![]() ![]() I wanted a more wood grain stripey wood for this one with a very matte untreated look. Next up was the redo of the Axe, this one also used materials I have used before with exception to the wooden handle. The Stone Hatchet pretty much used materials I have used before so was super quick to get this one ready. Using existing materials I can then assume that they convey the same reflection and gloss values that have previously worked for that kind of material. Having my custom materials is great because where things can be reused I do reuse them and when I want something fresh or a bit different I have a good base to build from. Firstly the Stone Hatchet which was looking like it was out of the pre-v1 alpha (and probably was) This bad boy was fairly quick to redo. I got stuck right into the old models that you see quite early in the game this week. ![]() The Mozzy patch will be launching early Jan, I will announce an exact date after the new year. There are still some niggling issues that came out of the structure manager load balancing updates that possibly cause structures to not load properly that I want to get sorted. I’ve also been working on ensuring our network infrastructure is as solid as possible in preparation for the influx of players after the release. We previously had about 19 textures being written to the terrain requiring 5 separate draw passes (4 per pass), we hope to consolidate that number to 8 ideally which should speed up minimum performance greatly. Too many of these end up adding draw calls to the Unity terrain renderer that can be costly on low end systems. As our map is made up of over 250 stamp assets it has become a pain to manage linking up every asset using the same output texture and grass definition. Mad Maps is our in house level editing tool, available free in our map SDK and available on the Unity Asset Store for third parties. I’ve spent a lot of time working on a utility for MadMaps that managed the consolidation of terrain textures and grass details. Our main regressions are an increase in town rocks, terrain texture counts and poor town event optimisation. My goal is to ensure that V2 is a performance boost from V1 for all players before we release it. The finished touches are on the Mozzy ready for the next release! This week I’ve moved on to an optimisation and stability pass on V2 in the leadup to the official V2 launch coming very soon. For those who love Hurtworld the way it is, the legacy branch will remain accessible through a Steam launch option. On January 12th Hurtworld V2 will become the default launch option in Steam. Literally make your mark on the map by competing with other clans for control over territory in special areas that crank PVP and raiding up to 11. Throughout the world you’ll find rich meteor showers, air drops and rare creatures that will constantly keep you on your toes.Ĭlans can now be made official, allowing tracking of clan mates on the map, clan driven ownership of bases and server rankings. While maintaining the existing gradual town loot, we’ve added random town events with large rewards to insight more meaningful PVP conflicts for those who want to jump in. Nullius expands into new biomes, a new layout and adds lots of new towns to be contested. Server performance upgrades have allowed us to expand the max players per server greatly and to support this we built a new map from the ground up to support the increased server population. Like always you can customize these to your hearts content. Vehicles have always been at the heart of Hurtworlds progression which we’ve extended to include a truck capable of carrying high value “heavy slot” items, as well as a punishing to fly but rewarding multiseat helicopter. We then redesigned all our weapons to be completely modular with upgradable sights, stocks, attachments and other stat modifiers making no two weapons the same.īeyond weapon customization, we took a deep look at how PVP should flow, spending countless hours refining respawn mechanics, death punishment and player loot to replace the controversial infamy system from legacy. We’ve doubled down on PVP gunplay by rebuilding the ballistics system from scratch to include a detailed recoil model and server verified bullet projection. ![]() Name your items that will persist long after your enemies have stolen them. Fly the colors of your clan with every weapon and piece of clothing now fully paintable. We rebuilt our character and equipment systems from the ground up allowing players to fully modify their appearence through character customization. Character customization / Item customization / Graphical upgrades ![]()
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