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Friday Devblog 8

<img src='http://files.facepunch.com/garry/2014May16-18-59-42.jpg'> We made some good progress this week. Here's what we've been up to.

16 May 2014
Devblog
The headliner this week is that we got the Procedural Maps working in game. So we're not jumping around on three green squared any more. It's still early days - and it's getting better every day.
[video src='http://files.facepunch.com/garry/61_m8A.mp4'][/video]
[video src='http://files.facepunch.com/garry/2014May16-19-21-21.mp4'][/video]
The procedural map started out with grass. We were using Unity's own grass system.. and it looked great in a lot of places. Unfortunately it used an extra 600mb because of all the meshes it generated. Plus there were noticeable lag spikes when you were moving from area to area as it re-generated. So we need to roll our own solution to that again. And we need to roll a solution that we can justify forcing on. For now we're running without grass.
You know what sucks in PC Games? When you want to tweak the graphics to get better performance you usually have to go into the main menu, then options, then graphics, then tweak, then apply, then back into the game. You end up spending an hour tweaking graphics before you play. I hate that like poison. In Rust we have a F2 menu. It's called the F2 menu because it appears when you press F2.
[video src='http://files.facepunch.com/garry/88_pDB.mp4'][/video]
The animations need work, but they're in.
[video src='http://files.facepunch.com/garry/2014May16-19-09-49.mp4'][/video]
You probably noticed those awesome lakes in the map. Well we added swimming.
[video src='http://files.facepunch.com/garry/64_EJL.mp4'][/video]
The basics are there, we still need to fix the animations, and have coldness/wetness consequences to entering.
The rock is back :)
[video src='http://files.facepunch.com/garry/2014May16-19-07-18.mp4'][/video]
Text chat is back. Dropped items are no longer invisible. I implemented string tables. Players/Objects that fall out of the level are handled properly. Convars can be set from the command line.
[video src='http://files.facepunch.com/alex/2014-05-16_14-47-48.mp4'][/video]
Another productive week. I think now the new terrain system is in people are starting to realise the scope of the changes we're making. I hope it's obvious that we're not just re-creating the current version of Rust with better graphics, we're also improving and re-thinking things along the way. We're getting closer and closer to the point of being actually playable and fun.. but we don't know exactly when that will be. There's already a bunch of people on the experimental server - and thanks to them because by just showing up and making a mess you're really helping us test the new systems and new net-code.

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