Hey Guys,
Not a heap to show this week, mostly Steam build prep / integration.

We did finally lock down a more concrete Steam EA release date. If everything goes to plan Hurtworld will be available on the 4th of December!

Spencer/Cow_Trix

This week I’ve been doing more work integrating all the biomes together. The amount of content in the map became a bit unmanageable so I’ve been working on extending the awesome map editor Sean wrote to make life easier.


We will eventually release this as an SDK so you guys can create new maps. This is also a big step towards procedural map generation. We weren’t planning to do procedural maps, however the more complex the map gets the more we rely on procedural tools, no reason not to bring them into the runtime game.
I’ve also been testing some new landscape types like a grassy savannah to break up the yellow desert a bit.

Mils

Here’s one of the images I created for one of the Roach body skins. I wanted a graffiti style pattern to put on this one, so I had to create a whole piece for it. I thought the words ‘Hurt World’ are pretty apt for use as the basis.

Graf

Also I am working on more body kits for the Roach, so that we will have a nice array of interchangeable components.

Gavku

Finished up some of the environment work and am now currently going over some of the existing creatures and adding new skins. Displayed are a couple of the new Tokar skins, and one of a fairly scummy looking Bor….irradiated???? 😛

TMax RadBor

Dazzler

I am in animation revision mode. Throws have been finished and functioning, next up is making the rifle ironsighted animations feel less off balance. Laundry list of little glitches and stateflow bugs too.