Press Kit Wiki

Hurtworld Update #140


Hi Guys,

This week I’ve continued work on the map marker system which required some upgrades to network object culling scope. These upgrades allow us to do arbitrary distance culling rules for individual entities that require more complex logic for who should be able to see them. Previously we could only cull based on grid cells of a fixed size. Now an entity can specify its own culling logic implementation.

Long story short, needed low level upgrades to support what we wanted to do which will also improve network performance in other places. Nothing particularly exciting to show.

We are still on target for the 11th for the clans patch.


The Blast Furnace is looking really nice and is ready to go into the project. I was asked by Spencer to make this one look nice and grimy and I reckon it hits the mark. We added some windows to either side so you can see light spilling from them when the furnace is on.  I added a nice molten ore texture that will switch on and off with the function of the furnace also. This looks much less like an upside down rocket ship :P. I’m tidying up some other assets to round out the week and then onto the next thing.




Hey Hurtworldians,

This past week I’ve been working on the clan system and making some good progress.
Right now I’ve got all the basic clan functionality up and running on the backend (things like clan creation, applying to a clan, accepting/denying applications, promoting/demoting members etc.) and a working front end (UI windows, clan creation consumable item) for basic clan management although they are very much still using programmer art so aren’t quite ready to show off yet. This coming week we’ll be testing all of this and then I’ll be iteratively making improvements as well as hopefully implementing the real art for the UI.

Clans Window

The first of the new UI windows to manage clans is a generic clans window that shows all the clans registered on the server. If you are not currently a member of a clan you can use this window to apply to join a clan and if your application is accepted by an online member with the right permissions then you will join the clan. We chose this over sending out invites as it was easier to implement (no need to add some kind of view of all online players in game) and we think it’s much easier for new players to discover clans and find friends this way.
Later down the track the clan window will also double as a kind of scoreboard for clans allowing you to see how they rank against each other but the gameplay systems to support that aren’t going to be ready for the next patch (pretty confident that they are going to be worth waiting for though!)

My Clan Window

The other new UI window is actually a new tab for the character window, the button for this is going to take the place of the handcrafting button (which is moving to the interaction tab system). When selected this window will show you all the relevant information about the clan you are in. From here you’ll be able to see which members are online and offline and see their ranks, you’ll also be able to leave your current clan from here.
If you have sufficient permissions you’ll also be able to view all applications to join the clan and choose to accept or deny them. With sufficient permissions you’ll also be able to promote, demote and kick clan members from this screen.


Hellooo, this week I’ve been working on finding a good consistent style for the hair, this has proved to be a pretty hard challenge because we need something that’s reasonably quick to do. The main thing I’ve been trying to do is cut down on noisy details that create a fuzzy mess when you aren’t up close, this creates another problem how ever, as those finer details give us something that represents hair, so currently trying to find a good balance with that. Also been doing a bunch of tests to see if I can get hair looking good with some shine from the standard Unity shader and so far, it hasn’t been great. It’s pretty easy to make jet black hair look good with basic specular but as soon as you move into lighter colours it all falls apart, so I’ve concepted some looks that we might be able to build shaders for to get away from the matte blob look. I also finished swapping out the FPS hands to slightly less square and sharp ones, still having problems with the 3rd person swap though.

Mullet Test



Hurtworld Update #139


Hey guys,

This week I’ve been working on support systems for the upcoming clans feature. The main focus has been revamping how our map markers are managed across the network so they are efficient enough to handle tracking large numbers of clan mates without performing badly.

Localizing Events
While I’m at it adding support for better proximity limiting markers so we can start concentrating localized events. So far I think our events work well but are far too infrequent within running range. Part of this is limited by out ability to notify only people nearby on the goings on. You don’t particularly care about a meteor shower 3 biomes away, once we can limit these better and tie chat / ping notifications to them, we can increase the frequency without drowning you with notifications and events should make the world feel a lot more alive.

Improving Marker API
The existing marker API was pretty rubbish for doing anything other than static objects. I had a look through some community mods to see how they used the system and have had reports that performance was being destroyed doing anything substantial. I’ve spent a bit of time restructuring how the map markers are interfaced with by Oxide mods so they are A: Heaps simpler, and B: use far less resources and scale up easily.

