These locations are the S.S Haven, the compound in Holman Island, the Kensington Campground, the military box in the barricaded house in Montague, the air traffic control tower at the Belfast Airport, the town and the lighthouse in Summerside Peninsula and the gun store in Burywood. At that point it will have been almost 3 months since the last preview update.The Zubeknakov is found in 8 locations, places which are mostly mixed with civilian locations.
#Unturned how to go third person update#
Hopefully wrapping up the next 4.0 update with basic AI combat.
Not an exciting feature, but I intend to add an in-menu implementation of the Stockpile (rather than opening the web browser) to hopefully bolster the game's sales. Built-in rain and snow ought to be converted to custom weather as well. Promised features for the custom weather system needed by the next-next map are long overdue, so that will take first priority. Again hoping to have something to show next month. This would bring a lot of benefits like lights and shadows perfectly matching between perspectives. Similarly animation related, I have been experimenting with procedural animation to fully merge the first and third person animations. It seems to be working fairly well so far, and if I get the time to put together an Unturned example I will share the tool. Personal Prototypingīack in November I took Richard Lico's Space Switching Course and have been putting together a Blender tool for a similar workflow. For example, rather than the bandit knowing they are shooting at a player and stopping when dead, they are just shooting at "the best available hostile target location" which happens to stop being hostile once it dies. So far I have been experimenting with keeping the AI dumb about "what" they perceived, but I am not sure how far this can go. At night time sight threshold is influenced by point and spot lights. This was prototyped with the drones (can only see moving targets), and could be interesting as a distance factor for bandits. Could be interesting for a zombie type, or wild animals, and certain items could disable the trail. This will leave a trail of points behind the character, and certain AI can follow the trail. Some of the core senses I have decided on: Most of my time was spent on 3, but I did fix a variety of bugs and began the foundations for perception. It is funny to see bandits and drones shooting each other in 4, albeit without any form of tactics or strategy. In particular this bottom layer rewrite drew heavily from his Serialization Strategies and Reading and Writing Packets posts. position, rotation) to and from the network buffers.īack when writing Unturned's netcode the first time around was a great resource, and now he has even more useful posts. I have been rebuilding the bottom layer for next Friday: converting game data (e.g. Since my main goal for Unturned this year ( described in the previous blog post) is to rewrite the netcode, I figured best to get started early. There is a lot to do, but hopefully this will save a nice bit of memory. I added a tool to hash all assets in the Unity project to find these duplicates, and started work on consolidating them in order of severity. Since each item, object, vehicle, etc used to be in a separate asset bundle there are a stupid number of duplicate files. Fortunately most items have axis-aligned cameras. This converted the renderer world space bounds into camera space to find the center and dimensions, but inflates the bounds when rotated. I brought the automatic item icon measurements from 4 back to 3, which then highlighted a lot of flaws with the approach.
These maintain your relative position between the entrance and exit, so non-Euclidean spaces can be faked e.g. It feels like we are back in 2016! Most of this month's work was not particularly exciting, but here are the highlights: Unturned Stuffįor the next map coming soon seamless teleporters have been added. Anecdotes from the past month of gamedev.įour weeks into 2021, and four Friday updates for Unturned.