Original Post — Direct link

I've really been enjoying watching Unturned 2 take shape over the course of all the development logs we've had since it was first revealed a little over 3 years ago, stuff recently seems like it has slowed down more though that's understandable partially due to the holidays and Covid, there are other things that require immediate attention from a one-man team.

I'm going to begin this rundown with my most immediate and pressing thought for Nelson or another member of SDG should they happen to come across this post to relay it to Nelson: the community tends to be incredibly lenient about how you develop the game, I've seen multiple times people still using the same excuse of "Oh well that would be too hard for Nelson to do by himself!" which honestly makes me angry because they underestimate your talent as a developer. People encourage others to be patient with devlogs, which I understand, developing a game takes time.

Right now, after reading the january update my immediate thought is "why is all of this effort being put into a weather system or AI bandits when there is no hunger or a fleshed out health system yet?"

Potentially there is some chain of events that I'm missing that needs to be done first before these things can be added, maybe Nelson wants to get a solid map done before he adds the ability to play on said map, or maybe he wants to do the most complex AI first so that simpler AI features like zombies will already have a good base laid out when the bandits are done. I would understand all these things, but if that's really how it is then I think the community would appreciate it being clarified. As it stands now we've barely seen any development on the actual survival side of what I'd assume is going to be a survival game.

I do appreciate the work that's being done, obviously. The AI bandits are really neat, I'm excited to see how the drones play out in survival, and the more in-depth weather system I'm sure will have a huge impact on the survival gameplay once it's in, but the complete silence we've had on the core features is something that doesn't sit right at all with me. I think I speak for a good chunk of the community when I say that we'd like to see what the plans are for things like hunger, thirst, building mechanics, etc. As it stands, even on the Trello these things haven't seen any updates since May 19th 2018, almost 3 years ago.

That's another issue, the Trello is horribly outdated. Still even refers to the game as "U4" (Unturned 4.0) rather than Unturned 2 in some parts like the discord rich presence panel

Thank you to Nelson and everyone else helping with smartlydressedgames and on the forums, I'm excited to see where this game goes and, again, we as a community do appreciate all your hard work.

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over 3 years ago - /u/MoltonMontro - Direct link

Hey, skimming this post and replies there's obviously some confusion regarding the latest blogpost. Namely – people have misread what features are currently being worked on for Unturned, and what features are currently being worked on for Unturned II. I'll briefly re-explain the blogpost.

Unturned's next-after-next map has custom weather. This has been promised for a while now, and needs to be implemented for Unturned. This is more-or-less the main thing being worked on for Unturned in the near future.

Unturned II needs AI systems implemented. It's not possible to implement zombies and other hazards such bandits, drones, or scarier Turned variants without an AI system. This is what's being worked on for Unturned II right now.

We could start adding our planned status bar systems (health, calories and hydration, immunity and medicine), but I would argue that laying the groundwork to implement our open-world zombies is equally important. Both (enemy AI, status bars) will end up being worked on regardless.

over 3 years ago - /u/MoltonMontro - Direct link

Originally posted by MoltonMontro

Hey, skimming this post and replies there's obviously some confusion regarding the latest blogpost. Namely – people have misread what features are currently being worked on for Unturned, and what features are currently being worked on for Unturned II. I'll briefly re-explain the blogpost.

Unturned's next-after-next map has custom weather. This has been promised for a while now, and needs to be implemented for Unturned. This is more-or-less the main thing being worked on for Unturned in the near future.

Unturned II needs AI systems implemented. It's not possible to implement zombies and other hazards such bandits, drones, or scarier Turned variants without an AI system. This is what's being worked on for Unturned II right now.

We could start adding our planned status bar systems (health, calories and hydration, immunity and medicine), but I would argue that laying the groundwork to implement our open-world zombies is equally important. Both (enemy AI, status bars) will end up being worked on regardless.

Some other notes:

  • U4 is the internal game code. It doesn't refer to 4.0, although I can see how it being mentioned in some places can be confusing. Last year I updated a majority of the blogposts to consistently refer to the game as Unturned II, and I've gone ahead and updated the mentioned Trello card.
  • Most games have their status bars balanced around the average map's size and layout. You will most likely see these status bars implemented sooner than you'll see most additional map systems (e.g., destruction systems).
  • Although drones and bandits are mentioned in the blogpost, all the perception stuff talked about is primarily relevant to zombies/Turned.
  • Some of the things mentioned in your Reddit post aren't systems that should be implemented soon, either making more sense to be implemented far later into pre-release development, or require other systems in place. Base building is a good example of that, although the pinecones were implemented in order to lay the groundwork for base building.

Generally speaking – our public development shows a lot of people the various aspects of game development and iterative process they don't normally see. This leads to seeing a lot of things that may be confusing or perhaps concerning to gamers, but is actually often enough just typical game development.