The section where the round sphere-ish part in the middle joins to the cylindrical dials and lens tube, was super difficult. The Scope for the AWM was to be honest, a bit of a bitch to model. The map may be a little lackluster, but the benefit of this workflow is we can stop scrapping things we’ve done and build upon the foundations each release cycle (yay). We should be on target for the experimental release this Friday. If you don’t have the gear for a biome, you ded.Īmber will be making a comeback soon, and will be dropped in larger quantities so we can have more fine granularity over its cost in recipes. I’m sure I’ve mentioned this before, but we will be going hard on this one. Noobs have needs too, we are going to nerf workbench storage along with making them much more expensive, the shack will be useful and youll need storage. Wars will be expensive, guns will be plentiful. The bullets (and their production) will be the prime resource here. PVP weaps will be cheaper and more common, this will give us room to introduce more weapon pimping as the weapon itself is only a small part of the cost. Edges of biomes will also be build locked, to ensure if you are going to push into a biome, that you have the gear to handle it. Contesting these valleys will have to be done on foot or in a vehicle where you risk losing stuff. We have small nobuilds around towns, but we are extending these to valleys with the richest resources. Resource hot spots (which will be more focused in this patch) should always be a decent distance from your base. It allows us to just click play anywhere on a map while working on it, and dropping in as a hurtworld character without having to build anything which takes testing if something feels right (mega important in map design) from a 20 minute job to 20 second job.Ī few important new takeaway notes from our design sessions this week:īuilding a base next to the thing you want is an easy way around wearing gear and caring about death. I spent half a day building a level testing character controller that will greatly speed up ours and modders level design process. I feel like we are understanding the elements of a survival game better than ever, allowing us to churn out lots of items and loot configuration in what feels like a much more balanced planned way, rather than throw a bunch of stuff in and see what needs balancing. Progress has been good on the content design front. Its been a chaotic week trying to wrangle the new map tools into line while redesigning our progression from the ground up.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |