Hey folks – we’ve got 22 days until Hurtworld hits Early Access on December 4th, so we’re all flat out adding in as much juicy content as we can, fixing bugs, and getting ready. Here’s what we’ve been up to:
This week I finally got around to implementing some long awaited new weapons, the Spear and the Shotgun. Spear can be used in stabby stabby mode or thrown like a javelin. Wherever the spear lands it will stick and can be reclaimed. I also created a test build where spears stuck in walls could be stood upon. This makes for some cool emergent behavior and a bit of a nightmare to balance so I think I’m going to hold off on that one until we know how it will affect climbing bases etc.
The shotgun is the first weapon with actual inaccuracy which has been something I have needed to get around to for a while. The challenge posed was that our server and client both simulate the projection of bullets to prevent cheats, and this simulation needs to be exactly in sync otherwise nothing works. We need the client and the server to both generate the same pseudo random number for each bullet fired. Usually this is done by seeding the random function the same, however pre-sharing this value on each bullet for an automatic weapon is a decent bandwidth overhead.
This problem is solved without overhead by using the time tick the bullet was fired as a random seed, this paves the way for me to add recoil and movement inaccuracy to all weapons which is desperately needed. (Y)
Here are some of the weapons in action (Our resident AV guy Chris is away this week, excuse the quality):
I also built the Vehicle attachment system to support the awesome vehicle customizations that Mils has been designing. It works mostly like gear on a player, each item you equip changes the look and behavior of the vehicle. As everything is just item based, we can do some cool stuff with item transitions like flat tires, overheated engines based on external environmental factors. Likely I will run the engine like a campfire, giving off heat to itself. If it gets too hot for too long to transition to a less powerful engine and start billowing smoke.
The awesome part of all the possibilities is that we get a lot of stuff for free by re-using the existing equipment framework used on the player, and allows for lots of emergent behavior once we flesh out more effects.
Currently any wheel can be put on any vehicle slot, which makes for some weird looking (and handling) designs and some badass ones. I am yet to solve the wheel being too big for the chassis, hopefully I won’t have to put a radius limit in, I can probably just jack up the suspension if the wheel is too big.
Next week I should be able to have a crack and reworking the vehicle physics finally
I have been creating more car attachments this week, here you can see one of the new skins on this new shell. This shell’s name as a whole is currently the ‘Bogan Supreme’ Inspired by the Holden Panel Van, which for non-Aussies is an Australian iconic car of the 70’s & 80’s.
The parts are all swappable and can be combined with all the other components from the other shell sets. Also you can see the interchangeable wheel sets, which players will be able to swap to create a truly unique, if not, ridiculous, or cool looking vehicle. We wait with anticipation to see what oddities you all come up with.
I’ve been busy adding in some analytics in preparation for release, so we can tell things like if the game is performing ok, how long people are playing/living for, and if crashes happen what might have caused them. Hopefully we can use this (completely anonymous) data to fine tune and balance the game.