Инструкция Hurtworld - как играть по сети в мультиплеер

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Hurtworld - это хардкорный многопользовательский шутер с уклоном на глубокую систему выживания, которая не становится тривиальной после обеспечения базовых потребностей. Те чувства, когда ты пытаешься развести костер, чтобы не замерзнуть насмерть, или спасаешься бегством от враждебных существ, и определяют этот жанр. Осознание того, что вы сумели справиться со всеми вызовами и освоиться в этом мире, прекрасно. Но что вы сделаете после?

Hurtworld побуждает вас покинуть зону комфорта ради ресурсов, лучшей добычи и технологий. Там вы столкнетесь с более опасными существами, суровой средой и новыми трудностями, преодоление которых требует должного снаряжения и умений. Ограничитесь ли вы костром, луком и стрелами, или решите отправиться вглубь карты в поисках автомобильных деталей и лучшего вооружения?
Эта игра создана для стремительного PVP и PVE, где все упирается в ваши умения и опыт...

Dev-блог 189

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Major changes incoming: Building 3.0, base upkeep, two new radtowns, procgen improvements, Hapis Island updates, and more. This patch wipes servers and blueprints. Enjoy!

Building 3.0
The new building system is in! Here's what you need to know:

  • Foundations can now be placed at a half height offset
  • Added half height walls
  • Fixed various wall stacking exploits
  • Roofs occupy wall sockets and can no longer be used as honeycombs
  • Building privilege is emitted by the entire building
  • There can only be one tool cupboard per building
The team over at Rustafied have made a pretty nice introduction video about it all.

Building Upkeep
Alright, I finished it. We used to have it so that as long as a door was opened, your base would not decay for days. This had a few problems associated with it.

First, nothing ever decayed, because even if you lived somewhere near...

Dev-блог 188

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Dropped objects now have outlines, the first look at the stone quarry monument, recoil fixes, map changes, and more.

Object Outlines
I worked on a feature this week that allows us to have a glowing outline around any object we'd like. For now I've added this feature to dropped world items. How it works is if you drop an item and it is partially occluded (by grass, perhaps) it will show you an outline around it, making it easier to find. It'll also show you a brighter outline when you're actually aiming right at the object. This effect is not in play during night time.

We may expand this feature to other elements of the game moving forward, but I want to be careful not to break whatever semblance of immersion we have with giant overlays on everything, so we'll see how this pans out.

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Dev-блог 187

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A first look at the junkyard, inventory and UI changes, half height walls, bulletproof glass, and more.

Armor Changes
I've overhauled the armor UI, making it much easier to figure out exactly what is going on.

Hovering over a segment of the player preview shown on the left will display the amount of protection for that body part: Head/Chest/Legs.

I've also changed how the display works, so it shows everything as a percentage of damage reduction.

You'll also note that selecting a piece of armor displays the protection in an easy to read manner, as well as information about which areas that piece of armor protects. Perhaps most importantly, you can now see what protection a piece of armor provides before you craft it!

A few other notes. You can now wear the bandana with the riot helmet, wood helmet, and bucket helmet. I also reduced its kind of insane projectile protection from 10% to 5%, but have increased its cold and radiation protection...

Dev-блог 186

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Tree Redux
Finally! Harvesting trees just became a little less boring: I've added a mini-game similar to harvesting nodes.

It's pretty straightforward. You hit the tree, a spraypainted mark appears where you should hit it next. Every time you hit one of the marks, your gathering multiplier increases, meaning you'll harvest the tree faster.

You may notice that you're gathering fewer resources than before with the same tools. This is due to the fact that I've changed how tree resources are distributed, because you now receive half while harvesting and the other half as a finishing bonus. You'll know when you're finished because the tree will actually fall over now! This is a clientside effect and has no impact on the server, maybe in the far future we can do something to allow falling trees be part of real gameplay, but for now we don't need to add any additional stress on the server.

This may seem like a...

Dev-блог 185

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Player Hair

I've been working with Diogo Teixeira on the final few tech issues before getting hair into Rust.

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Currently in game are two hair styles per gender, two facial hair styles and eyebrow and body hair. We've implemented some tech to make the hair deform with player clothing and fit to all player faces.

Player hair has been designed to be used with TSSAA Anti-Aliasing (found in your options). I'm continually working on updating and improving the quality of visuals both with TSSAA and other AA solutions or no AA at all.

Now virtually all of the tech has been completed, I hope to roll out a lot more hair and facial hair styles as well as hair colour and hair dyeing in the next few updates, so the few you will have now is just the start. I also will be implementing more hair and facial hair deformations to work with all...
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