Hi Hurtworldian fam!
We’ve been a bit slack lately on the old postey postey, rest assured we have not forgotten about you and are cooking up some awesome stuff as we inch closer to the ItemV2 release to our core branch. A couple of us took a quick vacation to brush off the cobwebs before our concerted efforts to push V2 into mainstream life and we are now refreshed and ready to mingle once again.
I’ve been working on progression design and how the FR18 will fit into the game with Tom, as well as a bunch of bussinessy stuff that we will be announcing in the coming months.
The next V2 update will be rolling out on Thursday the 30th, which will contain the new FR18 rifle, a refactor of fragments and 2 new town events integrated into the map.
Scope this out. 😉 I got the ‘Locus’ Scope finished this week and it’s looking rather nice. This is a more simplified style scope to match with the oldschool feel of the FR18. It’s a simple tube style with all metal parts that these older weapons generally had. The offset mounting also gives this a unique silhouette once this is implemented it should be a lot of fun to use. It should be slightly better than the bow in terms of progression. This will be more of a scrapper rifle that you can get into medium range fights with. Can’t wait to try it out.
Below are the 4 skins for the main body of the rifle. The top is the new ‘Camo’ then ‘Section8’ below that the ‘Veil’ and then lastly ‘Goreng’ because it reminds me of Mee Goreng noodles. These are looking cool.
Afternoon, this week I’ve been designing two new town events. When we originally decided to implement the town events we didn’t know if they were going to work as well as they do so the designs for them weren’t overly ambitious but the current town event I’m working on has a pretty decent amount of effort put into it. The other two town events that are currently in game have capture points sitting up high with minimal cover so it’s easy to get shot down by a long range weapon, these latest two town events however, require you to get indoors and hold the point with a more up close and personal style. I wanted the entry points of these town events to be based a little more on play style, for example if you feel that you are a shotgun god then you will take the path to the capture point that’s much more enclosed and maze like with a ton of close quarter areas, where as if you feel you’re better at a mid range run and gun style with the AR then you’ll take a path that suits that more. The current town event I’m working on is 3 story high and has a decent amount of decision making in terms of where you enter from and how you exit the event. Another focus with these new town events is making them a bit better for the Loot Frenzy event because the first two events were made with the capture point mode in mind. Here’s some pictures of the town event I’m currently working on.
I also felt like I was wasting a ton of time trying to make occlusion out of the assets we had as they weren’t really made for the work flow I’m using. So I made some different sized crates to fix that problem and I can already see how much faster putting these events together is going to be.
Bit of a short one from me this week as I’ve been taking a short break to recharge and refresh myself. Since being back I’ve been working on implementing the new FR18 rifle Mils has been working on which is looking real nice.
We’re setting up the FR18 to be a mid to long range gun that will be available in the iron tier of equipment. We’re going to set it up with 30 pvp damage which will put it just outside of 1 headshot kills, we made this decision to allow bows to remain dominant in short to mid range encounters before the bows slow projectile speed becomes too much of a disadvantage at greater distances.
We decided on placing the FR18 in the iron tier with a significant iron and leather cost to try and open up more options in the progression, now you might not want to push into the Titranium biomes ASAP and instead set yourself up near an iron hotspot to farm up the FR18 first.
I’ve also been improving our scope implementation changing it so the zoom amount stat is now directly related to the zoom level (eg. zoom amount 2 = 2x zoom) whereas before the zoom level was reevaluated in a custom function to ensure a diminishing return on zoom amount (so each point in zoom stat is worth less as you have more of them).
These zoom levels will then be setup on the scope attachments and we’ll be removing the zoom amount fragments as well so the zoom level will be controlled 100% by what sight attachment the gun is running.
Speaking of fragments, I’ll be doing another balance pass through these after finishing implementation of the FR18. Right now there are way too many of these that feel weak and there are also way too many available upgrade points on items, we want to try rebalancing these so each fragment has a perceivable impact and feels worth using within the right context.
We’ve got a few ideas about how we can achieve this, more on this next week!