Community Announcements - SDGNelson
This week I've been working on the backend/functionality for NPCs and I'm quite happy about the amount of progress so far!

Characters are created with a new object type where you specify all the clothes, gear, equipped items, hair, etc you want them to have and then can be placed in the level editor. They have plenty of unique idle animations, look around, inspect their items and will look at you when you're standing next to them or talking to them so they aren't static like most objects!

You then create a Dialogue which will be opened when the character is spoken to. The dialogue contains a list of potential messages for the NPC to say, and a list of clickable responses which chain together more dialogues. The text is animated and can have pauses inserted for emotional moments, although it can be skipped with F or disabled entirely in the options menu:



Now here's where it gets interesting: Every message and response is optionally given a list of Conditions and Rewards. Conditions limit when something can happen for example the player has to have the Police skillset, or their reputation has to be less than -20, or they need a special access pass item they were given from a quest.

To give you a lot of options with this there's a Flags system which is stored per-player and can track information for you like the player's karma with a group, whether they said something to someone or how many times they performed an action. Most NPCs will use this in one way or another, but the biggest I have planned is to allow you to rank up through the Coalition as you do more quests to help out.

Rewards then allow you to give the player items/experience/reputation and/or set these flags which can then be checked by conditions.

The Quests system is built on top of these Conditions/Rewards, and can be given to the player as a reward. There is a new list in the information tab which shows all of your quests and lets you inspect them to check your progress:



NPCs can also run stores which buy/sell specific items for XP points:

Note: This menu especially still needs a bit of work



Another main thing I did this week was bring back the reputation system. It's now determined by who the aggressor was: if you attacked first your rep will decrease and vice versa. You can also boost your rep by healing other players. Reputation is shown in the chat, playerlist and when looking directly at someone, and is titled/color coded as their score gets larger. Unfortunately it's tricky to determine whether a kill was offensive/defensive, so if this doesn't work out very well it can easily be adjusted more similarly to 2.0.

The rest of today and probably a bit on the weekend I'll still be polishing up these features, for example adding item icons to the quest details, fixing bugs, improving the UI and more options for conditions/rewards. My goal/plan for next week is to start on the actual content with an NPC base in the waters of Southern Russia for 3.17.0.0 next Friday!
Community Announcements - SDGNelson
Update Notes:

Additions:
  • Added Soulcrystal achievement/puzzle/easter egg.
  • Added ability to place buildables in the level editor.
  • Added precision in-game building for camera mode. [Default F6]
  • Added Ramp Walls. [IDs 1414-1418]
  • Added config options for hint and full server descriptions.
  • Accepted several new curated workshop items.
Improvements:
  • Improved stairs/ramps not to have top edges so they are more useful.
Tweaks:
  • Tweaked server description to use sign formatting and "<br>" for newlines.
Fixes:
  • Fixed firstperson gun/melee to create matching world lights.
  • Fixed chandeliers and ornate street lights using light halos.
  • Fixed hyper zombies to use emissive textures for eyes.
  • Fixed exposed holes in undersides of several bridges on Russia.
  • Fixed paintballgun barrel spawning instead of Russian beret.
  • Fixed refreshing players in server info screen.
  • Fixed to force dequip discarded items when resizing inventory.
  • Fixed syncing saved shipping containers open state when connecting.
  • Fixed holstered weapons when dragging directly from nearby items.
  • Fixed duping items with item display storage.
  • Fixed mannequin obstruction bounding box.
  • Fixed decaying buildables that were placed in the future.
Buildables:

To help make the world feel more alive you can now place buildables from the level editor! This opens up several options such as fortifying a location for part of a map's story, while still keeping it available to destroy and build a custom base. While building in-game if you have the camera tools available you can now use the editor tools [F6] to get precise snapping and alignment just right, and work on creations that would usually be blocked. Pro tip: use Ctrl+B and Ctrl+N to copy paste positions/rotations to perfectly line up items like kitchen counters.

