Content for the 0.7.1.0 patch is coming along well but we’ve decided to push the release of it back 2 weeks until the next wipe (28th February, we want to get back to Thursday wipes) to give us more time to polish and expand on some of the new stuff that we’re adding that we’re really excited about.
I think this also shows us that 4 week content cycles may be a bit too ambitious for a team of our size and 6 weeks is a much safer bet but we’ll continue to evaluate this as we stabilize and have to do less hotfix emergency repairs.
Speaking of stuff we’re excited about I’ve been working on traps. I started off with creating a fake sleeper trap, this looks just like a regular sleeper when placed but once it is killed it explodes killing nearby players. This should create more interesting choices when encountering sleepers leaning more into a risk/reward dynamic.
After the fake sleeper I created a fake airdrop beacon, planting this one will spawn an airdrop plane that drops a dummy cargo container. This cargo container looks like the real thing but when interacted with it will explode in your face.
I think these items are going to open up new options for players to play mind games with each other trying to bait and then punish players greed, I’m super interested to see what strategies people will come up with.
With the extra time we’ve given ourselves I also want to look into fake loot crates and experiment with traps that do other stuff than just explode, potentially using the tether system that Spencer has been working on.
I’ve also been bringing back the legacy traps, the landcrab mine is working again and I’m hopeful of getting the medusa vines and poison traps in too for 0.7.1.0.
We’ll still be wiping servers with a minor 0.7.0.11 patch today (15th Feb) that has a whole bunch of bugfixes and some balance tweaks. This won’t be an enforced wipe and community servers will be able to carry on their saves if they wish.
In terms of bugfixes I’ve improved the camera collision peeking issues thanks to your reports and I’m cautiously optimistic we’ve now got a proper robust solution, again if I’m wrong please hit me up about it at firstname.lastname@example.org.
I’ve also been working on the notorious rock issues, the fix for exploiting crouching emotes got released in 0.7.0.10 but I’ve been continuing to investigate and have fixed some incorrect construction validation volumes on a few machines and base parts as well as tweaking sleepers so they work exactly like players in the construction validation check.
I’ve also fixed the Mozzy claim cost not working properly and Mozzy sounds playing at the wrong times.
Afternoon, this week I got this rebel gear set I’ve been working on, in game. My idea with this was to potentially have this set replace the heat progression gear as some of our gear is just the same stuff re-coloured, and aside from just needing a bit more gear in general, I felt like the heat progression needed a bit of love. So the separate parts are hat, bandanna, new singlet with arm band and bandages, some roughed up military pants with one knee pad and duct tape on one leg, I wanted it to look like what I imagine a secret island militia would dress in. I think we have needed a bandanna and basic hats for a while now, planning on doing a few different hats, like a flat peak and backwards hat, also with the mesh attachment system can easily do stuff like adding the sunglasses Mills made too the bandanna which will be cool. Would love to do more of these set type things in the future, as an artist I very much want to bring the stuff you actually craft in line with where you are in the progression, for example, starting out naked on the beach, in my eyes it makes more sense that the first clothing you craft is very primal and bush craft sort of thing, rather than just a full on T shirt and Jeans, not that it matters but it’s just something I would like to do haha. Next up is fixing all the skinning on the clothes so there is no where near as many clipping issues.
Hey Hurters! So this week I had some software issues with 3D Coat that stopped me getting as far as I wanted with this Hurt Voodoo mask but I got there eventually. I’ll be continuing to talk to the Developers of that particular piece of software about the issues that come up so they don’t become the bottle neck on my workflow again.
This came out nicely though, and will go with some of the gear that is already in the game, like the bow and possibly look quite good with the next item I am about to finish off…
…The Annoying Top Hat!
Ever wanted to look like a smooth jerk? Well look no further than this little beauty!
What’s really hood Hurtworld fam?
This week I am back in the directors chair starting a new in depth trailer that breaks down the fundamentals of the game. Script writing has begun for a voice over that will take the viewer through the mechanics whilst trying not to give too much away.
The video will be longer edits and more game play orientated footage to give a stronger understanding of how the game plays and an insight into some of the systems and how they work. One thing that we will require is a large amount of PVP footage which is hard for us to generate ourselves in a realistic scenario.
So as a result we are calling out to the community to submit their favourite game play moments to demonstrate high skill level playing in the trailer.
We can’t guarantee that everything submitted will be used however the better your footage the higher your chances.
Try and keep your captures close to 60fps at 1080p and fairly high quality settings (No potato mode).
Any footage used will be credited and immortalised forever in the video.
Send Dropbox/GDrive/Sendspace links to email@example.com with the subject “TRAILER FOOTAGE SUBMISSION”
I can’t wait to see what you all come up with and piece it all together.
This week besides being hammered by DDOS attacks and having to re-engineer our low level network layer, I managed to find some time to make the flagship feature for the next patch which I’m super excited about and have wanted to build for ages: Being able to tie shit to other shit
Its still a very rough prototype, but all the features are working well just needs to visual tweaks. View model will likely change to a bow with a rope bundle and have a short shooting range which allows you to lasso people and drag them round, then also tie them to vehicles and swing them into shit to kill them or fly them home into a prison. Can’t wait to see the possibilities 🙂