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Hurtworld Update #115


This week we’ve all been in polish mode, now that we have something a little more solid to work from, we are going through all the outstanding issues that make ItemV2 less stable than legacy. No mega exciting features from me this week as I’ve been on bug fix duty.

I played a bunch of ItemV2 over the weekend and had a heap of fun, it has definitely re-sparked my inspiration for what is to come in future. The first task for us is to get all our new systems bug free, and our core balance to a point we can build upon.

ItemV2 Wipe and patch this Thursday
Due to the dupe bugs in this weeks experimental build, we will be doing an ItemV2 wipe and patch to address a ton of issues we have found over the last week. Progression will be fairly similar but should be a lot more stable.


Man playing the new V2 patch on Tthursday & Friday was awesome fun. I am loving where V2 is going now. Still a lot of things to add/fix up but the game is really fun again.

So the Mozzy low poly is now ready with it’s first body kit. Pending Spencer’s approval of the scale of the chopper I will got ahead and start making the high poly. Pretty happy that the initial poly count has come in at around 17,500 tri’s. This is fine considering the size of this vehicle. It will also let the poly count creep up a bit if some of the later body kits have a couple thousand more poly’s. It’s going to look pretty good with all the additional detail that will come with the normal maps. I want this to look scavenged, with weld lines and patches of discoloured rusty metal in spots. This has taken a bit longer than expected but is on track to be finished pretty soon. Spencer said he wants this thing to take a lot of skill to fly and land, so should be a good challenge, especially considering how much access to bases it will provide.



This week was a pretty fun week. I started learning the map magic tools in depth, learning Substance Designer has really helped me feel completely comfortable with node based work flows. I started working on a new version of the start biome as a way to learn Map Magic and because I believe it needs a re-work. First thing I wanted to get done was small consistent rolling dunes in the sand so that you can’t just see for miles over a flat terrain I did this using a mildy tweaked Voronoi node, this creates endless rolling hills of varying size and height. Next up was creating a my own version of the current formula we have for large occlusion, at the moment we use more of a typical hill with rocks scattered around it in a sort of circular form. My version is essentially the same but a bit more random with some character. I acheived this by using another Voronoi node only this time it was a lot more intense with larger and taller hills. I then excessively tweaked a Unity noise node and created a mask to represent the islands. Once I felt it had the right frequency and shapes, I plugged it into the more intense Voronoi node as a mask, thus leaving out certain areas to only be influenced by the less intense base Voronoi. As you can see it leaves a natural path way around all the hills. I then plugged in a bunch of test assets and the newer environment assets I’ve been working on. It was a great little show case for the new terrain chunks and rocks. The overall colour pallet hasn’t been correctly picked yet so lots of stuff is off and some of the assets are just rough ones I had lying around.

Map Magic Noise



Heya folks! Not a huge amount to show off this week – although you can now jump in game and explore the new map! This week was mostly polishing the map in preparation for the patch release last Friday. Even with that polish work there were a few areas that I’m not happy with, and that’s part of what I’ll be working on this week. Overall I thought the general layout of the map worked well, and having an in-game minimap has really solved the biggest problem we had with the original Diemensland structure – in that it was good for the micro gameplay, but began to fall apart at the macro level when navigability became an issue. I spent a long time making Diemensland, and I even I couldn’t find my way around the thing.
There’s a few places with floating rocks and road/terrain interaction not working well, so I’ve been going through those spots where I can find them and fixing them up, as well as tweaking a few road settings so they happen less often. The biggest culprits are always when the road dips or banks. Hopefully I will be able to have an improved version of the map for the next build that will fix a few of these glitchy points.
I’ve also been looking into some glitchiness around map markers, and UI focus where things like chat, ownership stake names and signs weren’t managing cursor lock properly.


Hello Hurtworldians! This last week I’ve been continuing to help setup content for the recently released patch mostly focusing on creature balance. This involved going through the creature stats and rolling them back to legacy levels and correctly setting up spawn builders to spawn variants of the same type (like bors become rad bors when spawned near towns or sasquatches become yetis when spawned in snow).
I also got some quality of life improvements done with removing the random aim offset that was applied when using a scope to aim and reducing the base level scope sway. Also in quality of life improvements I removed the UI swipe circle from appearing when hitting anything but a resource node.