NPCs:

Yesterday I finally got started with NPCs! Right now the plan is to have a safezone out of the way on some maps where you can choose to visit and interact with the them - i.e. it's completely optional and you won't be running into AI bandits in the wild. I think it might also be a good reason to bring back the reputation system, where keeping a good rep is required for getting quests/trading (not offloading junk, more like the gunsmith is looking for high tier attachments/weapons) with most NPCs, and others a bad rep. Rewards for quests I'm thinking would include things like specially boosted weapons, otherwise unobtainable items and blueprints to craft modified items. Definitely this is very different for the genre, so I'll be keeping an extra close eye out for your suggestions/feedback. Personally I'm hopeful it will provide a lot more singleplayer and PvE content.
Community Announcements - SDGNelson
Update Notes:

Additions:
  • Added graphics option to enable SMAA.
  • Added ability to pose/mirror mannequins.
  • Added ability to delete cosmetics/skins.
  • Accepted a few new curated workshop items.
Improvements:
  • Updated from Unity 5.2.5f1 to 5.4.0p4.
  • Improved every single light to use emissive textures rather than halos.
  • Improved server info to list names of workshop files installed.
  • Improved server info screen to show config changes.
  • Improved nightvision glow to enable/disable.
  • Improved taclaser/rangefinder to work in 3rd person.
Tweaks:
  • Tweaked horde beacon zombie health to not scale up as much.
  • Tweaked several more items to be scrapable.
  • Tweaked zombies to gradually wander to where they came from when pulled.
Fixes:
  • Fixed siphoning/refilling exploded vehicles.
  • Fixed incorrectly placed window slots in mansion_0.
  • Fixed profanity filter to cover server name/description.
  • Fixed a potential exploit with group IDs when joining server.
  • Fixed server info screen and in some cases drops not closing all menus.
  • Fixed server disabling all resources.
  • Fixed to completely prevent placing items that intersect a character.
  • Fixed to dequip item if obstruction check fails serverside.
  • Fixed invisible face_0 when refreshing character.
  • Fixed dropship missing engine audio.
  • Fixed a few possible issues with effect cleanup.
  • Fixed looping bullet impact particles.
  • Fixed arena mode returning duplicate effects to the pool.
Unity Upgrade:

The biggest timesink this week was getting everything working again with the new version of Unity, and for the most part it's all fixed up as far as I can tell, but there are a few important changes for mod creators:
  • Asset bundle system has been changed, and the official tool in Bundles/Sources/Tools has been adjusted accordingly. Due to a change with shaders in asset bundles any older materials exported with previous versions of Unity will be converted by Unturned to the Standard shader when imported. New bundles you create should now include the line "Asset_Bundle_Version 2" in your .dat file to disable this conversion.
  • Light halos are broken in this 5.4 patch, but don't look very good and I'd been meaning to replace them anyway. I went through every single light in the game and converted them to use emissive textures instead of the halos, and would recommend you do the same. Each case where a halo might have been used was updated in the examples folder along with the documentation.
  • 5.4 complains about the negative boxcolliders with the flipped left-handed hitbox, but still works fine and can't really be changed at this point, so I disabled the normal output_log.txt and instead messages/exceptions are now appended to Logs.txt and LogsPrev.txt. This also means that errors can still be grabbed if the game was restarted, and are easier to find on Mac/Linux.
  • VR level editor got pretty borked by the upgrade as well - with 5.4 it seems the assumption is that a game is either VR enabled/disabled so it's not very happy swapping at runtime, for the mean time it's disabled but fortunately nobody's using it as far as I know.
Item Filters/Tags:

Valve has added support for filters in the market/inventory! I know this has been frequently requested so I got them enabled as quickly as possible - the inventory page should show them all, but it might take a bit for all the market filters to update. Right now the rarity/mythic tags aren't color coded, but once that feature is available I'll make sure to enable it as well.
Community Announcements - SDGNelson
Update Notes:

