5/20/2023 0 Comments Hurtworld v2 cant make ar15The town loot attachments are intended to be minor upgrades. The AWM is setup a little differently, its base attachments are always the same and will not be found in town loot. Because of this the stock AR15 selects its attachments randomly but I restricted the more interesting sights like the red dot and scope to be found in drops only. Once the items were created I setup the stats for the items, currently the AR15 attachments are intended to be a kind of side grade where you pick the attachment depending on your playstyle and what you are doing, there shouldn’t be a clear winner (except maybe for sights). Ideally we would’ve been able to leave these items as the same item that can be applied to either gun but although we have most of the visual side of that tech working we also need to extend the gameplay systems so we can do things like define separate sight offsets based on the root item. the red dot sights for the AWM and the scope for the AR15). I also spent some time setting up the attachments for the AR15 and AWM.įirst up was creating the crossover attachments (ie. The mask/pattern selection occurs separately to the color selection but is also broken down into tiers, this is something I think I will be tweaking in the coming week as some of the more complex patterns can look a little strange without all the color channels set so I think linking the mask selection so the rarer patterns are much more likely on a tier 3 color roll would be for the best We’ve separated the colors into tiers of rarity as well (as you can see in Mils’ post), tier 1 rolls set one custom color channel, tier 2 sets two and tier 3 sets all 3 channels to custom colors. For instance the AR15 is setup to mostly appear as stock without any custom colors or patterns but has a chance to roll some custom colors. This allows us to give completely different options to different gear sets, we can have as many different rarity levels as we choose and structure the mutator however we want. The mutators ended up being great for this purpose as their generic tree/node structure doesn’t lock us into any specific setup. This involved setting up the item mutators for each item with visual options. This week I finished up work on the 0.4.7.0 patch that released last friday. This should create some interesting encounters between players. We hope this will create road war type situations that will require large groups to move the truck and other large groups to attack the truck. The Slug will act as a multi heavy slot hauler that can move bulk items in large quantities. The Heavy Slot will be applicable to the player also and will be used to haul large objects. We are going to implement the ‘Heavy Slot’ with this vehicle. These shouldn’t drift too far from the current vehicle textures, the main difference will be the wear marks on the paint, and the use of more correct PBR material types. We will be pushing the stylized PBR workflow into this vehicle and will probably rework the other vehicle textures later on. I will be changing the vehicle texture style to come into line with our newer more polished texture style. It has been sitting mostly complete for a while but the textures need work. I am starting to re-texture the Slug, which is our big hauler truck that has so far never made it into the game. We will add more colour schemes in the future, but have more pressing items to get on with right now. When combined with the different masks it makes for a fair bit of variation. These colours get brighter as they go up the tiers and have more varying colours. There are 3 Tiers for the colour schemes right now as you can see in the image below. The colour schemes as I said recently are selected by me and are not as ‘Eye Cancer-y’ as the early testing colours that were way too bright for the most part. These are in the game now and are looking nice. So I got the masks for the AR15 and the AWM sorted out last week.
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