


Likely I will run the engine like a campfire, giving off heat to itself. As everything is just item based, we can do some cool stuff with item transitions like flat tires, overheated engines based on external environmental factors. It works mostly like gear on a player, each item you equip changes the look and behavior of the vehicle. I also built the Vehicle attachment system to support the awesome vehicle customizations that Mils has been designing. Here are some of the weapons in action (Our resident AV guy Chris is away this week, excuse the quality): This problem is solved without overhead by using the time tick the bullet was fired as a random seed, this paves the way for me to add recoil and movement inaccuracy to all weapons which is desperately needed. Usually this is done by seeding the random function the same, however pre-sharing this value on each bullet for an automatic weapon is a decent bandwidth overhead. The challenge posed was that our server and client both simulate the projection of bullets to prevent cheats, and this simulation needs to be exactly in sync otherwise nothing works. We need the client and the server to both generate the same pseudo random number for each bullet fired. The shotgun is the first weapon with actual inaccuracy which has been something I have needed to get around to for a while. This makes for some cool emergent behavior and a bit of a nightmare to balance so I think I’m going to hold off on that one until we know how it will affect climbing bases etc.

I also created a test build where spears stuck in walls could be stood upon. Wherever the spear lands it will stick and can be reclaimed. Spear can be used in stabby stabby mode or thrown like a javelin. This week I finally got around to implementing some long awaited new weapons, the Spear and the Shotgun. Hey folks – we’ve got 22 days until Hurtworld hits Early Access on December 4th, so we’re all flat out adding in as much juicy content as we can, fixing bugs, and getting ready.