Additions:
  • Added new server info screen when connecting.
  • Added ability to rotate items in display storage.
  • Added graphics options to enable/disable ragdolls and debris.
  • Added config options for remaining gamemode differences.
  • Added craftable sandwiches for all meats/fishes. [IDs 1398-1407]
  • Added Mannequins. [IDs 1408-1409]
  • Added Plaques. [IDs 1410-1413]
Improvements:
  • Improved performance of several core systems.
Tweaks:
  • Tweaked medium/small engines to use the old audio.
Fixes:
  • Fixed potential cause of storage stuck in "busy" state.
  • Fixed wind rapidly changing direction.
  • Fixed detect radius multiplier to apply to all alerts.
  • Fixed amount of ammo in Matamorez Box.
  • Fixed repairing fishing rods rather than scrapping.
  • Fixed dropped clothing losing metadata.
  • Fixed placement of several bridges on Russia.
  • Fixed several easily abused spots in tank train tunnel.
Server Info:

Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file.

Config:

Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in the zombies section. There's also a new feature to prevent repairing higher tier weapons.

Performance:

The most notable optimizations are many repeatedly created elements now getting pooled/reused, and much more aggressive automatic batching (some mods might need to tweak their texture wrap settings due to this), but several other features were improved as well. From here the next step I hope to take is upgrading to a more up-to-date version of Unity, although this is made tricky because of a physics change between 5.2 and 5.3 affecting many of Unturned's features.
PC Gamer

SURVIVOR SERIES

In survivor series we drop in on some of PC gaming's most interesting survival games. Today, Holly Nielsen investigates the popular free zombie survival game, Unturned.

Unturned is a sandbox zombie survival sim. Looking at it scrolling through Steam, it seems like any other Minecraft clone. What makes Unturned interesting is its popularity. With over 219,000 reviews on Steam, 92% of which are positive, and a huge player base it s become an odd sensation.

What you can t help but notice first is the way it looks. A bit like Minecraft drawn on Microsoft Paint; it s not going to win any awards for graphical prowess. Every now and again I saw a moment and got a glimpse of an odd kind of beauty in its chunky primary colours. For the most part however, you have to ignore the strange cuboid potatoes and basic houses.

The controls are equally clumsy. I found myself pressing buttons multiple times to get the desired result, and fiddling with sliders and switches on the menus that seemed to do nothing. The UI and inventory system are not intuitive. You ll need great eyesight to make out the tiny writing informing you about equipment you collect. It felt unnecessarily cluttered which led to confusion as to where things were meant to go and how stuff was equipped. It s like the game is trying to make up for the simple graphics with a complex menu, which does not work.

The survival elements of the game are the same as a dozen of its predecessors. There s nothing truly original here, it has borrowed big parts from games like DayZ. However, although not original, it is all still serviceable. There are a number of things you need to keep an eye on health, stamina, hunger, thirst etc. You eat what you can salvage or grow, you drink what water you can find (preferably not dirty) and you try not to be mauled too severely by zombies. The maps are littered with settlements that hide the best loot, however, zombies tend to congregate there.

There are four main maps in single player with varying sizes and difficulties based on the environment. PEI, best for beginners; zombie-heavy Washington; the freezing Yukon best for experienced players; and the recently-added huge and varied Russia. Although the differences in environment are mainly found in the colouring, little touches such as a zombie in a restaurant dressed as a chef or a lumberjack zombie in Yukon made me smile. The ability to craft items and build shelter enable you to create a stable home-base, but you have to be prepared to defend your lowly homestead.

Sneaking up on a zombie can lead to deadly attacks.

While many people unfamiliar with survival games may be put off with the pressure and hours of sneaking about before you get a weapon or dog food to eat, Unturned is far more accessible than the likes of DayZ. After an hour in single player you ll probably have a decent weapon, a backpack full of supplies and maybe even a vehicle to zoom about in. Unturned isn t as stressful as other survival games with loot being more readily available and zombies easy to sneak past. It is refreshing to head off into an unknown map safe in the knowledge that you have a rucksack filled to the brim with canned food and an axe. This isn t to say that Unturned is boringly easy. In large quantities the zombies quickly become a formidable force. The weather also plays a part in your survival as maps like the Yukon with their snowy terrain require you to shelter or build a fire so you don t freeze to death. None of this is revolutionary. The real popularity of the game doesn t lie in the survival mechanics, or the aesthetic. Unturned has amassed a following for two main reasons- the multiplayer and the price.

