Introducing the first continuous gathering system, the automatic drill (and the new blast furnace) On the other side of that, we want to reward players that invest in gathering techniques for specific resources to create an ecosystem where trading actually makes sense. We love the feeling of claiming land and building massive structures, we are working on tuning the metagame to reward players that occupy more space. Raiding and defending tends to be a test of who spends more resources rather than skill - we think this is boring. This doesn't leave much room for creativity. Generally the optimal way to construct a base is similar to constructing a bank safe. The main challenge with base construction in survival games is balancing the raiding mechanics. Two game-play elements we've been working on improving are gathering and base construction. For the last couple of weeks we've been focusing on fleshing out content and trying to clear out all known bugs before we unleash the alpha. We are shooting for 50, during early alpha it may be less than that until we iron out some client side performance issues. Where can we talk about ideas / suggestions / bugs?įor general discussion we will be most active on reddit: Go for it! All I ask is that you clarify that we are in very early alpha when discussing the game. Yes! During the first phase of the alpha we will only be releasing the Windows client (which can be used to run a server), not far off we will release a Linux headless server build.Ĭan I make YouTube videos / stream / post thoughts? It's not out of the realm of possibility that a server will have its own unique map designed by its admins. We will eventually release an SDK for Unity so the community can create their own maps in-engine. Currently in dev is dynamic machines, crafting automation and item/resource pipes and electrical cables!Ĭurrently we are focusing on hand crafted maps. Built to be extremely flexible we plan to create a massive library of both static and dynamic construction blocks. ![]() This system will be one of the more fleshed out parts of the alpha, you can claim a plot of land, construct a home/stronghold using small prefabricated pieces of different shapes and sizes. We feel that survival games deteriorating into deathmatch is due to a lack of endgame content, and plan to address this by giving players other goals to set themselves. That said, murdering your fellow Hurtworldians needn't be the focus of the game, just a tempting option. Yes PVP is an important part of Hurtworld. We plan to release some minigame modes in future to run alongside the full survival mode, I can't wait to see what other people do with a solid FPS framework with the backing of a fleshed out survival game. We are designing the game we want to play most, however the framework of player movement, gear, combat, environmental effects, AI, vehicles, construction and gathering can all be applied to vastly different game modes with very little work. I look at Hurtworld as a platform for different sandbox game types. The best thing you can do to ensure you get a key is spreading the word to increase the chances we can support a server in your region. Keys will be released in batches based on date subscribed, and enough people near you to populate a server. We are working our way towards the first alpha build which we are aiming to get out by the end of June. The world is littered with ruins of times before, with plenty of tech to be scavenged. Even when well geared, procedural events can ruin your plans very quickly. ![]() There is a strong progression of difficulty the further you move away from the starting zone, including harsh environmental effects and dangerous creatures. Our first official map "Diemen's Land" is a punishing desert world. Hand crafted worlds that allow for a well balanced and tuned difficulty progressionĬreating a platform for endless game types and maps. Powerful sandbox tools that allow you to really change your environment ![]() Survival progression that never becomes a trivial, and remains a meaningful challenge through to the endgame ![]() Hurtworld is a Multiplayer Hardcore FPS Survival Sandbox. We've recently posted an FAQ, so I thought I'd throw that up here as it sheds a lot of light on where the game's at, and what we're going for:
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