Next Patch
Our next experimental patch which will contain the new clans system will be released on the 11th of October.


I’ve been a busy beaver this last week. I finished the Drill do-over and it came out aces. This looks a lot more meaty and tech now. I gave this matte paint job which I then went back and adjusted the Titranium Workbench to match. I also overhauled the drill’s colours and created a colour mask texture that utilises our Uber Shader. This will save an extra texture in the project as I only had to make one texture to get as many colours out of the drill as we want. This will be even more beneficial in future should we add another rare ore and drill to go with it.

CoreDrill CoreDrillColoursShininessTonedDown

I also go started on a redo of the Blast Furnace. The old one had been designed with a pipe network in mind, which we may still add in the future but not yet. I kept the core of the furnace intact but just made the peripheral parts more real world. Also it got scaled down from 2.6 metres to 2 metres making it the same height as the player. This should make having it in the base a bit less chaotic. I got the Low and Hi poly modeling done already and am now in the UV mapping stage. Really smashing it this week 🙂



This week I finalised the topology for the updated face I’ve been working on, the main challenge with this was making sure that the face could have main features like the nose, mouth, eyes etc. changed with ease and then the low poly could be changed extremely fast to match any changes and bake out perfectly. This works really well currently, we still have some testing to do with style and new characters and stuff like that but in general the updated face handles changes really well. I did a bit of an extreme test to see how well it all worked which I will show below. Also currently working on a good way to do hair, as some of the hair I’ve been doing lately looks pretty gross when it intersects with the head, it gets an aliased jagged look, so, still trying to work out the best way to do that but I have some ideas and think I can make it work, with things like this it’s generally not a big deal to make them look nice, the challenge comes from finding an efficient repeatable way to do so.



Hey Hurtworldians,

Interaction System
Work on the interaction system is continuing along well, after some testing and review with Spencer we found a few bugs and things that weren’t working as smoothly as they should so I jumped back into it to fix them up. We’re not considering these interaction changes and the clan system an experiment, because we know we need these changes we’re taking some more time with the implementation to ensure it is done correctly rather than just trying to prove the concept as fast as possible.
Now the interaction system is ready for a second review and assuming it passes that it will just need an art pass to be ready for release.

Performance Improvements + Small Fixes
Whilst profiling performance on the interaction system changes I noticed some unexpected issues with our rendering. Several materials that could be setup for GPU instancing to save on draw calls didn’t have that option enabled and I also realized that we could save a draw call in our uber shader when not rendering backfaces (backfaces meaning the ‘other side’ of a polygon, usually these are culled for performance but we draw them on some items like world items so you can see the inside of a tshirt).
As well as these performance improvements I’ve also been resighting the AR15 and AWM sights as these guns have been scaled up slightly as they didn’t appear beefy enough in relation to the player.

This week I started working on the clan system although its still fairly early days on this due to having to do a bit more interaction fix ups than expected.
For the initial implementation I’m focusing on clan registration, applying to clans, managing applications to your clan and managing clan permissions.
Players will have 2 clan related windows to interact with, Clans (ie. a list of all clans, clan ranking and other clan info will be shown here, unclanned players will be able to apply to clans through this menu) and My Clan (ie. info about the clan the player belongs to, this will include the clan roster + rank management and application management if you have the permissions for this).
Whilst I’m working on this side of things Spencer is working on the more ‘in-game’ clan features like identifying teammates via UI overlay + tracking online clan mates through the map system, hopefully we can make some great progress on clans this week!

Hurtworld Update #138


Hi Hurtworldians,

Hey guys, this week I’ve been working on fleshing out some possible PVP concepts that I think will add a lot to our end game following the concept of bragging rights systems that I discussed last week. If you haven’t read last weeks dev blog I suggest you do so first as this system would be fairly rubbish in the current vanilla loot rate (which we plan to increase a fair bit)

Territory Control
The proposed system with populate the map with control points (at this point we are thinking 2 or 3 per biome). Each point will show on the map and indicate which players control it. The markers will be similar to a ownership cell that contains a built in ownership stake. Controlling this marker will give you build authority like a normal build cell.

The catch here is that within this build cell, other players will be allowed to use much cheaper raiding tools to break down your walls making these areas much harder to defend. I imagine something like a much cheaper C4 recipe that can only be used in territory control cells and other raiding mechanics we want to test out.