While single player is a decent way to while away a few hours most people seem to sink the most time into playing online. Unturned features both PvP and cooperative play. To new players PvP is baffling. I started in a house with a bunch of strangers, some of them were naked and I was also naked it was like a house party everyone wants to forget. After a bit you re warped to a small map and you will probably be mowed down pretty quickly. Although a large engaged community is a great boon, it also means to a newcomer entering this world on your own it s impenetrable. After being destroyed in PvP I decided to see if I would fare better in a more supportive environment. If you had a bunch of friends all playing together, this is where Unturned really shines.

The availability of Unturned is the crux of its popularity. It will run on most PCs and it s free to play, making it a great one that all your friends can pop in for a bit of co-op. The freedom that Unturned allows the online players means that a complex world has been created. Gangs are formed, intricate structures built and planned attacks take place. When I turned up none of this was available to me as a lone player wandering the map. I didn t even see another player let alone build a castle. However, this is hardly surprising, and more the fault of my lack of friends than the game itself.

Stranger Things Season 2 has had a budget cut.

Unturned is free to play, with an option to pay 3.99 for a permanent gold upgrade that gives you more customisation options, access to gold servers and an array of skins. I can imagine playing without ever spending a penny, which is impressive. But if you re hooked, the paid version of the game would be very tempting.

There is nothing original about the mechanics of Unturned and the low production values can be off-putting. However, it is impossible to deny its appeal. At first the overwhelmingly positive responses can seem inexplicable, but the combination of a passable game with an open multiplayer that costs nothing was bound to equal a hit.

Community Announcements - SDGNelson
Update Notes:

Additions:
  • Added HMG to Hind and HMG Box. [ID 1395]
  • Added Ghillie Netting. [IDs 1396-1397]
  • Added support for server plugins to request client to view URL.
  • Added guide for creating community updates.
Improvements:
  • Improved wheeled vehicle audio.
  • Improved objects to save by file name rather than ID.
Tweaks:
  • Tweaked several more actions/sounds to attract zombies.
  • Tweaked generator/fire/drill noises to be less annoying.
  • Tweaked bans to apply by IP as well as steam ID if the target is connected.
  • Tweaked streamer mode to hide slightly more info.
Fixes:
  • Fixed hole in roof at end of metro tunnel.
  • Fixed farm tractor spawns.
  • Fixed note_18 line count.
  • Fixed fire_1 side door slot.
  • Fixed gap in silo radio tower ladder.
  • Fixed floating bush near junkyard.
  • Fixed floating lights at mansion.
  • Fixed confusingly placed boat objects.
  • Fixed switches at factory/junction.
  • Fixed several jumps in main line tracks.
  • Fixed zombie spawn in airport rafters.
  • Fixed zombie spawn in wall of camp cottage.
  • Fixed incorrect boat spawns in wrong places.
  • Fixed mafia zombie drops spawnrate.
  • Fixed up collision issues a bit with Mooki's objects.
  • Fixed underground zombie/vehicle spawns in front of airport.
  • Fixed missing and/or over exaggerated rubble at crashes.
  • Fixed military sandbag wall bottom face.
  • Fixed zombies getting stuck on camp docks.
  • Fixed zombies getting stuck in some firewatches.
  • Fixed Russian flag gib material.
  • Fixed rubble gibs to match object scale.
  • Fixed destroying generator not disabling power.
  • Fixed player arrow to show on top of group icons.
  • Fixed makeshift vehicle world collision heights.
  • Fixed new bunkers missing death barriers.
  • Fixed oxygenator not working on vehicles.
  • Fixed car bumper damage when crashing into high density of objects.
  • Fixed applying interactable object animation state when loading area.
  • Fixed cases in multiplayer where item physics could load before objects.
Community Update Guide:

Following the release of Russia I've put together the start of a guide based on what I learned from teaming up with workshop modders to help open up the opportunity for others, and I'm very excited about the potential for a few 100% community created updates! It will be adjusted over time to cover more aspects as feedback comes in. Here's the link:

View Guide

Russia Map Crash:

If you are experiencing a crash while loading the Russia map then judging from submitted log files it's quite likely Unturned is running out of RAM/memory! In most cases this is due to preloading large amounts of workshop content - so as a temporary workaround you can unsubscribe from extra workshop files.

