Happy New Year Hurtworldians!
Welcome to our 18th Devblog, the first of many for 2016.
Over the last week I’ve been flat out fixing bugs and exploits, while sorting out our new server infrastructure. While I should have probably got someone else to do it for me, roping people in and bringing them up to speed over XMas / New Years is easier said than done. The servers still need work, but all of the administration work has been now automated.
The only reason official servers will go down from now on is due to DDOS attacks. We are being attacked roughly 4 times per day at different data centers around the world. We can freely move our game servers to different machines with a click of a button now, so as we find better providers that can tank the attacks we will be moving to them. Until then all we can do is wait for the attackers to get bored.
The good news is with most of the admin work and major exploits out of the way, I can start implementing everything the Art crew have been producing over the last month, and can start thinking about working on some more drastic gameplay changes like raiding and loot mechanics.
The wipe schedule for most of the official servers is coming up soon (You can see the time left in the server browser). Like last time, we will provide the savegames for anyone that wants to continue to play their progression in their own server.
This week I will be working on more small features like respawn location, then start looking at endgame as a whole.
All the content you’ve seen so far will likely go out sometime next week. We will have more concrete release schedules once we get into a rhythm, for now we still have to deal with things as they come up.
I am back from a Christmas break, finishing up pistol in next day or so. Have implemented all the First person work, the stateflow for the 3rd person animations is a bit more comprehensive, but almost there. Timings will be tuned up a bit yet, but it is feeling pretty fun. Here is a quick snippet of run and gunning. Take that tree!
After the pistol I am onto rigging Gavku’s wasp and making the bastard buzz! 😀
I have been busy creating a few more items which will cause your enemies untold despair. A new suite of traps are in the works. These items will give players the capability to turn terrain into pain.
We have a Landmine, Poison Snare and a type of bush that can cause lacerations. It will be interesting to see how cleverly people use these to affect the meta game.
The concept art for the Poison trap explaining (the fairly obvious) method with which it’s triggered.
The Poison Trap itself, screenshot in-game.
The Landcrab Mine, in all it’s deathly glory. Designed to be fairly visible, so it acts as a deterrent as well as packs a punch.
The previously mentioned plant which cuts the player combined with these, should give a comprehensive suite of base protection or ambush creation tools.
I have been continuing with player gear, specifically head gear, rounding out the last of the creature based masks with two stitched together Yeti masks and a set of nailed Tokar beaked masks.
We figure that the player needed something a bit more stylish than the stock beanie to help keep their head warm, so I made a Hurtworld styled Ushanka.
I now get to move on to doing more creatures ( woohoo! ) We have no shortage of mammals in the game, so these next couple are to be insect based. The first one, shown finished below, is a design based loosely on a flying ant and modified to bring some pain to the player 😉
Keeping with an insectoid theme, I am now in the process of modelling up a desert biome dwelling creature who will attack the player by flicking thorns from its tail as it curls and uncurls. The very tip of its tail being a weak point which can be see in the concept below.