I don't look forward to posting these updates. Each one of these devblogs is a reminder of how much we're failing you. So here's what's been keeping us busy this week.11 April 2014
We put Rust on the Humble Store. We didn't sell Rust anywhere but Steam, because it's early access and we're actively developing we didn't want to whore it out everywhere. Honestly - right now, the less people playing it the better. But Humble Store changed our mind. 10% of all sales go to charity. So we decided it wouldn't hurt.
So that's been keeping us busy.
- Dan has finished the Bear Trap model, and Alex has animated it.
- Alex and Tom have started investigating a more customizable player model.
- Tom is also finishing off work on the new rocks.
- Andre has been exploring the possibility of dumping viewmodels and using the player's model instead.
I want to explain more about the Item Editor. I want to make it clear why we're bothering, and why it's awesome. So let me walk you through how the Camp Fire item works.
If you click the link above you will see a number of modules. For any item these modules can be turned on and off.
World Model controls what the item looks like when you drop it into the world (right click > drop). This could be a different model to what it normally looks like. It could be a sack for example.
Container means that this item can contain other items. You can specify what type of items, and whether these items are accessible in the inventory, world model and deployed.
Crafting lets you define blueprints to make this item.
means this item can be placed in the world when selected in the belt bar.
The oven lets you specify the temperature this item and its contents reaches when switched on.
And then we have events.. these events all add context options to the fireplace. So when you right click in the inventory or 'use' in the world, you are presented with these options.
These events have conditions. So for example.. the "Ignite" option won't show if the fire is already on, or if the fire doesn't contain fuel.
So here's how that looks in game when you use the item.
So the fire works. What about cooking stuff? Well, that's generic too. Take a look at this page. As you can probably see.. this event gets run when the temperature is between 150 and 250. When the cooked var reaches 100 the action gets run. Which is to swap the current item with a cooked version.
This is nice and generic, nice and open. We can easily add an event to cooked chicken so that if t's cooked for another 60 seconds, it becomes burnt chicken. Then if it's cooked for another 60 seconds it becomes charcoal. This exact same logic can be applied to a furnace object, or a freezer - without any extra coding.
So what about fuel? You need to put wood in the fire, right? Well technically not any more. We can add the burnable module to anything and it instantly becomes a fuel source for an oven.
We made a bold decision this week, which will mean that the next update will either come a lot faster than we're expecting, or a lot slower. We're hoping it's a lot faster, and I hope I have more to share about that next week once we've walked the path a while.
Sorry again for this huge update void. Please understand that when we released Rust we didn't expect anyone to buy it, so we thought we had lots of time to slowly remove shitty placeholder code and replace it with super awesome future proof code. We expected to slowly build up a following while we were developing. We need to make drastic changes to the codebase to be able to continue.
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