Object IDs:

If you have custom objects in your map chances are you've run into some ID conflict issues before. Maps saved after this update will now only use the ID as a backup
Community Announcements - SDGNelson
Russia Map:



The map you've all been waiting for is finally here - Russia is now available to play!

Russia is Unturned's new largest map clocking in at 4x the size of PEI/Washington/Yukon giving you tons of room for bases and exploration, and through its tiered loot progression provides an interesting blend between survival and combat. Many of the new gameplay features from the past couple months have been designed with this map in mind as well, for example the best items are hidden away in the new radioactive deadzones giving reason to loot the lower portions of the map for gasmasks/filters.

It's also been a bit of an experiment: until now Unturned's development has been entirely solo, but for this project I worked together with several community members popular for their workshop submissions to help on the map. This has proven a very interesting experience, and in the near future I'll be putting together documentation/tips/rules based on what I learned through the process so that this can be expanded to more community-created updates!

Thanks to Justin "Gamez2much" Morton and Mitch "Sketches" Wheaton for their work on the map itself, Alex "Rain" Stoyanov for creating many of the new driveable vehicles and Amanda "Mooki2much" Hubler for several objects/houses. If you are enjoying the map and would like to support these creators consider checking out the new Russia Mystery Box!

View Russia Map Mystery Box

Rather than requiring a key to open, this mystery box is purchaseable for the same price as a key (the proceeds of which are split with the creators) and will probably remain on the stockpile page unlike the normal dropped mystery boxes. On that note: the Hot Mystery Box has been removed from drops and replaced with the Arms Shipment Mystery Box which contains skins for all of the new guns introduced in the Arms Shipment updates!

Update Notes:

Additions:
  • Added Russia map and associated content.
  • Added Russia Map Mystery Box.
  • Added Arms Shipment Mystery Box.
  • Added effect nodes for different ambient sounds/lighting.
  • Added Precision Charge. [ID 1393]
Tweaks:
  • Tweaked to give XP for healing other players.
Fixes:
  • Fixed object power search while loading on server.
  • Fixed workshop to show preview warning with >1MB image rather than failed to submit.
  • Fixed crafting magazines not showing ammo total.
  • Fixed minigun barrel spin not visible to other players in multiplayer.
  • Fixed not playing out of ammo click noise.
  • Fixed some bugs with attachments and skins toggle.
  • Fixed Instinctive Timberwolf skin attachment color.
Note: The creator of Rocket mod (Sven) would like all Rocket server hosters/admins to know that kicking suspect accounts is now enabled by default, but can be disabled in the Rocket config.
PC Gamer

Screenshot via Steam user Sanders, Mordecai

The first thing you ll notice about Nelson Sexton is his work ethic. Since the release of his free-to-play, sandbox zombie survival game Unturned in 2014, he s developed, playtested, and implemented over 150 updates. Each one contains a small parcel of miscellaneous new content that s airdropped weekly sometimes daily into a hungry community. A one-man operation can come with a lot of tedious pressure, but it also means you can deliver what you want without the hassles of a Q/A team or publisher approval. On February 5, in patch 3.14.1.3, he added a police helicopter, a thief costume, building decay, and back buttons to the main menu. On February 12, in patch 3.13.1.4, he added pancakes, waffles, pizza, and, of course, a nailgun.

Every day Sexton wakes up and scratches a few more things off a vast itinerary, all small steps towards the everlasting goal of creating the perfectly limitless Walking Dead experience. The audience has waited decades for a developer willing to take that challenge, but instead of a billionaire conglomerate, they found an industrious 19-year old kid.

Unturned has been downloaded 24 million times, making it the third-most-owned game on Steam.

On a day-to-day basis I pick something that looks interesting to work on, work on a bit, finish it, and move on to the next thing, says Sexton. I ll go through these cycles where there s a whole bunch of stuff on my to-do list and I m like I m going to busy for a long time, there s all these cool things to work on, and it ll get closer and closer to being empty and I ll think maybe the game will release soon! But then there s always a ton of new suggestions I want to add and the list gets huge again.

