Unturned

Unturned Dev Tracker




31 Mar

Post

Anecdotes from the past month of gamedev. Focused on the decisions and thinking behind the RPC rewrite.

RPC Rewrite

Unturned uses "remote procedure calls" (RPC) for all gameplay netcode. This is a fancy way of saying that when you press the "pick up item [F]" key, the client asks the server to call a PickUpItem method, and then the server responds by telling the client to call an AddItemToInventory method.

Prior to the rewrite it looked something like:

public void askChat(CSteamID senderId, byte flags, string text)
...
channel.send("askChat", ESteamCall.SERVER, ESteamPacket.UPDATE_RELIABLE_BUFFER, flags, text);

This works fine, but there are a lot of aspects to improve:

  • Back when most of this old code was rewritten nameof() was not available in Unity's c# version, so a typo could break the call and not be found until runtime.
  • P...
Read more

12 Mar

Whether you're shooting missiles across Hawaii or chucking turtles at your enemies, we showcase some of the best ideas the Unturned community has to offer! From art, to artillery, to Terry, to questions, we have it all.

Mod Showcase

A community-made mod for every kind of perfectly reasonable folk. Call in a recon aircraft that marks your enemies with yellow smoke, and then face your enemies head-on with your favorite tortoise turtle and a lifetime supply of glue.

Read more

05 Mar

Post

Late anecdotes from the past month of gamedev.

There are less days in February than I thought, so when it was suddenly March 1st there was no blog post! Then I prioritized other tasks rather than writing this. It will only list February stuff though.

We have somehow had an Unturned update every Friday of 2021! How long will this continue...?

Roadwork

A player named Zefirka emailed me last month highlighting that all of the older maps had wonky jagged roads, and kindly offered to help update some of them. I had to decline the offer because we do not have a contributor licensing agreement (yet), but it did remind me that the nicer spline roads were added all the way back in mid 2016, and at the time I had decided it would take too long to manually update the existing maps.

I think my perception of time has changed since then. My plans for updates were a week or two ahead, whereas now my chang...

Read more

12 Feb

Short, but first community blog of the year 2021! We explore some of your questions about Unturned II's mechanics, take a peak at some community-made content, and export some icons.

Exporting Icons

With the 3.21.5.0 earlier this month, we removed unnecessary icons from the …/Extras folder. The icons and econ images took up a lot space (nearly half a gigabyte!) despite not being used for anything in the game.

Menu for exporting high-quality item icons.

However, the icons can still be exported by going to: ...

Read more

31 Jan

Post

Anecdotes from the past month of gamedev.

Four weeks into 2021, and four Friday updates for Unturned. It feels like we are back in 2016! Most of this month's work was not particularly exciting, but here are the highlights:

Unturned Stuff

For the next map coming soon seamless teleporters have been added. These maintain your relative position between the entrance and exit, so non-Euclidean spaces can be faked e.g. "it's bigger on the inside!"

I brought the automatic item icon measurements from 4 back to 3, which then highlighted a lot of flaws with the approach. This converted the renderer world space bounds into camera space to find the center and dimensions, but inflates the bounds when rotated. Fortunately most items have axis-aligned cameras.

Since each item, object, vehicle, etc used to be in a separate asset bundle there are a stupid number of duplicate files. I added a tool to hash all assets i...

Read more

31 Dec

Post

Looking ahead to the new year.

For 2020 along with the regular updates I completed three big refactors that had been on the to-do list for a long time: foliage streaming, network transport layers, and support for uGUI. This has me feeling optimistic (aside from Unity frustrations...) for refactoring in 2021 with one particular goal in mind: eliminating multiplayer "lag lines".

Currently in multiplayer the game has awful lag spikes / hitches / stutters when loading large bases on the client. A lot of players refer to this as "lag lines" because there is no hysteresis - walking back and forth across a grid cell boundary repeatedly destroys and reloads bases.

The core problem is that all barricades and structures in a region are synced in a single frame. The server has to send a lot of data all at once, and the client stalls the game thread to process it and instantiate all of the objects. This is currently necessary becaus...

Read more

25 Dec

Festive tidings, and happy holidays! A creator spotlight and more, in this very merry blog post.

