Press Kit Wiki

Hurtworld Update #29



Hi Guys,

The new construction system has really come together this week. We’re really excited about getting it into your hands. We also completed automatic Workshop downloads on the client and the server. If you are working on a map and want to test it downloading from workshop, update your server and client to the devtest branch of steam. Then host a server with w- followed by your PublishedFileId.

host 12871 w-663477235

The server and any connecting clients should auto download the most up to date version of the map from steam.

Users who were having issues getting a PublishedFileId with the Steam uploader, I pushed out an update today that should fix the issue. When building the map, ensure you build for all platforms and that you have installed Windows, Linux and Mac build support when you installed Unity. If you aren’t sure, re-run the installer. Once you are ready for other people to see your map, you must set the visibility to public (it defaults to hidden).


I spent a few hours banging out a ladder system that mimics Counterstrike pretty closely and am pretty happy with the results. If Gav can get the construction piece sorted in time we “may” have ladders in this Friday’s patch!

For the rest of the week I will be in full test mode then back onto the ItemV2 update.


Construction construction construction! We have been implementing and testing a bunch of the assets I built last week,  basically setting up their attachment points, volumes, rotational points etc then attempting to use them in game. There is often a lot of back an forth as new issues arise as we begin to add more pieces, like creating spaces between prefabs that we don’t have the ability to fill, or realizing that we need the ability to rotate a piece to accommodate a type of construction etc.

We now have roof pieces at 3 varying angles that will help add some different shape and personality to players bases.

Note: Textures are placeholder

 Also we will be adding in arches and a variety of sized pillars and rails.
Also in the works are pieces to offer more functionality like smaller trusses, hatches, ladders………..and stairs 😛


I’ve been keeping on working with Gavku on the new construction stuff. We’re starting to get into the satisfying part – making awesome buildings! I’ve also been working on a new UI to organise the rapidly growing assortment of attachments. It’s a tricky usability issue that’s taken some serious restructuring. We’ve ended up with a four-tier filter system, structured roughly as Category → Shape → Size → Material.  You can see me selecting a normal, 3m wooden wall below (although forgive the work-in-progress icons, etc).


How a filter UI works is that parent elements determine what child elements are shown. You’ve probably used one before – like in eBay, when you’re refining your search for an item. Here, I’ve selected the wall category, which then shows me all the types of wall in the second row. Not all different types of wall have different sizes though, so selecting one that doesn’t will hide the third row. Similarly, selecting something that only has one material will hide the fourth row. It’s a vast improvement over the old grid-menu, which was pretty non-viable with the amount of attachments we’ve ended up with.

We also implemented partial attachment points, which are a very cool thing which you’ll probably never notice. But I think it’s cool. Basically, an attachment point can act like normal, and always show up when you place something down. Or, now, attachment points can be partial. In a sense, their only half, or a quarter, or whatever proportion of an attachment point. Another attachment needs to be placed in such a way that another attachment point overlaps it, with the same rotation, in order for the point to show up. So what’s the point of that? Consider placing a doorway on a foundation. Where do you put the attachment point? On a 4mx4m foundation, that’s easy – just put them right in the middle, on each edge. But now we’ve got a 2mx2m foundation – where do you put that attachment point then? It doesn’t really work out as nice, and you end up being able to put the doorway kind of half hanging off the edge of a foundation. But if we put half of a door-frame attachment point on each corner, then when we put multiple small foundations together, those points will overlap. So place two 2mx2m foundations next to each other, and their overlapping half door-frame points will overlap and create a whole new place to be able to place the door-frame. So what does that mean for you? tl;dr – attachment points are now smarter and will show up in more intuitive and sensible ways.

Something that I’ll definitely want to look into in the future is mod support for Construction attachments. This refactor has removed a lot of blockers that would have prevented modding being possible with the construction system. Now, the potential is there to allow the Steam Workshop support to tie in and allow people to upload custom construction pieces. I gave a quick screenshot in the last blog post of the editor UI I’ve created to create and edit construction attachments in a user friendly way. That’s had a fair bit more work done on it, and I think it’s ended up pretty intuitive. When we do start allowing modded construction attachments, we’ll be sure to include the already existing ones so you can see how they’re put together.


Unique is the word of my week. I have been toiling on some dressing pieces for the buildings, things to sell it at street level, larger things to make the buildings memorable.

The awnings on the buildings are starting to fill out the street level as seen below…




Creating memorable buildings is pretty important. Unique structures will allow players to keep their bearings whilst running round a city that uses a lot of the same shapes and textures. These are really helping to breath life into the city as well.



There are also construction pits that can be added modularly to create sub level areas. Most of the brain strain is behind me now I think. Dressing the city is really giving me a buzz as all the hard work starts to pay off. I’m looking forward to exploring this place and finding all the sneaky stash spots that evolved whilst creating it.

