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Urban Terror Blogs

Zenity's blog


pencil New Year's Development Update

bullet_none posted Saturday, 02 January 2016 by Zenity
Things have been rather quiet from me the last few months, which is mainly because I've been unusually busy. But lately things are getting better and HD is progressing really well, so it's about time for a quick update.

I have nothing big to talk about this time, as most of the work has been on details and putting things together. Turnpike is coming along really nicely and is probably the best example for a classic map that received the full HD treatment. FrankieV is doing a cracking job on it.

Here's a quick rundown of some of the new stuff. Note that the gun has no recoil in this demo, that's obviously going to change. Everything else is work in progress as well. The weapon itself is a stock model, but I like it a lot so I expect that it will make it into the game. Also this is medium quality since my PC is not the beefiest. Don't mind the music, just having some fun. :)

Surface Effects

One thing I've been working on is integrating the obligatory surface effects including customizable footsteps, impact effects, bullet holes, and impact sounds for each material. UnifiedTone has been recording the footstep sounds. I tried to show some of this in the Turnpike video, but this video gives a more detailed overview of the current capabilities:

Activatable Objects and Prompts

Another new feature you can see in the Turnpike video is activatable objects that are hooked up to the game's Activate button. This is accomplished via a simple Blueprint interface and also allows the mapper to set custom prompts, which will helpfully appear on the screen as you get in range of the item. Combined with the virtually unlimited potential of Blueprints, there is very little that you can't do. Want to make a Duke Nukem style flushable toilet, helpfully prompting you to "take a piss"? Knock yourself out!

I expect that we will release this and other map objects together with a mapping guide in a simple mapping kit fairly soon. This definitely wouldn't be the worst time to begin learning UE4 and start mapping for HD. :) Glory and fame awaits!

Quo Vadimus?

2016 is poised to become a fantastic year for Urban Terror with 4.3 around the corner, and HD shaping up nicely. I've had a few personal epiphanies myself, and have never felt more motivated to work on Urban Terror or more optimistic about its future.

I absolutely believe that there is a demand for a no-strings-attached shooter that is simple enough to get into to be a great casual game, while offering a high enough skill ceiling and consistency to be a viable esports title. The kind of game you get hooked on because of its simple yet satisfying mechanics, and then stick with it as it gradually evolves year by year. No subscriptions, no pay to win, no yearly $60 update plus DLC. Just fragging with style, pure and simple.

This is Urban Terror.

Happy new year!
comments: Feel free to discuss this on our forums

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