Creator Spotlight: Rooslahn

This creator spotlight is dedicated to Rooslahn, and everyone else who has helped with putting together his "Left Behind" cinematic roleplay series on Unturned console edition. The first season ended earlier this month, and Rooslahn has been releasing teasers and scenes for a Season 2.

"Left Behind" scene 1 – a 2020 Christmas teaser.

He has "always loved video games, [and loves] to entertain people". There is genuine passion behind what he loves, and genuine appreciation for those that have helped him along the way. Console edition is definitely an interesting choice for the project, and to give Rooslah...

Read more

18 Dec

Post

Suffice it to say, the 3.20.16.0 glazier update did not go as smoothly as planned.

This month I had been planning to work on AI interaction in Unturned II aiming for some survival gameplay by the end of the year. Unfortunately the glazier update was followed by a stressful week of crunching to patch issues and address feedback, and then a sad week adding optional support for IMGUI as a fallback for players experiencing Unity bugs. Unturned is probably the only Unity game that fully supports both IMGUI and uGUI... not a fun accolade.

The next devlog will be delayed until hopefully sometime in January. I will take a bit of time off and catch up on a few miscellaneous tasks, but there ought to be another couple blog posts to wrap up the year.

The post In-between Devlogs #042-043 appeared first on ...

Read more

04 Dec

Post

4.20.14.0 update with shade zombies, punching, and more!

Zombification

Initial support for succumbing to the infection has been added. For the meantime it is triggered with the /zombify command, but eventually it will be tied in some way to damage from zombies.

Your zombie will wander away with all your gear, so you will need to hunt down and kill them to recover it. They are currently passive, but I think it would be interesting if higher level/geared players produce more dangerous zombies. There will probably need to be a limit of one "shade" zombie per player on servers to prevent griefers from spamming them.

Another idea I am toying with, rather than wandering, would be if the zombie stays in a ragdoll state until someone startles it. This would keep you on your...

Read more

12 Nov

Post

4.20.13.0 update with weapon stances, one-handed animations, lasers, and more!

Weapon Stance

Each weapon can support one-handed and/or two-handed stances. You can equip a weapon that supports both in your dominant hand slot to use it with both hands, or in your subordinate hand slot to one-hand or dual-wield. The pistol is fully animated now with left, right, and two-handed animations. Certain actions like reloading require both hands and work properly when a different item is in the other hand, whereas others can be performed simultaneously like changing your attachments.

Handedness

Rather than lazily mirroring the denizen mesh, the animation is now mirrored at runtime for body and weapons separately. This means text and symbols are not backwards on left-handed c...

Read more

30 Oct

Post

Well, I did not expect to be writing this!

Unturned II

I have made some progress since the last post, for example adding the ability to switch between one-handed and two-handed weapon stances, but I will save those details for the next devlog. Almost all of my time this past month has been spent on the "Potential UI Rewrite" for Unturned mentioned in the "In-between Devlogs #040-041" post.

Since this has resulted in spending two months on Unturned rather than Unturned II, my plan is to commit as much of November and December to Unturned II as possible, and hopefully finish one of the "exciting" features like open-world enemies by the end of the year.

Glazier

A "glazier" is a tradesperson who does glasswork. I decided this was a good name for the Unturned UI refactor, as the system would need to learn a new technique: uGUI

The goal here was to almost seamlessly convert the entire game UI ...

Read more

02 Oct

Revisiting custom artwork on SteamGridDB, now taking applications for in Discord server moderator election, some tweaks to the SDG Blog, and more!

Creator Spotlight: TheNexusGuy

TheNexusGuy is a self-proclaimed "random YouTuber", and sometimes they made cool-looking stuff in-game. While they don't seem to be an active part of the community anymore, it's still worth viewing some of neat content they've done in the past!

A ...
Read more

25 Sep

Post

Update on what I have been working on for Unturned 3.x and Unturned II.

I have ended up working on Unturned 3.x more than expected these past few weeks. There has been some nice progress on Unturned II as well nevertheless.

Transport Layer Rewrite

Rewriting this aspect of the netcode has been on my to-do list for a long time, and was the main task I mentioned in the previous devlog. In a case of bizarre timing Valve actually deprecated the old V1 Steam Networking the same day I began working on the new V2 Steam Networking! The changes are essentially ready to go now, and we just need a fix from the current Steam client beta.

