Rust

We don't have a Hammer Simulator yet because, well, that's basically what Rust is sometimes. Facepunch Studios is aware that many players spend a lot of time, maybe too much time, hammering their abodes together in the survival adventure, so a forthcoming update with streamline the process. This means you'll probably spend more time exploring and gathering resources than, y'know, hammering. Apparently some people aren't happy about the changes though. Not enough hammering.

"I ve seen a few people comment that they don t understand why we re changing the build system," Garry Newman writes in a new devblog. "They loved it, it was miles better than legacy, don t change it, please god don t change it. Well you probably should have said something before because all I ve heard is moaning."

Once the changes are live, players will have a lot less hammering to do. According to Newman, resources rather than time should be the payment for building, and as a result exploration and gathering will be a stronger focus. "Anything we can do to encourage players to explore, we should," Newman writes.

Another reason is that the art cost was too high. "Every component needed 7 different stage models (wood, wood2, stone, stone2 etc), this is a lot of art especially when you consider that things like stairs don t need that. The new system keeps these requirements low while allowing for the maximum customizations."

The full notes are over here

Garry's Mod
steamcommunity.com


Microsoft bought Mojang yesterday you may have heard something about that. You may also have heard grumblings from some corners of the community that Minecraft creator Markus "Notch" Persson "sold out" by taking the money and abandoning his game and, by extension, his millions of adoring fans to the fickle whims of of a corporate villain. But Garry Newman, the man behind indie darlings Garry's Mod and Rust, says he'd do exactly the same thing if he could, and you probably would too.

Newman pointed out in a blog post that went up shortly after the Mojang deal was was confirmed that everything changes for an indie developer once he starts hiring people to work for him, because you're suddenly responsible for a lot more people than just yourself. Citing the case of Blitz Game Studios, which shut down in September 2013, laying off 175 employees, and then effectively re-launched in November under a new name, he wrote, "Those are the guys you don't want to be."

"I am sure more than the top guys at Mojang became very financially rich due to this deal and that's something that should be admired not seen as a bad thing," he continued. "Long story short, I d have done the same thing. The money is enough to very much take care of all the staff. The game is in relatively safe hands. Mojang s legacy is as a huge success story instead of a one hit wonder. Everyone wins. Can you seriously say you d have done it differently?"

No, Garry. No, I cannot.

Garry's Mod
Garry's Mod


It could only happen on PC: Garry's Mod, a seemingly pointless sandbox allowing all manner of ridiculous and perverse experimentation, has managed to sell 6 million copies. The news comes via Garry Newman himself, who managed to drag himself away from mountains of cold hard cash for long enough to Tweet the news.

Garry's Mod originated as a Half-Life 2 mod. It hit Steam in 2006 and, according to figures from April 2013, has earned over $22 million. More than a year later, and since the game went standalone earlier this year, that figure has no doubt increased significantly. As reference, the game had sold a mere one million copies back in 2011.

Along with the new sales milestone Newman provided a platform breakdown for the title. The vast majority sold for Windows, 336,765 sold for Mac and 28,322 for Linux.

As for the future of Facepunch Studios, Rust is still in development, albeit in Early Access, while Riftlight is a newly announced topdown shooter which looks pretty sweet.

 
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Rust
Deuce


Reaction to their recent announcement of a new game Riftlight involved more flaming pitchforks than Facepunch Studios may have anticipated, but that hasn't put them off from revealing another one. Deuce (working title) is being described as "tennis crossed with Street Fighter" and OK, we're going to have to examine that a little bit. Expect over-the-top characters, themed arenas and extravagant special moves: for instance, a teleport power that swaps the direction of the ball mid-flight. *Andy Murray's sullen head perks up in interest*.

Deuce appears to be developer Ian James' baby, so don't expect Garry Newman or, indeed, Gary Numan to suddenly divert all of Facepunch's resources to this newest project. (Meanwhile, Gary Numan is probably working on an album or something.) The fact that Rust is in Early Access does muddy the waters a little bit, but development teams work on multiple prototypes all the time just usually in secret.

Here's how Deuce is looking at the moment, from Ian's post: "So far I ve pretty much got a functional tennis game with some placeholder special moves already in place. There s still some issues to iron out such as how and when to trigger special moves but I m iterating on these ideas all the time. There are also functional multiplayer modes including local and online play."

There will be a "large roster" of playable characters, with concept art showing images of a moustachioed luchador and a Southern redneck massive stereotypes, in other words.

