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Hurtworld v2 fly
Hurtworld v2 fly






hurtworld v2 fly
  1. HURTWORLD V2 FLY DRIVERS
  2. HURTWORLD V2 FLY PATCH
  3. HURTWORLD V2 FLY SERIES

But starting to make things really start to pop. Lots of problem solving working out ways to film live action segments in game engine. Whattado, It has been a great week watching some of the trailer come together. Looks way more interesting, colour should pop out more when in your base. One Last thing… I also just got this done too. Hopefully this will yield massive performance increases. I also helped Spencer modify our main rocks so that we save a lot on polycount across the map. You were killed within a Territory Zone and should not be there for the time being.

hurtworld v2 fly

  • You were killed within a Territory Zone and are taking damage because you are not supposed to be inside there for the time being.
  • These 3 icons (from the left) aim to convey the following information to the player… These will pop up next to your health bar like the other binary effects such as ‘no build’ etc. The bottom three icons will help players discern 3 Binary Effects. I also created 3 icons for the Territory System. I took my time making a nice glowing charcoal material for this and it came out really well. Next up I remade the campfire still based roughly on the original mesh but with much nicer textures and a more efficient mesh. This came out pretty nice and is made up of multiple materials, so it will contrast against all the construction wall types.

    hurtworld v2 fly

    To get around this we created another one and are going to use the original as the Territory Marker so no work wasted there. As I think I may have mentioned previously the first Clan Totem looked a bit Grey against the metal walls inside the construction system. First up I created the Clan Totem do-over. I hope to have all this completed this week. Next on the menu is designing the sounds for it, dust particle effects when near ground, and blade animations. I have a rough prototype working well now, but my OBS is recording at 15fps since reformat so you’ll have to wait until next week to check it out. We are using the mouse to control pitch and roll, A&D as yaw as in most games. To do this we need to clamp the mouse to the center of the screen for specific vehicle seats, then pack our mouse deltas into the direction vector that is usually sent assuming the server knows what to do with it, then not render the client side mouse movements. The biggest challenge is we currently have no mechanism of locking and capture mouse movement on the server for vehicles.

    HURTWORLD V2 FLY DRIVERS

    Helicopters work fairly similarly to other vehicles in our systems, just a drivers seat, rigidbody and some forces based on input. I can’t stand the modern take on choppers that you can’t crash even if you try, so I’ll definitely be making this one a challenge.

    HURTWORLD V2 FLY SERIES

    I’m a massive fan of the old Battlefield series choppers (like BFV) in that they were tricky to fly, and in the wrong hands would mean a dead squad. This week I’ve moved onto implementing our first aerial vehicle, the Mozzy (Helicopter). I’m pretty happy with how it came together and checks another thing off the list of todo before V2 release.

    HURTWORLD V2 FLY PATCH

    Last week was full steam implementing the territory control system and getting the patch out the door.








    Hurtworld v2 fly