We’ve been pretty happy how this patch has turned out, it isn’t perfect with a few balance issues around the changes from legacy (airdrops, meteors, vehicles and item protection) and some nasty bugs but we will be sticking with this setup and working to fix the bugs and issues rather than trying to overhaul the base game radically again.


Hurtworld Update #114


Hi Guys, we’ve been making awesome progress on this weeks build. I’m confident that the direction we are heading is the right one. Having items be valuable again has really opened our design options up for utilizing all the amazing tech we’ve built over the last year to do with item customization. I mean who wants to upgrade, paint, name, pimp an item if its only gonna die on you in a few hours of use. Tomorrows build will be our foundation, with some really exciting stuff to come.

The new map is also coming together amazingly. Cow_trix has done a great job bringing everything together on that front and it should really bolster the playability of this build.

This week I’ve been working on automating the amber protection cost calculation to be based on source materials as well as boring content configuration stuff. Currently this tool is only usable for us, so modded items will have to explicitly specify their amber protection cost in the data provider. Eventually I plan to do this calculation on the fly at runtime.

Perf is currently pretty ratshit, the new map has very high creature and tree density which feels really good if you can pull 60fps. Once we lock down our new content targets we will do a heavy optimization pass on foliage and creatures, fear not.


So I spent a lot of time messing with the chopper’s proportions last week. I am making sure that the scale suits the Huey proportions which is weirdly a hard hard thing to do. All the blueprints for the Huey seem to be wrong, so I have been back and forthing between blueprints and photo’s and measurements from chopper enthusiast’s websites. Helicopters are not mainstream consumer vehicles, so the information available on them is limited to people with businesses that run/fix them, enthusiasts and rich peeps. I’m getting close to being happy to start the high poly modeling.

We did some play testing on Friday of the new map and it was pretty good. Still a ways from the final product but will be great to see a good map back in V2.

I also got stuck into selecting some colours for the vehicles. These will  be used until we build the UI customisation section. They are hand picked by me to look good, and not like, er… cancer. I checked these on the Kanga and Roach as they have fairly different shapes/surface area. The other vehicles should look fine with these also.

Kanga Roach


Hey Hurtworldians! This week I’ve been helping to sync up our base content with legacy hurtworld as well as chasing down some elusive bugs.

I fixed the problem of tree leaves and bushes appearing ‘see-through’ when using deferred rendering combined with the SSAO effect on. This was occuring because the leaves translucency required them to be drawn after the deferred pass so they had data about the background color to apply the translucent lighting. A consequence of this was that the leaves and bushes weren’t being written into the normal buffer which is what SSAO uses to apply its shadowing effect, instead the effect was applied to the objects behind giving them effectively outlining these objects through the leaves. To solve this I changed our SSAO method over to a different implementation that doesn’t depend on the normal buffer.


I also fixed a few other issues like resource nodes spawning pre-damaged, stat events not being fired properly after loading from a save (things like toxin not clearing off your character after loading in with toxin applied or smelting machines not updating their temperature until being relit), the construction ui not removing itself properly after using a construction item and fixing issues with vehicle inventory ui not updating after adding or removing storage slots.

I also setup a vehicle crafting machine that is crafted out of the first workbench and allows crafting of vehicle airdrop beacons, vehicle repair wrenches and also vehicle engine upgrades.
We’re now at a point where we are pretty much back to legacy balance with everything but vehicles plus we’ve got our new item insurance system + item recycling. We’re hopeful this can serve as a stable base that we can gradually add to based on the lessons we’ve learned with our experimental releases so far.


Heya folks! This week I’ve been getting together a new version of Mangatang for the new patch. It’s been going well, and I’m pretty happy with where the pipeline is at. I’ve passed off the hand-polishing to Splatt, so soon we’ll see some awesome, interesting areas in the map. Building a new map from scratch is always a bit of a mammoth task, but the brief of trying to somewhat emulate the layout of diemensland helped a lot in that. It was nice to return to it’s familiar structure, while being able to apply the many new lessons we’ve learnt since then. In many ways we’ve tried to combine the best of old Mangatang with the best of Diemensland. There will be some familiar but different landscapes – including the sand dunes! Instead of a beached aircraft carrier, you’ll have the skeletons of a deserted city to explore for some good loot. Check out some screenshots below!