It sounds pretty fun in a Mario Tennis sort of way, and it's obviously a massive departure from Facepunch's nudey survival sim, though perhaps not quite so huge a departure from the extremely silly Garry's Mod. If you're wondering, like a joking commenter under the reveal post, whether Rust, Garry's Mod and Riftlight have now been cancelled, here's Garry Newman's tongue-in-cheek reply:

"and half-life 3 sorry :("

Thanks, Eurogamer.
Rust
Facepunch


I think it's safe to assume that for every action, there is at least one person on the internet angry about it. For instance, I ate a cheese, ham and pickle sandwich for lunch, and can only imagine that my decision has already sent someone into an incandescent fury. Luckily, what I didn't do was announce a new game. Facepunch Studios did, and the Rust developer is now faced with a backlash. The reason? Early Access survival game Rust isn't yet finished.

"Are we crazy?" asks Facepunch's Garry Newman, who is about to drop some analogies up ins. "Are we doing it wrong? Should every person in the company be working on the same thing? Should HBO make one TV show at a time? Should Warner Brothers make one movie at a time?"

The point, as you can probably tell, is that work on Riftlight won't affect the development of Rust. In fact, it's one of a number of games being developed by the company. "Assuming read the full post and got all the information and are still angry... they are probably going to be even angrier to find out that we have three other prototypes being worked on by Facepunch staff."

"Our strategy at the moment is to hire talented people to make the games they want to play," Newman writes. "We re not asking you to fund this. We re not starting a kickstarter and begging you for money we re funding it.

"We are spending money Rust and Garry s Mod make to do this. Arguing that we should be re-investing that money back into only those games is like telling apple they can t spend the money they made from iPhone and Macs to fund the development of the iPad. Keep in mind that we spent money Garry s Mod made to develop Rust and that turned out pretty good, right? Or should Helk and Pat have been working on Garry s Mod all that time?"

Newman points to the @RustUpdates Twitter account as a sign of the work that's still being done on the game, and also states his belief that "funding" a game is different to buying into Early Access. "We funded Rust for 1-2 years before it eventually became what it is. You bought early access to it. When you buy a pizza you aren t funding Dominos, you re just buying a pizza. It s true that the sales of Rust have been insane and we have stepped up development to suit, and I think you only have to compare the experimental version to the live version to see that."

Finally, Newman confirms that all the people who work on Rust are still working on Rust not the studio's other prototypes.
DayZ
1


Have you ever seen Survivorman? It s a documentary series about a guy called Les Stroud who spends a week in the world s most inhospitable places deserts, rainforests, tundras and survives with only the clothes on his back. Fakers like Bear Grylls have doctors on hand, camera crews, and cosy hotels to return to after filming, but Stroud does it all for real and films everything himself. It s really good TV, and I promise that after you watch the first episode you ll be hooked.

Anyway, what Survivorman shows us is that nature is terrifying, and doesn t care whether you live or die. These great, lonely expanses, whether it s the dense jungles of the Amazon or the icy plains of Alaska, are cruel, merciless places. Stroud is a seasoned survival expert, and even he struggles to find food or keep warm sometimes. Imagine if you were out there. You wouldn t last a day.

So why do survival games always have enemies in them? Zombies, cannibals, wild animals it s completely unnecessary. Nature has already done the hard work and designed the most formidable, intimidating, ruthless villain imaginable: itself. Survival sim developers seem to think they need to include some kind of threat to keep players interested, but that really isn t the case. Being stranded in the middle of nowhere with no food, no fire, and night closing in is scarier than any monster.

A survival game doesn t need conflict. There are other ways to keep a player engaged. There could be exploration elements; discovering abandoned camps or ruined buildings, and using them as makeshift shelters. There might be stories to discover, or clues to escaping the wilderness like an old map left behind by a hiker with a route scribbled on it. Or imagine finding something like Christopher McCandless bus, and reading his diary by a flickering campfire.



But for this hypothetical game to really work, a lot of love would have to be put into the atmosphere and design of the world. You d need realistic weather and lighting, and stunning natural beauty. That s another thing I love about Survivorman: Stroud is always in awe of the majesty of his surroundings, but also respectful, and occasionally fearful, of them. With a large, diverse, and beautiful environment to explore I d love somewhere like a rainy forest in the Pacific Northwest I d play the game just to wander the landscape and see what I could find before nightfall.

