Press Kit Wiki

Hurtworld Update #64


This week we’ve been focusing on getting our survival systems back to baseline for ItemV2. I’ve been putting off re-implementing the legacy progression as most of it will change soon, however its been hard to get a grasp on what needs to be fixed while we can’t play the game. So cow_trix and I have spent most of this week fleshing out the basics needed for simple survival. For me this included bringing AI into ItemV2 land, and implementing a new loot table system that is based on ScriptableObject assets instead of hardcoded C# files.

Just like all our other asset based configuration data, these loot table files will be inside the SDK and will be easy to tweak and replace without any coding or oxide knowledge.

Here is an example of the first cut loot table configuration:


I also implemented the new AR15 mils has been working on, I will push it out to the Deathmatch branch tomorrow.


I have been adding components to the AR15. There are two sets of parts now for it, we are testing the parts in game to see how they feel so that I can get the go ahead to texture them. I’ll be making parts for the Mac-10 this week and maybe looking at other guns too.

AR15Bits_0000_Layer 2AR15Bits_0001_Layer 1


I am currently finishing of a pair of low riding jeans with player boxers peaking over the top. Below is a picture of the pattern from Marvelous Designer, with the white parts being the boxers, and the blue the jeans. It took a fair bit of noodling around, activating the sim, pausing, pinning, repeat to get them to sit right. I had a placement belt which I later replaced with one I made in max.


This is the resulting sculpt in Mudbox. I am currently retopologizing and finishing of the low poly.



Hey folks. This week I’ve been working on getting Hurtworld back to baseline survival.On my end this has meant getting navmesh generation working in the SDK, setting up Nullius and solving some regressions in map generation, laying out spawns and loads of bugfixes.

First up was a bit of work on my road tool, fixing some issues with generation where a connection between two nodes would sometimes be “flipped”, so that if you asked it if a point was within or outside a connection, it would always get it wrong. This meant that some connections wouldn’t affect the terrain properly. I also figured out a bit more how to use the Unity Editor’s ideas of selection and focus, which solved a lot of bugs around clicking on nodes and selections and Unity instead selecting the objects behind those objects. I also fixed some issues with how meshes were stretched along the spline – I was previously using the natural time of the spline to translate the mesh points along it, but this led to some weird artifacts, so I changed it to a uniform time.

I’ve been trying to get the basic elements of Hurtworld running in the new map – gathering, crafting, hunger, and heat. This meant getting all the spawners up and running, all the biomes configured, and all procedural. There’s still a couple of things we need to do to make generation completely procedural, there were a few things I was left doing by hand at the end of the process. There’s just no comparison with the pipeline we used to have though, things are a lot easier.

Something we can do really easily to play around with increasing biome difficulty as you move around is Overlay biomes. These mean you can have a root biome, which is your starting point for things like temperature, effects, hazards, and lighting settings, and then permutate it as you move out to harder areas instead of having to make an entirely new biome from scratch. So, instead of having to specift a MildDesert, MediumDesert and HarshDesert each with their own set of properties and settings to maintain, we can instead have some BaseDesert biome that specifies our baseline, and add Overlay biomes that for instance increase the temperature by 10 degrees across the board while making the sunlight strength higher.

At this point Nullius is looking pretty good. While the map is still pretty basic in it’s spawns and and probably a little too forgiving – there’s about 4 resource nodes every couple of meters at this point – it’s a substantial step!


This past week I’ve been working on integrating character customisation into ItemV2. Our design is to interrupt a player’s spawn (both loading into a server and respawning after death) with a window presenting the customisation options. Once the player has picked their setup they’ll spawn like normal once the spawn timer is finished (the spawn timer also runs in the background while you pick your look).
Currently you can pick between the base types that Gavku has been previewing over the last couple of months (Current default, female, asian and african) along with different hairstyles and beards depending on the type.
We also plan to let you pick hair and eye colour here but as of writing I’m still working on it.


Working on this exposed some problems with our mesh baking system so I had to dive back into it to decouple materials from mesh attachments, create a new layer of abstraction with a mesh configuration object to allow assigning materials to mesh attachments and then add another object abstracted above that, that defines the setup for an item, referencing groups of mesh attachment configs for both first and third person (many items have a high detail version for first person view as they take up a large percent of the screen and we can guarantee there will only be one at any time so the performance costs aren’t bad) as well as a mask that can turn off parts of the base mesh (for example, turning off the torso and arms while a jumper is worn).
This new setup is a lot more memory efficient, we no longer need a new mesh for each material variant and items just hold a reference to a configuration object rather than multiple references to all the mesh attachments it’s using.

So far it’s coming along well, I’ve got the spawn interrupt and base type, hair and beard picking working and synchronizing over the network, now with the mesh attachment baking in a better format I can move onto colour picking both for hair styles as well as gear.

Hurtworld Update #63


Hey folks! Back into it after Christmas and the New Year. I’ve been working on the map, extensions to chat and the UI, and some stuff for testing out lighting.

A lesson we’ve learnt over the past few years is that testing lighting is a tricky thing – there’s a million levers to pull, and changing some variable can affect some other thing you never even thought about. Lighting can often regress. To try and help compare “apples to apples” as they say, I built a quick framework for generating screenshots for a level. It sets the quality settings, the skybox, the time of day, and then goes through and takes screenshots at pre-set locations. This means that we can keep archives of what levels looked like, and go back and compare screenshots to make sure we haven’t screwed things up.

Comparing different lighting setups

Comparing different lighting setups

I also added a few quick additions to the UI, which I’ve been meaning too for a while. There was a general restructure to extend chat and make it a bit smarter. The big thing was implementing in-text links, which means we can create dynamic, clickable contexts within chat. Basically, we can make any word clickable and functional. You can now mute individual players in chat by right clicking on their name and selecting Mute.

You can also context click any item and send it to chat as a token which can be seen by other players, tooltip and all. ItemV2 is a lot about finding cool loot, and this is a way you can quickly share the cool stuff you find. I also implemented a general-use context menu, which is used for chat stuff but also on items to do things like splitting and dropping without needing to remember key combinations.



So after much deliberation, we have scrapped the the current weapons that we made and are going to focus on implementing realistic weapons and components. The argument here was that the weapons would take too long to produce whilst trying to copy the functional form of weapons that have evolved in real engineering and manufacturing processes. Such gun designs have been iterated over for decades. We want them to functionally look right. We really don’t have decades and we aren’t engineers. So, the guns will look and feel like guns should and not end up looking like Nerf guns 😛

First in the line of guns is the remade AR15, which I have been making sure lines up as close as possible with a real AR15. I looked at 50 to 100 photo’s and diagrams to make sure this looks as close to the real form as possible. We went for a MAC-10 also, which is a good bridger weapon between a pistol and the AR15.

We want these to be a big part of what makes a satisfying gunplay experience.

ar15_0002_layer-2 ar15_0003_layer-1 ar15_0001_layer-3 ar15_0000_layer-4mac-10_0002_layer-2 mac-10_0003_layer-1 mac-10_0001_layer-3 mac-10_0000_layer-4


So after the break I set about making a hoodie for the player model. Below is a pic of the sculpt within mudbox, as well as a lineup of them from within unity setup as a paintable item. Currently it is sitting as a plain/completely paintable object, but it would be easy enough to add prints, trims, patterning etc for increased variation of we decided to go that way.




After a short break through the christmas/new years period I’ve been back working on ItemV2.
I started the week off trying some melee experiments but quickly ran into issues trying to get animation driven mechanics working and determined it would require too much refactoring so it’s been put on the backburner for now.
Instead I’ve moved back into implementing the rest of the item mechanics for ItemV2, starting with item transitions. Transitions make items transform into other items under the correct conditions. Currently we use this to smelt ores and cook food but it doesn’t need to be tied to temperature, it can reference any stat type and you can turn off the DestroySelf flag to keep the original item. This could allow you to make something like a chicken that lays eggs whenever you’re hungry. Here’s how the setup for a raw steak looks to give an idea on how it works.


Next I implemented consumable items allowing them to modify any stat and add or remove any binary effect (eg. burning, freezing etc.). Here’s the setup for a frozen raw steak giving some nutrition and freezing you at the same time.


Next up was getting crafting working again, recipe lists are now serialized objects and crafting machines (like the workbench) can take any number of recipe lists. This allows us to easily setup new crafting machines so we don’t have to cram everything into the workbench and also allows modders to rebalance crafting costs or create whole new crafting machines themselves. Something like a vehicle crafting station would be easy to implement. Here’s an arrow recipe from the workbench.


I also started getting resource nodes working again as well as getting the spear throw working but these still have some bugs left for me to squash this week.
Also this week I’ll be working on getting a customisation window working that will allow you to pick between the different character models and hair styles Gavku has been working on so you should be seeing that show up in the deathmatch soon.


Back into the action today after a relaxing break, and have been looking at the feedback from this weeks ItemV2 deathmatch tests, along with getting upto speed with the rest of the crew and planning our push towards ItemV2.

I’ve also started experimenting with a new item icon renderer that works at realtime based on the mesh data instead of a custom designed icon. We sort of need this considering the amount of customization we are going to add to items, no 2 items will look the same, we want our icons to show it properly.

I also created a combined ItemV2 and Master build on steam and pushed it to the default branch with different launch options, so you can now launch the latest ItemV2 build without ever switching branches. Simply launch the game as usual and select “Launch ItemV2 Experimental” in the dialog.

Let me know in the ItemV2 feedback forum if you have issues launching the Experimental branch from OSX or Linux.

Hurtworld Update #62

Merry Christmas!

So we all took a few days off between Christmas and New Years, we all relaxed a lot in preparation for the onslaught of work coming to get the ItemV2 Update finished. We also released the first version of the Deathmatch Mode for your testing pleasure.

We had a little Christmas party and in the spirit of the new gun systems that are being built we went and shot Clay Targets. It was a lot of damn fun and Tom (that lucky bastard) won the competition at the end of the session.

We’ll be back to regular Devblog updates early next week and hope you all had a great Christmas and New Year.


Dev Blog