As we move towards EA release the updates will be more ‘status’, less ‘shiny content’. Here is what we are working on.
This week we moved offices (literally across the road) into a bigger, more permanent space. We’re all in one room now – before we were split over two, so that’s a big improvement for us. Check out the awesome Hurtworld poster, designed by Mils.
This week has mainly been taken up by the move and the merge. Now all the steam changes are in one place, we go through the fun of integrating / balancing everything and making sure content is production ready. I didn’t get to revamp vehicles like I wanted to, that will have to wait a few days now. This week I will primarily be focusing on integrating all the new content in the map.
Gameplay Design Shift
The more fleshed out the map gets, the more it feels far too big. I’m happy we pushed our tech to support such large areas without performance issues for later down the track, however just because we can doesn’t mean we should. We will be doing internal play tests toying with some new ideas to encourage player interaction.
The largest of the changes will be:
- A smaller playable map (meaning smaller biomes, and more diverse content per square km)
- Less penalty for death
- More contention over resources (less abundance)
I want to create a slightly more hostile environment, while balancing this out with less death penalty. Hopefully this will make gunfights less one sided, and give people less to lose when leaving the house with gear on.
Following on from last week’s post, I have also been very busy building the panels and attachments for the vehicles. Here you can see a basic set of components designed to give both aesthetic and functional uses.
We can’t wait to see the crazy mutant combinations players come up with. Combining these with the skins I spoke about last week, will add a lot to the game.
Not much sizzle from me this week, as I have been mainly working on environment splats for the various biomes. The outback desert was looking a tad bland so I built a couple of custom plants for it. This one is a type of desert succulent.
I am putting on my editor cap to get a trailer for EA ready.