There’s still a few things that need tweaking – for a few of the biomes, I don’t think the base ground ripple is right, and there are some spots that just don’t work in terms of ground scattering and line of sight. However, with the new workflow we can split this work up nice and easily, thank god! So map iteration will now be a lot more parallelizable.

On the code side of things, I was working on the usability of the map tools, trying to fix up some of the more confusing parts of the UI and putting in some warnings and restrictions to prevent setting up stamps and layers in a nonsensical way.


Hello, this week I’ve spent a lot of time gathering and making assets for polishing/dressing our biomes. I’ve figured out a good way to sculpt rocks that’s extremely quick and easy to get the noise frequency looking correct over the different sizes of rocks. Due to how fast rock sculpting is at the moment I whipped up some replacement rocks for our main rocks that are everywhere. I started to implement them into the red desert biome with a new colour pallet and over all look that feels more like the Australian out back. This involved trials with a lot of vegetation and different foliage which doesn’t work great due to the grass getting culled and not providing the colour difference from far away. I played with putting the green colour into a second red desert terrain splat to get a consistent colour change even after the grass has culled but it still needs some work. I’ve also started to work with the actual map tools and am definitely planning on playing with re-doing the biomes in my spare time.
Australian Desert Pallete - High Vegetation_Fordevblog

Hurtworld Update #113


I’ve got the main chassis for the Hell-Yeah Copter ready. This is still not the final chassis as I will now concept paint the outer shell to get a nice design. I’ll then go back and model the low poly outer and look at where my poly count is sitting. I plan for this to be around 15,000 – 20,000 poly’s because it is quite large. Once the outer is done I may have to strip some of the detail out to accommodate the body work. The outer body has preference over the details on the inner chassis as they inner will be covered by the body most of the time. I have made the tail removable so that when the outer is added, all those framework bars aren’t just sitting beneath the outer hogging up my poly budget. Most of the chopper chassis will be mirrored down the centre line to save on texture space also. Although this is based on the Huey Design, I will be making it conform to our other vehicles ‘Hurtworlded’ style. The chassis for example is not like the real thing, it is a scrapped together backyard built frame, that holds a similar shape but isn’t true to real engineering standards. It is a ‘ghetto bird’ as Spencer would say. 🙂

MozzyBasic01 MozzyBasic02

Turns out I managed to get the first body concept out also. So here it is. It’s a scrappy type of body kit which gives a serious nod to the shark teeth type paint jobs that used to be on some of the Huey’s. (the teeth were Cowtrix’ idea, thanks matey)



Heya folks! This week I’ve been working on a new map, and further refining the level creation pipeline. As we’re trying to go back a bit more to legacy structures, the new map will have similar structures to Diemensland. You will have the starting desert in one corner, which branches off in one direction to the forest and snow, and in the other direction to the sand dunes and red desert.

One of the big things with putting together a large map is that it is quite difficult to split the work up into manageable, modular chunks. If multiple people want to work on the same level, there’s not real easy way to do this with everything all living in the one Unity scene. How I wanted to structure things was to have individual capture scenes of each biome, that could then be capture as a WorldStamp and stamped onto the big map as a final composite step. A couple of improvements needed to be made to the system before this could be a viable workflow.

Firstly, I created the concept of stamp templates. This means that you can set up a stamp capture in a scene, and save those settings into a gameobject. This object can then be used to set the capture up again in exactly the same way with the same mask, which makes it trivial to recapture stamps again and again. So, for instance, I could paint out the rough biome shapes in the main map and create stamp templates from that. Then, I could bring the templates in to the individual biome scenes. I could then use this template to both see the area I needed to detail and fill in the stamp, and recapture the stamp in such a way that fit perfectly together in the main map. This workflow has been working great!