Hurtworld Update #28



Its been a very productive week (and a bit) as we push through some really substantial changes to the Hurtworld core.

The deeper we get into the meaty changes we are working on, the more things present themselves as something that should be completed sooner rather than later, delaying the big patch.

In the interest of giving you something to play with in the meantime, we are packaging up an update of things that don’t affect the overall balance of the game for release around the 22nd of April.

This will contain the extended construction system / explosives system (without armor and other new properties), it will also enable Steam workshop downloads of custom maps.

Steam Workshop

I’ve been seeing a lot of awesome maps being made in the map SDK over the last couple of weeks so I decided to spend a bit of time over the weekend integrating the first pass of Steam workshop.


This came together quicker than I thought and works really nicely. No command line tools or manual configuration. Just click a few buttons and your map will be live to the public.

Once this goes live, servers will be able to pick any map on workshop by its id (eg “w:663388709”) and have it automatically download on startup. Players connecting to the server will also download the map seamlessly on connection.

There is now very little work involved in extending workshop items to other things like construction prefabs, guns (in itemv2), even creatures!

Full Wipe

We’ve had a good run with the infini wipe servers. Not long ago a server couldn’t handle 20 days without a wipe, we are now at 65 days with (for the most part) decent performance.

However with the new construction upgrades, we will need to do a full wipe of all servers. If all goes to plan, this will go live on Friday the 22nd. Save games and will be available for download for those who want to keep their epic structures in their own private server.


As mentioned last week I have been reducing poly counts across the board. I removed some poly’s from the brick windowed buildings that to be honest would not really make much of an impact to the look from street level. We decided after that to take out a lot of the floors from the buildings and put in some ‘filler’ meshes.

There are two filler meshes for each shape, they span 3 & 5 floors vertically. (as seen in the following images)


This will dramatically reduce the polycounts of the buildings to a level that will maintain our fps standard. While it would be nice to have floors on every level, this is just not possible given all our constraints. No work was wasted in this process, there are simply less floors in the buildings.  There will also as with most other games be ‘blank’ buildings that have all the same outer structure of the other buildings, but no interiors except perhaps the first and second floors.


The image below illustrates another challenge I faced, which was separating the stairwells from the buildings floors. The stairwells are a single 20 storey piece that is attached to the roof of each buildings. This made it easy to create a one piece fits all scenario, which saves on adding more meshes. The walls of the stairwell, whilst not visible in these pics, are attached to the filler pieces, and so span the 3-5 storeys where you cannot access the floors.



After finishing off an art/optimization pass on the standard construction pieces. I have been working with Sean to come up with some construction assets that will hopefully give the players more freedom in regards to the functionality and look of what they wish to build.


The diagonal walls already seem to work quite nicely, as do some of the basic wall piece replacement assets like arrow slits, and shuttered windows.


Some of the construction pieces that I believe will have a big impact on the look of players bases are things like fencing/railing, building trimming, buttresses, and a shingle like tile construction system that allows the players to choose the angle of their roof! It is going to be a bit of a balancing act between giving the players a lot of flexibility with small pieces, and the need to keep polycounts reasonable.


This week I also had the added pleasure of having to reformat my pc, which always ends up being more of a hassle than I remember it being 🙁


I’ve finished up for now on explosions – they’re now much more physically based. They do things like reflect off surfaces, be blocked by things, and in general just act much more like explosions do in reality. For instance, if you’re in a hallway when an explosion goes off, and the hallway is strong enough to withstand it, you’ll actually get more damaged. But if the hallway isn’t, and is ripped apart in the explosion, more force will escape outwards and won’t be reflected at you.

This is what an explosion looks like on the server, reflecting off a player, some buildings, and terrain.

An explosion on the server

I’m looking forward to tying this in to the construction revamp, with being able to build with materials that better withstand explosions, and being able to structure your base in more interesting ways to be less raidable.

I’ve also been working with Gavku to get the new structure pieces in, which also means a fair reworking of the whole system to open it up to things like modding later on. The ultimate goal is that, much like the map SDK, you will be able to create new construction items and upload them to the Workshop for use in servers and stuff. Want a server where you can build Buddhist temple style buildings? Soviet era bunkers? Medieval villages? Part of this revamp is making those things possible.

A lot of things have been touched in the last week with this revamp, including starting to redesign the UI, how attachment points work, how collisions are done, and how we sort construction attachments. We’re adding in a lot more types of attachments, like pillars, buttresses, trimming, and windows, and figuring out how to put these all together in a way that works. More on this in the next blog post.




Spencer: Dazzler isn’t in the office today, but here is a snippet of the new skoogler idle:

Hurtworld Update #27



Hey folks!

