Hurtworld map large2/14/2024 I was going to create a physics simulated machine that gathers everything around it that can be tethered to the Mozzy, which dangling it over loot would collect it for you, I think it might be a bit too clunky and get in the way of the fun part which is shooting the fuck out of everything with rockets!īase destruction is trivial to add to rockets, so we will also include a base raiding rocket variant that can blow through walls instead of using C4. Mining rockets can be dirt cheap allowing you to get tons of practice hitting small targets before trying to chase down a roach in a convoy. We will likely use different rocket types for PVP, mining and base raiding so we can balance the costs. Haven’t quite figured out how collection will work, but flying around specially built islands in a mozzy sniping resource nodes is stupid fun and has a high skill ceiling, definitely gonna work chopper mining into this patch. Dropping this patch is our first (hopefully of many) in vehicle weapon system: Rocket pods on the Mozzy.ĮDIT: Replaced giphycat with youtube as it is still choppy Overall I’m really happy with how it feels, should have done that ages ago. Its actually hard to tell anything has changed, it just feels more cosy and running places takes less time. To make up for these things we have scaled down the main island by 25%. Nullius has always felt a little large, if we add more islands the map is going to be massive and we don’t want things to feel to sparse. What good would adding islands be if baller clans couldn’t take over their own entire island! Utilizing a revamped territory control system, islands will be claimable and show on the map who controls it along with exclusive loot rewards for holding the specific island. Getting through these challenges will have big rewards. This will include creatures in higher numbers than you’re used to, as well as all our new creatures with new attack mechanics. We’re still working out the restrictions, but likely will contain nobuilds and no fly zones on the island requiring you to take on a large group of enemies head on. Some of the islands will exist as PVE challenges that favour creatures and force you to face them head on without construction, vehicles or long range kiting. These islands will contain new creatures, loot, challenges and mechanics not yet seen before. The biggest change is the introduction of islands a long way off shore of the main island of Nullius. Content that has been in the works since 2016 all finally rolling in together with systems we’ve been planning since day one. Island Hopper / Creature Update – 18th June After 3 and a half years of development post Early Access release (5 years total) plus a few quality of life upgrades coming this patch, we think the game is fairly representative of the quality that will continue throughout the rest of development, and we’ve hit every major goal we set out when we entered Early Access. For the most part, Early Access is just a marketing tag that I think we’ve outgrown. This by no means that we’re done developing Hurtworld, I’m more excited about upcoming features than I’ve been for a long time and we still have some big plans. The good news is we’ve brought forward the next release to be the 18th of June, which if all goes to plan will be our release from Early Access!! Instead we’ve opted to leave much of the existing progression as is, and extend the progression into the new islands with completely new endgame content. The reasoning for this change is that retrofitting the 5 new creatures into the existing progression, designing the difficulty progress and suitable loot rewards would require reshuffling all our existing progression only to be changed again with the upcoming island hopper update. This means there Won’t be a patch this Thursday. To save me a bunch of work so we can still work towards what we’ve been planning for our release to exit early access we’ve decided to roll this Thursdays patch into the next content update. Unfortunately it looks like Tom won’t be available to work on Hurtworld for the next couple of months at least, leaving us an important man down for the upcoming releases. Its been a chaotic couple weeks in the studio, we’re still hard at work on the next patch but we’ve been forced to restructure our plans slightly. We’re back with another instalment of Bankroll does stuff.
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