This week I’ve been working on implementing the new clan totem and bringing our new recruit Henry up to speed on all things Hurtworld. The clan totem works very similarly to the standard totem. When you auth or de-auth on a clan totem, you act for the entire clan. Only officers or above can mess with the clan totems. Multiple clans can be authorized on a totem, we figured us disallowing this would end up with people just using standard totems anyway.
The last feature for clan totems I want to add before Thursday is the ability to set a minimum clan rank for players to be allowed build permission. This way you could allow the use of doors but not construction. In the next patch we will be introducing rank restricted doors to reduce the risk of recruits stealing yo shit.
We are still on track for Thursday at this point but will likely be a fairly rough implementation of the Clans UI. I figure it will reach stability quicker if we put it out in a slightly broken state and iterate on it quickly throughout the week as opposed to delaying the release again.
This week I finished up the Clan Totem. This came out nice and should fit in well with the rest of our assets. I the image below you can see that it’s the same dimensions as the Territory Marker.
The next item on my list you will be VERY happy to know about….
METAL DOORS! Yes we know you have all wanted these for ages and now they will be added to one of the patches coming up soon (not this one though) I believe metal roofs are also going to be added probably when the doors are, but we’ll see what the programmers end up doing. So these came out nice and fit well with our existing construction suite. This door has a couple more texture maps than the regular wooden door, we may bring the wooden door up to spec later.
This week I’ve been updating the 3 male characters, I’ve been trying to match the original style of clean lines and strong forms. One of the hardest things with these type of models is keeping the normal maps from getting lumpy, this requires certain techniques in the sculpting process to smooth things out. The main problem I always found with the old models was their lack of eye lids, they always looked on edge. Going to have to go through and fix the snood and potentially other hats/masks now but that’s not a big deal as I’ve run through that process so many times. Got some stuff to fix up on the Dundee model and then I’ll be moving on the Mclaren model. After these I’ve got a few things to clean up in the map project like duplicate splats and unused textures, then I’ll be moving onto gear and potentially hat hair so characters don’t look so bald with hats on.
Whats good fam?
My name is Henry, and I am lucky enough to be new newest member of the of the Hurtworld crew. I come from a motion & graphic design background and have worked in the music industry for the past decade.
Spencer has recruited me to help with a wide range of of tasks from UI design to editing trailers and anything else that comes up relevant to my skill set. This week I have been getting settled in the office whilst helping Tom out with the inventory interface & icons. Our main focus is to keep the style consistent and improve navigation.
Here is an example, as always it is a work in progress and subject to change:
This week I’ve been continuing on with clans UI implementation and polishing up the interaction UI changes. I’m still running behind where we want to be unfortunately after a couple of reworks of the clan UI and Unity’s UI being a little tricky to work with (nested prefabs are going to make this so much better! I can’t wait!) but we are still committing to releasing Thursday the 18th of October. There will surely be a few bugs and teething issues with the new systems so expect hotfix patches to follow.
The interaction UI changes have worked out really well I think with Henry’s design tweaks adding some nice clarity and consistency to the windows.
Now that we have a ‘dynamic’ header showing the name of the moused over interaction tab or the opened window if no tabs are hovered over we require a window to always be open to make room for this text. To ensure this is the case when opening the character window (default ‘tab’ key) the interaction system will try and open the nearest interaction (like a workbench, vehicle or player loot crate), if there are no nearby interactables then the system falls back to opening the handcrafting menu (which has moved out of the character window tabs and into the interaction tabs) ensuring there is always a left hand side window open.
The initial clans implementation will have 3 ranks, recruit, officer and admin. Clans can only have one admin (essentially acting as the clan owner) but this role can be transferred between players.
Recruits are just basic members, they will be authorized for all clan totems their clan is authorized to, be able to view the clan roster, see online clan mates on the map and have UI overlays to identity nearby clan mates in the world.
Officers get all of the above plus the ability to authorize/deauthorize the clan on clan totems and also view, accept and deny applications to the clan.
Admins can do all of the above plus change recruits to officers and vice versa. They can also kick members, change the clan tag, change the clan color, change the clan description, disband the clan and transfer the admin role to another member.
All these functions are driven through the clans UI which is opened through the new interaction tabs.