fokirealty.blogg.se

Paint the town red v0.3.8
Paint the town red v0.3.8




paint the town red v0.3.8
  1. #Paint the town red v0.3.8 install
  2. #Paint the town red v0.3.8 update

We’ve discussed the live branch to the ends of the earth, we just needed to get stuff done. We’ve been a bit quiet on the old community interaction for a while… we haven’t released anything new for a while, it doesn’t really make sense to get feedback. We do actually want (and need) your feedback I still believe there are amazing possibilities to explore. Nobody would say we got Hurtworld perfect the first time, and I think its safe to say the survival genre is still a bit of an awkward experiment straddling between Arma and World of Warcraft. So we are sort of back where we started, which I have no problem with. We have a truckload of buildings and city assets waiting to go into the map, more and more of these will be added to the generation landmark sets as we go. As a minimum we can change the random seed to generate a new map with no effort, but I hope to slowly improve it as time goes rather than it stay as a monolith that I don’t dare touch like daemonsland. What we are releasing on Friday will be a completely procedurally generated map, meaning by tweaking configuration values we will be able to deploy a new map with very little effort. Things like blueprints, how and where resources come from, punishment for death, kill loot, durability, repairing, respawning mechanics, teleportation, raiding costs etc.Įach new experimental wipe, I also hope to include drastic map changes. Once our new systems are stable, I expect this to take about a week maybe 2, we will start to introduce the new gameplay elements I’ve been talking about in the blog for ages. The awesome part about re-implementing the legacy progression is how easy it was with our new tools, this means iteration will be mega fast. We need to test our new systems at scale before thinking about game play experiments, we have done an enormous amount of work under the hood, so this week will be to let everything break and give us some time to fix it in a controlled environment. This is in the interest of walking before we can run. As much as we can cram into our new systems, we aim to match what we already had. This weeks build will be a much buggier version of the current live branch of Hurtworld (not super exciting).

#Paint the town red v0.3.8 install

Like a configuration from one of our experimental weeks? Grab a copy of the mod project and keep working on it or install it semi permanently on your server. We now author content for vanilla Hurtworld using our own mod tools, meaning while we are flipping Hurtworld on its head making experimental builds, modders can start doing the same. Probably the most exciting thing about the Hurtworld post ItemV2, is that over the last 8 months we’ve been working our asses off to restructure the way we work to give modders almost as much power over the game as we have ourselves. We eventually hope to distill the perfect survival experience from these experiments, and refine it into a polished game. The ultimate test of these experiments will be how much you guys want to play them. We are going to prototype drastically different types of survival without worrying about staying true to our roots. One week might be on a massive map with an RPG progression, the next might have guns everywhere and make C4 super cheap. The current live branch will remain for those who want a more stable experience, and each week / fortnight we will be wiping and releasing drastic changes to the experimental branch. We have established the wipe schedules, which have obviously become stale after a long period no new content. The only way to figure these things out is keep trying different things, rapidly iterating and scrapping until we break through the barrier. The hard part here is determining whats a bad idea vs sub par execution. We are trying a lot of things that really haven’t been done before, and with that comes a lot of stuff that doesn’t work first time. Over the weeks / months of internal testing I’ve tried to do, I’ve found that my goals for the systems we’ve been building aren’t as simple as “throw them in and game is 100x better”. However you probably know by now to take whatever I say with a bag of salt With that, I will outline our plans for the next couple of months. Our Friday internal build was close enough to releasable I am confident we should have something to push to experimental this Friday! For the first time in ages, Hurtworld is playable again. Hi Guys, a much more positive note this week.

#Paint the town red v0.3.8 update

The post Hurtworld Update #83 appeared first on Hurtworld. Our Friday internal build was close enough to releasable I am confident we should have something to push to experimental this Friday! With that, I will outline our plans for the next couple of months. Spencer Hi Guys, a much more positive note this week.






Paint the town red v0.3.8