Fairly slow progress this week due to end of year stuff. I’ve been madly fixing bugs to get the deathmatch preview into a not so shit state… its getting there, but still a long way from being production release quality. Either way, I promised I would release it before the end of the year so I will open the ItemV2 branch and spin up some servers for you guys to have a play around with over the xmas newyears break.
Keep it mind, heaps of stuff is still broken, we will be constantly iterating over the ItemV2 build in the coming weeks. You can consider it our public test realm, we will expand what you can get your hands on as we flesh out features.
The current build will stay as is on our default branch in steam, you can keep playing that without doing anything. If you want to check out the ItemV2 test servers, you will need to switch to the ItemV2 branch. This can be done under the Hurtworld properties in Steam, under the betas tab. Note: You will have to switch back to the default branch if you want to continue playing on existing survival servers.
New Skybox Stuff
The ItemV2 preview build contains the new skybox and lighting system. As we aren’t sure exactly how this will perform we have added a configuration setting under options, which will allow you to switch back to the old skybox if you have performance issues. We recommend everyone give the new model a try (Tenkoku) and report via the forums if it causes large FPS drops.
I have created a new ItemV2 feedback sub forum on the steam discussions here. Feel free to post any feedback or bugs you encounter. This includes feel of guns, crashes, and anything else you think we should know.
Sound is really broken right now, I need to write a system that can re-route audio sources from our content projects into our game mixers. Don’t have time to do that now, so some sounds won’t obey the volume controls. Will fix that asap.
Been waiting on Steam to come back online so I can push out the update. Its now 5am here, need some sleep. Will check back tomorrow and try to get things rolling.
I have been pumping out some more weapons ‘a la greybox’. I came up with a Pump Action Crossbow and a Semi Auto Pistol. I have also been iterating on the Assault Rifle also, which is getting closer to a more final design. I’ll let the images do the rest of the talking…
So I rounded out doing 4 hair sets for our female hair. These being a ponytail, spikey style, flat/short style, and a mid length style. Here are some images of the sculpts, and then their corresponding game mesh’s sitting in our mesh viewer ( with in unity )
Last week after fixing a few bugs left in the construction system in ItemV2 I moved on to working on the melee items like the spear and the axe. With our new item simulation layer it’s a lot easier to make items do complex things so I’ve been experimenting with some new melee mechanics.
First up is a new combo system, upon landing a hit players are given a small window to hit attack again to move to the next step in the combo, attacking too early or too late closes the combo window so spamming attack won’t work. Currently I’ve setup a spear combo that loops around on itself increasing in speed every step of the combo eventually getting too hard to maintain. I also want to make the attacks increase in damage but need to add in some back end code to make it work which I’ll be doing this week.
I’ve also been playing around with charge up attacks where you have to hold down attack to build up power and release at the right time to get the maximum benefit. This works similar to throwing dynamite except I’ve set it up so you can overcook it and then it will either start looping again (meaning you have to wait again to build power) or just have it run the attack without the boost. We can also set it up to branch into different attacks depending on power level and/or mix it up into the combo system as well.
Another possibility under the new system is taking away control from the player briefly and letting animations move and rotate the player. This allows us to do some interesting moves like big leaping attacks or sprinting charges.
This week I’ve got some more things I want to try out with the melee system, creating some animation driven attacks, creating a state machine action to force a quick blend in and out of third person perspective so we can show off flashy moves and also save on not having to animate first person perspectives for all attacks. I also want to experiment with how melee hits register by creating a different kind of attack event that will run over multiple frames but only be able to hit a character once, this should allow us to have more accurate hit detection for melee weapons.
I’ll also be putting these mechanics together into a few items so they can be tested in the deathmatch build and we can find what works well and what doesn’t.