Unturned

Unturned Dev Tracker




03 Jul

The Community Blog returns! We answer a handful of questions, and take a brief look within a couple of the going-ons of the community.

With the Art Contest having wrapped up at the start of last month, we return to other community news, content, and questions.

Creator Spotlight: ...

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26 Jun

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4.20.9.0 update with sky and framework for admin commands.

Informal Overiew Video

Admin Commands

Support for chat commands has been added alongside several time-related utilities. Note that permissions and roles have not been added yet, so anyone can execute them temporarily.

I decided to loosely follow POSIX / GNU argument parsing so that it can be standardized between commands. Each command can define named parameters parsed from "-key=value" or "-key value", and other arguments are treated as operands. The commands should try to be smart about the operands, e.g. "/time 12:00" wants to change the time to noon, but named parameters ought to be useful for cases like "I want to ban a player with this steamid, not a player with a numeric name."

...

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12 Jun

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4.20.8.0 update with trees.

Gameplay

Obviously certain elements like the magical downward swing insta-killing trees are temporary. Main changes compared to original Unturned:

  • Felled trunk is permanent (rather than an effect) and will be harvested for sticks and logs.
  • Stumps do not respawn.
  • Trees can be planted.
  • Art is manually designed somewhere between the early 3.0 trees and the later speedtrees, aiming for good performance with a distinct look.

Eventual features for future updates:

  • Tools for uprooting stumps.
  • Damage dealt by falling trunks.
  • Heat the pine cones to release the seeds. Grow a sapling before transplanting into the forest.
  • Melee direction left/right to cut vertical trees...
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04 Jun

Ready, set, celebrate! You easily surpassed a hundred submissions, and the event's judges have selected from those fourteen winners for the Art Contest.

At the time of posting, the Shiny Art Contest Sweater may still be in the process of being distributed.

The categories below are purely for the sake of viewing convenience.

Drawn

These works represent a bulk of the submissions, and encompass a wide variety of art styles. Be it lineless art, digitally drawn, or inspired by pastels. Flat shading, or an emphasis on capturing light.

  • ...
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18 May

Ready, set, draw! Join the Unturned Official Discord, as they host a contest to showcase some of the most creative artists in our community.

Shiny Art Contest Sweater

And to those who submit artworks of extraordinary ...

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27 Apr

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Continuation of Part I.

There are a lot of different ways to do light shading! The source code for Unity's Universal Render Pipeline was a good reference for the Unity internals. This does per-object forward lighting in a single pass which I think might prove useful to keep the dithering stable.

...
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24 Apr

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4.20.7.0 update introducing the first melee weapon: a fire axe.

These past two weeks were focused on core melee functionality for the fire axe item, fisticuffs, and gun smacking. There is still more work needed for the fists and guns however, so only the fire axe is included in the update.

Melee Part I

Warning: the blood and gore setting is enabled in this video.

Melee damage is dealt entirely from the 3rd-person animation intersections. (Whereas in Unturned the damage is "hitscan" directly toward your crosshair.) This means an attack of the weapon can strike multiple targets as long as the blade itself hits them.

Each weapon defines multiple hit shapes (boxes, capsules) that optionally deal damage. For example, the handle of the axe will interrup...

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20 Apr

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On the weekends I like to try out little hobby projects. Usually to learn something new. This weekend I was curious to check out the Unity "Scriptable Render Pipeline" with the goal of "pixel art" style 3D.

Garden path with grass and colored shapes:

...
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10 Apr

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4.20.6.0 update continuing work on saving and loading.

I had actually been planning to work on melee this week. Yet here we are! Lots of nice improvements to share. In case you would like to share your melee suggestions here is the current status: https://trello.com/c/Ns9jDz2r

Newly Saveable

Eventually it would be great to be able to quicksave and then immediately quickload without any noticeable changes. In this direction, many more objects are now integrated with persistence:

Firing Range

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03 Apr

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4.20.5.0 update focused on saving and loading game state.

Persistence Overview

While there are definitely bugs still lurking, the foundations for saving and loading are relatively functional in the beta now:

Save Game Menu

Much more level state is persisted than in the original game. For example items manually placed in the level editor are onl...

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20 Mar

What is Unturned II? Also – featuring community-made tools, mods, and sites.

What is Unturned II?

We put out a lot of information about Unturned II, but it can be hard to find places where we explain exactly what it is.

Unturned II has been in development since 2017 as a sequel, a separate game with a separate download and Community Hub, to Unturned. It is not an update to the game – it is a successor.

The game is in very early development, so access is currently distributed based on playtime as a method of keeping access low until more core features are implemented. The original requirement was 2,400 hours, but it is currently 1,500 hours.

The plan is for the game to be free-to-play. For more information, I suggest reading more on the ...

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13 Mar

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4.20.4.0 update focused on splitscreen and gamepad (controller) support.

Sorted from most to least interesting.

I have fond memories of splitscreen multiplayer growing up, so supporting the feature is important to me. Next will probably be savedata and basic administrative / social tools.

Splitscreen Fixup

The majority of development for this update was spent tidying up features for splitscreen. There were a lot of interesting cases like:

  • Outlines on items need to be relevant per-viewer, but that stencil buffer state is per-object.
  • Spectating yourself as a split-screen local player.
  • Screen-space features like scope markers or centering the cursor need to make sure they are using the per-player screen region.
  • Many engine UI features like popup menus did not work properly with multiple players.

Splitscreen Options

If you have a keyboard / m...

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