the Scout rifle I am making a proper asset for the vehicle airdrop marker. We will be bringing back the ‘Scout’ rifle which is going to work a lot like the old bolt action rifle. I previously said we were going to work on the shotgun next, but turns out we want to add an old favourite back into the mix. This came out nice though and should be in the next patch. Due to the vastly varying normal map details of rough bark and smooth wood to painted fibreglass, for now we are just going to have the Section 8 type mask. I did a lot of testing with designs on the bow and found that this was going to be a difficult task. The Recurve Bow now has a mask for you all to use and colour to your hearts desire. I’ve dropped what I’m doing to work with Splatt on bringing the final parts of the map to life. The next patch will if everything goes to plan, will feature this new map Nullius (Yes we used that name once before for a build or 2 but never stuck around, I’m bringing it back) A new kickass map is the missing link to us finally pushing out ItemV2 to the core branch, I think we are close! We have also spent an enormous amount of dev effort building a set of map tools that allow us to iterate quicker. Internally we’ve been through at least 10 scrap it and start again iterations on our main map, and I think we are starting to understand what works and what doesn’t. This makes the process very time consuming. We stumble across winning formulas here and there, try to improve on them and somehow lose the magic. Map design is the single hardest thing we do, and I think the most important element in an open world game. Splatt has been pottering away on a new map for quite a while now. We’ve still been cooking up some kickass stuff for you guys. I’ve been a bit slack on the dev blog recently due to the flu running through our team over the last few weeks.
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