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Unturned 4.x Devlog #001

This is the first of hopefully many looks into the development of Unturned 4.x!


Useful Software

These are several applications I’d highly recommend you check out. I’m not sponsored or affiliated in any way with any of them – I just find them useful and you might too. I’ll update this post in the future as I come across other helpful tools.


From Peaks to Germany

From day one I kept a history of the satellite images as the map progressed so we can see what changed!


Blender: Evenly Spaced Angled Handrails

While making the firewatch towers for Unturned’s Russia map I wanted the stairs up the sides to have guardrails with evenly spaced supports connecting them to the floor without disrupting the upper face’s angle. The slightly hidden away “transform orientations” feature in Blender was very helpful for this.

To access it press N, scroll to the bottom of the panel and expand Transform Orientations. Clicking the plus button with a face selected in normal mode will add a new orientation identical to that normal regardless of what you select afterwards. You can use this orientation by selecting it in the Transform Orientations dropdown list.

Now in the railing example you could loop cut the bar and then move the loops however far you need.

I’ve found this is generally helpful when you need to extrude angled faces while preserving the angle, for example these railings or the edges of rooftops.

GDC 2017 Takeaways

Thoughts on this year’s Game Developers Conference.


Postcard from Hawaii

Today I was checking my inbox when I came across this postcard from the community modding team who helped work on the Russia map!


Steam Dev Days 2016 Takeaways

In part so I can look back on it, and also if you’re curious how it’ll affect Unturned. I probably should have written this closer to the event itself when it was fresher in my mind.


Raising Unturned’s View Distance

When discussing the sightlines for the Russia map it became apparent that seeing certain objects from longer ranges would be very important. In the most recent update I added support for this with “Landmarks” which are extremely low detailed objects which can be seen from an extended range. Only a few objects in the update used it, but last night and most of today I took a break from the map to apply it to everything else in the game!


Rain/Wind Experiments #01

This weekend I started putting together a few shaders for consistent rain/wind across all objects.


3.0 Progress Images

For every update that comes out (relatively) bug free you can bet there were a lot of weird issues behind it! Searching through my files these are the images I could find from various stages through 3.0’s development that I don’t think I’ve posted anywhere (e.g. Trello) before. Strangely the majority are either from the very beginning or quite recent (maybe the middle went a lot more smoothly?), but I hope they’ll be interesting to see nevertheless! I’ll also keep in mind to take more in-progress screenshots in the future.