
This is just the way things are configured for the time being, we still need to give town loot a few test iterations so this is subject to change.

I’ve got loot trees setup for town loot crates in vehicle, military and construction themes like I talked about last week.Ĭonstruction crates will contain construction materials and construction items (like signs, torches and fireplaces), Vehicle crates will contain vehicle parts, vehicle paint masks and gasoline and Military crates will contain guns (rarely), gun attachments and military themed gear.Īll crates also have ammo drops and amber in their loot tree (military ammo rolls will have extra ammo however) as well as a small chance of a detonation cap. This week I’ve been working on bringing back permanent loot spawns to our towns, polishing up some mozzy issues, improving SDK build times and taking part in the trailer filming session. I also did a pass on the world items so they have decent sizes when dropped on the ground and don’t get lost in the grass. This takes more time than leaving the standard lighting snapshot in place but its well worth the effort when it comes to being able to make out the objects and looking good. I found that by showing a bit more shadow you can actually make out the form of the models and the contrast gives much more punch.

They also had a very generic lighting angle. These had a base pose that just made sure the object was in the middle of the icon square so you could see it. I’ve been trawling through the icons still and now they are all looking a lot better. Getting through a hell of a lot of stuff. I’ve also just been trying to tick off as much small stuff on my To Do lists as possible. I went pretty hard on cleaning up as much of our map stamping process and feel like I really cut down on manual touch ups a lot, still going through some stuff now but can definitely say that the map is in a much better place.
HURTWORLD V2 LETS PLAY MANUAL
I’ve spent a decent amount of time making sure that there’s as little (if any) manual touch up come build time as possible, one of the things that can really tank a release night is finding something wrong with a single stamp and then potentially forgetting to do one small manual touch up job that seemed like a pretty minimal thing at the time but can cause a ton of restamping and recapturing and those small touch ups add up, potentially leaving you with a bunch of shit to do at a very stressful time in the process. TEHSPLATTĪfternoon, this week I’ve been touching up the shoreline majorly but this time in a very non-destructive way. The invisible player tool will also be useful for admins to observe without being seen. They will require admin access to the server they are on to use, but I think will add a handy tool for youtubers to create cinematic intros etc. Lastly I made a handbrake for the Mozzy that allows the pilot to freeze the vehicle in mid air turning off physics temporarily once a desired camera angle has been set. I also made a piece of gear for the player to do the same. To help this along I built a body kit for the Mozzy that hides all default parts, essentially making it invisible. Something we found after flying the Mozzy around a bit is that it makes an excellent cinematic camera due to the smoothed out controls and aerial perspectives.

I also spent a bit of time adding some tools for capturing our new trailer which I will be putting out into the game for content creators to use at will. You will also be fairly careful who you let fly it as clipping a rock could mean the end of your whole team and Mozzy. It will be possible to land without a tail rotor if you’re lucky, meaning sending for repair crew to bring you a new one might just save your Mozzy. Tail rotor will send the Mozzy into an uncontrolable spin, main rotor will be falling from the sky.

Things like startup time take ages in real life so this is much more on the side of arcadeyness, destruction on the other hand is going to be fairly realistic. My focus here is finding a balance between realism and arcade fun as to create as many interesting situations as possible. Adding sound effects, designing the destruction model and exploring simulation changes based on destruction. This week I’ve been pushing forward with the Mozzy detailing.