...

Read more

28 Aug

Post

4.20.12.0 update mostly fixing stuff from the previous update.

Left Handed Mode

While it may not have a gameplay impact, I do want to support left handed characters to make left handed players more comfortable. It impacts a lot of systems and is good to tackle early on. You can now use the "/MirrorHandedness" command to switch the character between left and right handed mode.

It uses much the same approach as in Unturned by flipping the entire character. Last night Molt realized this does not work at all for vehicles, so we might need to take the trickier approach of actually mirroring the animations instead for the next update. At least that will resolve the oddities of flipped text and models.

One Handed Keybinds

Dishonored is one of my favorite games, and unfortunately I defaulted to the confusing right click uses left weapon, left click uses right weapon from that game. Now the left and right ...

Read more

21 Aug

Post

4.20.11.0 update with Scorpion-7 defenses, electric flashlight and dual-wielding pistols.

Trirotor Drone

Scorpion-7 personnel left these automated defenses watching over their facility during evacuation. Their scanners detect motion, so you can stand still while they pass over you to remain unseen.

... Read more

07 Aug

With the 3.20.6.0 update on July 10, 2020, we upgraded the text meshes to use TextMesh Pro. They look nicer and offer better performance, and apply to the vanilla flags, placards, and signs. Additionally, they come with a handful of new features for sign enthusiasts to enjoy.

RGBA colors

From left to right: all predefined colors, alpha from 100% to 0%, and color and alpha combined.

Relevant tags: ,

The simplest way to change color is to use a predefined color name, with colorName">. The predefined colors are case-sensitive: black, blue, green, orange, purple, red,...

Read more

26 Jul

We hosted a live AMA session on July 14, through the Unturned Official Discord server. We received a couple hundred questions, and Nelson Sexton—creator of Unturned and Unturned II—responded to a lot of them.

This blog post is a recap of that event. Specifically, it covers any questions about Unturned II and its ongoing development. There is a separate blog post dedicated to Unturned and miscellaneous questions.

Some questions and answers have been adjusted for general readability. In a few circumstances, our answers have been clari...

Read more

25 Jul

We received a hundreds of questions during the live AMA session hosted on July 14, through the Unturned Official Discord server. Nelson Sexton—creator of Unturned—responded to a lot of them.

This blog post is a recap of that event. Specifically, it covers any questions about Unturned, Smartly Dressed Games, the community, and general game development thoughts. There is a separate blog post dedicated to Unturned II questions.

Due to the live nature of the event, this recap has rewritten some questions and answers for general readability. Some of the more casual or personal questions that we answered have not been recapped. In a few circumstances, our answers have been clarified upon slightly where necessary.

Unturned

Q: How did you meet modz2much, and what was the deciding factor in choosing them as the coll...

Read more

24 Jul

Post

4.20.10.0 update with permissions and converted models from Unturned.

Prop Conversion

The foundation of a pipeline for automatically exporting assets from Unturned and subsequently importing them into Unturned II has been assembled. For now about 500 props have been converted, and a few thrown together on a haphazard test map.

The converted prop map should be useful for working on survival and core game features, as opposed to the spawn killing on the sandbox map. Once plans are eventually finalized for destruction mechanics work will resume on actual Unturned II props and maps.

In the future I predict there will be interest to play the original Unturned maps in Unturned II, so these tools will be useful for converting official maps like Russia as well as workshop maps.

Admin Permissions

In the previous update anyone could use the time commands. To prevent that a basic role system has be...

Read more

07 Jul

Post

Looking back on the past year.

Thanks for another great year on Steam! It was three years ago today that Unturned 3.0 released from early access, and six years since Unturned 2.0 originally launched into early access. It has been about seven years since my initial work on Unturned 1.0 - yikes!

There were sixteen Unturned II devlogs, and fourteen Unturned updates (excluding minor ones) this past year, so the development focus was split about equally. Despite not many direct gameplay changes to Unturned I feel like there has been a lot of good work to improving the quality, and intend to continue e.g. eventually revamping the netcode. I also hope to continue shifting more dev time towards Unturned II, but think it is important to show that commitment to both games for the long haul.

Reviewing Announcements

Each update had its fair share of changes if you would like to read them. These are my thoughts looking ba...

Read more