Sexton released Unturned on Steam when he was 16 years old. Since then it's been downloaded 24 million times it currently has roughly as many owners as Counter-Strike Global Offensive, making it, best as we can tell, the third-most-owned game on Steam.

Like many games of similar amateur origins, Unturned carries the same blocky, easy-to-program aesthetic of Minecraft or Terraria. Your goal is to sustain yourself on a zombie-infested Prince Edward Island, balancing four simple vitality meters representing health, starvation, thirst, and disease. There s a crafting system, a skill system, a fort system, and a number of different servers promising unique spins on the difficulty and scalability of survival. In the two years since release Unturned has added a bounty of new weapons, animals, food items, buildings (anything from a research station to a mine tunnel,) new zombie types, a multiplayer-only arena game mode, and VR support. It s clear that Sexton was influenced by the prototypical DayZ mod, and the promise of a truly visceral, modular, unforgiving, constantly expanding apocalypse that these dreams are all built off of programming skills he honed at 15 is hugely impressive.

Screenshot via Steam user Toomas

Communal bonds

I remember one day I came home from school and I was thinking about adding an attachment system, where you could add a grip to a gun or a silencer or stuff like that, says Sexton. Just in that evening I went through every single gun, added attachment points and the attachments, and by the end of the evening that version was in the game.

In Hearthstone the community pleaded for two years before Blizzard finally acquiesced and gave them access to additional deck slots. EA held SimCity hostage to an always-online disaster until they alienated even the most ardent of Maxis fans. Capcom launched a feature-bereft Street Fighter V to make an aggressive release date, and, to the surprise of no one, has spent the following six months mollifying the player-base. The video game industry is built by giant companies, and giant companies tend to be stubborn, slow, and scatterbrained. Unturned s patch notes are downright giddy by comparison. The game has consistently been in the upper 10 percent of Steam s top 100 played games, and much of that can be chalked up to Sexton s discipline.

For ages everyone had been asking for helicopters and boats and other transportation and I had always said yeah maybe, we ll see. says Sexton. But then there was this two week period [earlier this year] where I was just like you know what? It would just be so cool if there were all these vehicles in the game, so everyone was super surprised because out of nowhere there was this awesome update that added helicopters and airplanes, and the next week I added the boats.

Screenshot via Steam user MoltonMontro

In the past Sexton has given access to his Trello (a project mapping website) to the community so people could always keep track of what new items, features, and fixes were in the pipeline. That s no longer transparent due to the rumors it generated, but he still keeps a clear, open line of communication. The Steam Forums are particularly adorable; a sea of kids throwing out hyper-specific suggestions like better door animations and, um, a zombie-alerting airhorn.

At this point the community and I are always talking, says Sexton. Some of the people I talk to a lot on the Steam forums I end up just adding to my Steam friends list and they ll do bug reports and make feature suggestions. A lot of my best friends are people I met from Unturned.

Christian, a 16-year old who s been playing Unturned since day one, says Sexton s warmth is what makes Unturned special.

It's great to have a developer that is so close to his community, and I feel as though many big corporations that seem like they should know what they are doing, could learn a lot from Nelson about how to manage a community as well as he does, he says. I am surprised Nelson puts up with such a loud audience and manages to continuously implement new features the community wants. [He s] a huge inspiration to me as he talks to the community, and isn't afraid to experiment with something that strays a bit from a straightforward path that Unturned could take.

Sexton agrees that the constant patches are what keeps people engaged. You get the sense that he shares the same vision as his community. Every update makes the game more free, more expansive, more laissez-faire. The long-term goal is to have an experience where a player can do anything, but for now it s nice to know that there s somebody listening on the other end.

A lot of people feel like their suggestions are getting into the game, he says. Every time I put out an update with a comment section I look through them and I see all these people saying hey he added my idea! I think it s unlikely that it s their specific post I saw, but even if it takes a couple weeks before it gets in the game people like knowing that the game is moving in the right direction.