I finally broke the back of the upgrades to the equipment system this week, its taking longer than I originally expected but needs to be done so we have the infrastructure to push forward. One of the biggest wins from this week is integrating a tool that is going to save us a heap of time, and paves the way for mod driven equipment. We are now using a visual state machine editor for simulating equipment. If you’ve ever tried to code something that simulates a state machine without building a framework, you would know it usually ends up a massive mess. That’s what our equipment was before.

The simulation now looks like this:


This will heavily reduce the amount of logic we need to hardcode into equipment. All this configuration can be serialized into JSON, then fed from the server to the clients on connection. This means server side mods can mod client side predicted equip behavior.

This framework also exposes a solid implementation of behavior trees which kicks ass for AI. We have a custom implementation of something similar, but it never reached a stable maturity and is a pain in the ass to work with. I have high hopes this will give is a bit of breathing space to create some more interesting AI behaviors for the upcoming creatures.

Part of this integration is the tricky process of refactoring equipment code so that it stays in sync with the server. This system gives us the ability to consistently synchronize state behavior from server to client and to player animations without a heap of glue code massively reducing the overhead of creating new weapons and equipment.

The hope is to get a working prototype of most weapons implemented in the new system this week.


I have been working away on creatures, as well as a few fixes and additional changes for the big character-controller/gun-play Spence has been working on.

Here is some “Rig Pr0n” for those who are into that sort of thing. It is a task that takes quite a bit of time, though not sexy for most ;P.

mmm... sexy matrices

mmm… sexy matrices

Here is a quickie of the Skoogler skoogling, to wet your appetite for some hurt-turkey…

Interestingly, Gavku pointed out the Cassowary (upon which we draw inspiration) makes the following noises;

YouTube / ThePhantomThylacine – via Iframely

Pretty awesome/terrifying


I have been putting together all the City components and have made a pretty good basic fleshing of how a real city would look. The few different textures I previously built along with the ability to vary the shape and heights of the buildings has actually come out quite well. These are just the basic structures. I will later add the extra dressing that we want to add to give some of the buildings a unique look.

We tested this for performance and I gotta say it’s not amazing right now, but not to worry we are now figuring out ways to cut down on some of the polycounts. This is needed to maintain our high Frames Per Second standard. We will probably have to cut down on the amount of floors each building can actually access. Using some clever LODing we should be able to get the polycounts down and maintain a reasonable quality. If it were 5 years from now and we had future Graphics cards we could probably get away with each floor being accessible.






Once we have the main city building block performance under control, I can move onto messing the city up some more. We want to add some standard assets which you might find strewn around an abandoned city. Items that can fill the road space and the interior spaces whilst looking like the place has been long since ransacked. I guess watching The Walking Dead will be on the cards for me. 😉






I have still been working on updating all the construction textures. The wood, stone, and metal textures and materials have all been done, focusing on bringing them in line with other textures in the game and making sure that repeating textures aren’t overly obvious.

I have also updated some of the meshes of certain construction prefabs. Pictured is the new ramp and support truss. As well as unifying the art style, I also reduced the tri-counts which should help give us a little bit better performance.

I have now jumped onto creating new construction pieces with Sean, with the hope of giving players a host of new possibilities in regards to personalizing what they build, as well as some additional functionality.



This week I’ve been continuing work on the construction system. Some cool stuff is coming out of it, that I’m looking forward to getting into the wild.

One of the biggest things to get done is allowing individual structure pieces to have distinct properties. For instance, now a wall (or any other piece) can have a health value, an armor value, anything we want! We can even put color in…

Literally Picasso

Literally Picasso

This also affects something I’ve mentioned before, how explosions will work with building damage. As now we can do much more accurate physics about how something is hitting a building, we can do much more realistic simulations of explosions. The blast can be blocked by structures that are strong enough, bounce off structures, and have it’s damage reduced when it does bounce off of something. This is going to make explosions much more physically realistic and dynamic.

Me and Gavku have also been looking into expanding the flexibility of the prefabs themselves, by adding new ones and changing the way we use the existing ones.


Part of this is giving more fine control over your buildings, so giving some smaller options for construction pieces. Currently some things like support trusses and floors are only 4m2 blocks, but there’s no reason we can’t give players 2m2 blocks instead and let them design much more intricate spaces. We’re also looking at things like diagonal walls, aesthetic trimming, ladders, windows, and more.

I’m really looking forwards to giving players the ability to customise and distinguish their bases and buildings more stylistically. The more customized a base is, the more its not just a functional space. It starts to become a home, and you get attached to it.

The approach we’re taking is we want to see buildings in other games, art, or the world that we think are awesome, and then provide the tools to be able to build that in Hurtworld. What kind of base do you want to be able to build? Let us know!

Dev Blog