Rewards at this point will be something like a currency over time held used to unlock cosmetics like custom gear shaders, name plates, exclusive team colors etc. Basically bragging rights points that you can show off in the world. You will also have your name on the map that shows how much territory you control which will be visible to all players.

What This Hopes To Achieve
A. Give players that have hit end game meaningful objectives to fight over that don’t make the initial progression harder to balance
B. Create a much lower barrier to entry for playing with raiding mechanics without making it easy for top clans to wipe everyone off the map
C. Give us a lot more room to experiment with base raiding balance and systems to eventually refine standard world raiding
D. Is completely Opt-In, won’t make life any harder for people who aren’t equipped or interested in clan PVP
E. Can be built using mostly existing mechanics

The initial implementation will be pretty straight forward and we will expand from there. Rewards will be limited at first, but if the system works well we will extend them.

The biggest job for the initial rollout of this system is it will depend on a ingame clan management system which we are currently working on. See Tom’s post for details.

Next Patch
We don’t have a specific ETA yet for our next patch, but we hope to have the above systems in some form in early October.


This week I am revisiting the Core Drill that you all know and love. This machine was made very early on and never got the full treatment that we now have as our standard. This will have a finish much more like the Fabricator which in game is known as the Titranium Workbench. I have added some more meat to the general silhouette which I think really beefs this machine up. Once all the extra normal details have been added this machine should look way more tech than it has previously. Quite enjoying this one.

Here’s a render of the high poly which shows the improved form.



This week I’ve been working on a new character for some of our promo stuff, currently trying to match up the styles with the old characters so there’s no weird disconnect between the faces. I first modelled a normal human face and then started stylising it to match the old characters, I had to do things like sharpen the edges of different features like the nose, eyes, eyebrows etc. to match the old style. There’s definitely a couple weird things that still need to be fixed, focusing a lot of getting nice clean normal bakes so that everything looks clean and nice. Now that the basic head has been re-topologised in a way that properly supports this style, we can start doing a lot of cool new faces and trying to push some character into these new ones. Here’s a couple images of the updates, the first one is the difference between the original topology and new topology (just a look at how the actual bakes came out not the actual topology) and the second one is a look at the stylised zbrush sculpt of a generic male.




Interaction System Changes

This week I’ve been working on our interaction system adding a new UI panel to show all interactables that have a UI menu (eg. workbenches, storages, vehicles, campfires etc.) in your local range that you have line of sight to.
Another addition is that on opening the character window (tab key by default), the first nearby interactable with a UI window will also be opened (if there is one available). In practice this means if you know there is only 1 interactable near you, you can open it by standing in range and pressing tab. We think this will make things like picking up player loot a bit smoother and will also help with inventory management and crafting as you’ll be able to stand in range of multiple workbenches/lockers/storage chests and then use the new UI tab to switch between them with a mouse click. The handcrafting menu will also be moved into this panel as having it as a character window tab didn’t make a lot of sense when every other tab changed the contents of the character window.
I’ve got this system functional now but it still needs testing and an art pass before its ready to push out.


The main reason I’ve been working on this interaction UI is to give us a sensible place in the UI to add our new clans feature!
With our incoming end game overhaul focusing on bragging rights, cosmetics and other non-progression bound rewards we realized we would need a grouping/clan/team system to be able to manage this properly.
We haven’t locked down the full set of clan features just yet but we definitely want players to be able to identify clan mates in the world (something like a recolored nameplate that becomes a simplified marker at a distance), be able to see online/offline clan members, be able to define a visual style for the clan (ie. specific clan colors) and be able to claim construction cells with a special clan ownership stake that will authorize all clan members.
There’s much more we’re considering including new gameplay features that rely on clans but it’s still a bit early to spill the beans on these whilst they are still being worked out, I’ll be starting implementation on clans next week so look for more info next blog!


Last week I mentioned a few bugfixes and debugging features I’d been working on for a potential hotfix build I was hoping to get out this week but the work on extending the interaction system has taken me longer than expected and we haven’t had time to really test these fixes and changes so no hotfix this week.
Because these fixes aren’t for major blockers I’m thinking it’s going to be most efficient to just roll these into the next major experimental patch instead.

Dev Blog