Screenshot via Steam user Lost_S0ul

Christopher had one of those moments. In 2014, around the time Unturned hit 3.0, there were some complaints about the inconvenience of managing your wardrobe if your character was wearing a lot of clothing. Sexton made a post on the subreddit looking for suggestions, and Christopher responded with a mockup he uploaded to imgur.

[Nelson] said he liked some of the ideas, specifically the clothing items next to the name bar, and in the next update the icons of clothing were put next to the name plates, said Christopher. I think the reason why the community stays so tight-knit is because they know that Nelson is probably reading what they're saying. The community is constantly discussing new changes to gameplay, rumors, suggestions, and bugs, and Nelson always listens.

Unturned is still free-to-play. You can hop in and enjoy the same experience as everyone else. There are no microtransactions or thresholds, and the only monetization is a one-time $5 upgrade which gives you access to special servers, unique clothes, and gold-plated weapons. This is enough for Sexton to sustain himself, and it s not going to change anytime soon.

I like how people can try out the game and ask their friends to play with them, and they can have fun with their friends, he says. For me the main thing I enjoy about Unturned is seeing the feedback, and I think the reason for that is how it s easy to get into.

Keep on turning

Currently Sexton not in college, but says he ll consider enrolling if he starts encountering problems in game development he can t figure out on his own. He also mentions that there have been offers to take Unturned off his hands permanently.

I think it s just too much of what I do and what I enjoy to sell it, I think I d rather continue on having it being my hobby than have it become some corporate money-making thing, he says.

That makes sense. Technically speaking, Unturned hasn t been officially released. It s caught in that endless development cycle that defines a lot of Steam success stories. Unturned is Nelson Sexton s whole life. His friends, his work, his portfolio, his livelihood, all wrapped up in a single project he started in high school. Will he eventually cash in? Maybe. Notch eventually sold Minecraft to Microsoft for $2.5 billion, and while Unturned hasn t reached that level of cultural ubiquity, it s still been downloaded almost 24 million times on Steam with plenty of branding and monetization options left unexplored. There may come a day when Sexton is a little burnt out and the buyout number is just high enough.

Screenshot via Steam user Hexadecimal

But for now, he s here. Game companies spend billions of dollars trying to reach their market. They invite Wiz Khalifa to play Battlefield One and hire Drake to say nice things about FIFA. Sexton just talks to them on forums. Millions of teenagers have pooled their resources to lift up one teenager to make his game for them. They re all invested in the same fantasy. There s nothing lost in translation.

I love looking at the community-made maps and seeing them doing things I never even thought of. I remember seeing someone who put the kitchen cabinets I intended for the floor on the ceiling. I love seeing how people look at things I made and come up with their own ways of using them. There are maps with giant dams even though there isn t a dam object in the game, says Sexton. It s a special feeling. From the modding side of things, it s crazy to think there are people using my code and they re extending on it, and building on it.

Community Announcements - SDGNelson
Community Announcements - SDGNelson
Update Notes:

Additions:
  • Added landmark LODs for most large objects.
  • Added automatic landmark LODs for trees.
  • Added landmark draw distance option.
  • Added region complexity to visibility menu in editor.
  • Added config options for losses from combat vs environment deaths.
  • Added buttons to enable/disable skins and mythics in-game.
  • Added new faces and wheel of emotions to gestures menu.
  • Added new hair and beard styles.
  • Added smoothed camera mode. [Default F5]
  • Accepted several new curated workshop items.
Improvements:
  • Improved road vertices to have adjustable offset.
  • Improved spawn tables tool to allow editing.
Tweaks:
  • Tweaked undriven vehicles to not damage players.
  • Tweaked muzzles to decrease drop slightly.
Fixes:
  • Fixed barrel bullet drop multiplier not applying.
  • Fixed to include scaling in copy transform.
  • Fixed first person muzzle flash light.
  • Fixed workshop agreement link appid.
Map:

Again this week I was mostly working on the new map, apologies for the filler update. As expected more required objects popped up alongside final steps like spawn tables, but everything's coming together so I think it's safe to say you'll be seeing more about the new map very soon!
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