Secondly, I needed to think about how roads fit into this workflow. I need a way to embed road networks into a stamp. The solution I came up with was to create a stripped down version of the road network (like we do in the build process) that can then be embedded into the WorldStamp prefab. There were two issues to solve to make this possible. Firstly, we need some way to connect these embedded road networks to their surroundings once they are stamped. To do this, I created a concept of a “stamp exit node”, which is a special type of node that sticks around when the network is stripped down. This means you can mark specific nodes, and they will be able to be connected to once the stamp is in the level. Secondly, I need to figure out a way to embed the generated meshes in the prefab. When you generate a dynamic mesh in Unity, the reference is only valid within the scene that mesh was created in. If you naively create a prefab from an object with a reference to a procedural mesh, that reference won’t stick. I didn’t really want to create a bunch of sub-assets every time a created a prefab from a road network, so I created a quick mesh wrapper object to solve this, that stores a serialized version of the mesh and detects when it needs to create a new copy.

The new map is coming along well, and will hopefully be internally playable by the middle of this week, and playable by all of you soon!


Hello Hurtworldians! This week I’ve been continuing working with vehicles mostly, starting with improvements to vehicle spawning. Vehicles now will receive random wheels on initial spawn rather than the same wheels every time and its relatively smart about which wheels get picked, both front wheels must match and both rear wheels must match as well, also, big ‘Sand Hopper’ style wheels will only ever apply to the rear making sure wheel spawns are always balanced.
Our basic customisation features have been rolled out to vehicles as well, vehicles now roll their color and paint mask on initial spawn and all their attachments now inherit their appearance from the base vehicle to match how the weapons operate. Currently like in the example below these colors are completely random but we should have them limited to a few good looking color sets in time for release.
In the hopefully not too distant future we are really keen to open up the customisation to player choice but that still requires design and UI work and for right now our priority is to get back to a stable experimental release.


Also in vehicles I’ve been implementing a camera perspective cache. Basically what this means is the game will remember which perspective (first or third person) you last used in vehicles and will store this separately to your standard perspective. It will then automatically switch perspectives when entering/exiting vehicles.

I also spent some time extending our ‘uber’ shader that we use to shade almost everything. Previously vehicles were using a very similar shader that was blending its custom colors through saturation rather than a linear blend. When checking through vehicle world items I noticed a few panels needed to have their backfaces drawn so rather than add a backface option to the vehicle shader I decided to add a saturation option to the uber shader. Whilst doing this I also added an emission option (with both color and texture) for self-lit objects and fixed a series of bugs around shader variant creation. As a result of this fix the uber shader is no longer replaceable through modding but you can still use any shader you like by assigning an override material to the mesh attachment.


This week I’ve been continuing work on the set dressing assets I was working on. After changing a few things on the terrain chunk mesh It’s now very easy to swap textures in and out to match them up with all the biomes. At the moment the terrain chunks work better in certain biomes due to the general noise of the terrain which gives me more dips and valleys to fit them into, but that won’t be an issue when I place them in the real map as I can edit the terrain manually to make them fit nicely. I’ve also been looking at creating a few medium sized rocks to be used as hard occlusion, at the moment the only rocks we really have are either massive impassable objects or resource nodes, so having something in between is an easy win from a gameplay aspect. Although rocks are easy to use as hard occlusion they are a bit harder to actually model, there’s a lot of challenges when it comes to size and noise frequency, at the moment I’m putting everything I’ve learnt about them through out the year to use.



This week I finished off the loot, damage, stats, items, crafting sync with legacy as a baseline. I just put the finishing touches on the amber protection system which fits into our item architecture nicely and doesn’t add much complexity to the progression. It currently works by simply right clicking->protect an item which will put a lock icon on it indicating it will stay with you after death, pretty simple.

The biggest work here is now configuring how much amber each item costs to insure, which I think would be better done by a formula based on crafting recipe. Reversing crafting recipe from an item isn’t currently very easy, but is something we had planned for the recycler machine that will be rolling out with this patch so I’ve opted for implementing that first, then I will work backwards to calculate the amber cost of all droppable items and we should get to a decent baseline balance for it.

Schedule Bump Up
The original schedule for our next experimental release was the 26th of Jan, as this is a public holiday for us we will be releasing on Thursday the 25th of Jan at 5pm Melbourne time instead.

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