But let s say you re an indie developer making your dream realistic survival game, but the guy holding the cheque that ll decide whether the project lives or dies insists on some kind of danger. Well, in that case, you do it subtle. You make animal attacks rare, but possible. As you walk through the forest at night, you might hear a growl, or something stalking you. But it s unlikely it ll ever show itself; until that one, unexpected time when it does, and you have to run for your life. That would be infinitely more compelling than a million shambling zombies.

One survival game that almost gets it right is Miasmata. I love the realistic character movement, cartography system, and being able to forage for plants to craft medicines. But then that stupid monster turns up and I lose all interest. The Forest recently added a hidden enemy-free mode (type veganmode on the main menu), but it s clear the game was designed with the cannibal natives in mind, and it feels a bit empty and aimless without them. No developer I know of has been brave enough to design a survival game without any threat. Who ll be the first?
Rust
rust-guide-8-copy-610x343


A Rust "reboot" is in the works, with a major overhaul coming in the form of a new development branch that will implement changes to just about every aspect of the game. Fortunately, creator Garry Newman has confirmed that purchasers of the original Early Access release of Rust won't be left out in the cold.

I spent a good chunk of time with Rust for an alpha review in January, and the short version is that I liked it quite a lot. But as good as it is for players, Newman told PCGamesN that it's a mess on the development side. The problem is that the game is rooted in a prototype for an open-world Hitman-style game that has very little in common with what Rust has become.

"There's a lot of systems that are integral to Rust that are 3,000 lines long, that could be 100 lines long," Newman said. "So every time you go to change something you have to chase around finding how these five different systems that it doesn't really need work, then you change it and it breaks 4 different systems that you thought had nothing to do with it."

With so much of the game needing to be changed, Facepunch decided to just start over again. The new version will simplify and speed development, and also bring changes to the interface, crafting and visual fidelity, all while maintaining or even improving performance. But this is all happening in an experimental development branch, while the original the one I played remains the default. Just to be sure, we asked Newman if gamers who have the old version of Rust will be given the new one, and the unsurprising answer is "yes."

"They get the new version," he told us. "We're still developing the same game, we just switched tracks."

Rust is available now, in both the default and experimental branches, on Steam Early Access.
Garry's Mod
suyr-newman-top


Garry Newman trolled me. I asked the Garry's Mod and Rust creator to show us his computer setup and he told me, flat out, that he doesn't use a standard PC. Then I asked him to send pictures of the setup and he included male genitalia on one of his monitors. Dude is messing with me.

But when you're Garry Newman, looking in on the ridiculousness of the industry, you can do that. You can see the notion that a game developer should have some hand-crafted PC with a giant case and laugh. You can get an email from someone about showing off your rig and decide to have a little bit of fun. And his rationale for his non-traditional working setup is fascinating.

What's in your PC?
My work PC is a Mac Pro running Windows 8.1.

3.7GHz quad-core with 10MB of L3 cache
12GB (3 x 4GB) of 1866MHz DDR3 ECC
1TB PCIe-based flash storage
Dual AMD FirePro D700 GPUs with 6GB of GDDR5 VRAM each

What's the most interesting part of your setup?
Probably the fact that it's a Mac Pro. It looks like a bin.



What's on your desk?
Mac Pro, 2 Apple Displays (connected via thunderbolt), a phone that I never use and a printer.

Do you have a gaming PC?
No I don't have a gaming 'PC'. The Mac is probably more powerful and sexy looking than any gaming PC I could build. I've never had any problems with performance. PC manufacturers have kind of got it wrong for 10 years when designing gaming PCs. I don't want a computer that looks like a motorbike, I'm not 12 years old. I want a PC that doesn't look out of place in my living room. I don't want to have to lock it away in its own room.

At one time I did build a smaller PC with a smaller case, but it was always a struggle to fit everything in, and even then everything was quite loud.

Even though I use a Mac I don't use OSX. This kind of makes me a sinner in both camps. PC users hate it because I'm using a Mac (even though it's just a PC) and Mac users hate it because I'm using Windows.

Blur added to obscure giant Rust penis.

At home I have an iMac with Windows installed. OSX has a tool built in to let you easily install Windows. It's not running emulated, it creates a partition and you boot into it. I have one wire coming from my computer, and that's plugged in the wall to power it.

The only disadvantages to using a Mac are the price and the fact that you can't really upgrade them (except for memory). To me this isn't a big deal because I'm rich as fuck so I'm more likely to just buy the latest model instead of trying to get 10fps extra in BF4 by upgrading the graphics card.

My days of taking my PC to bits to make it faster are over. In the same way that I don't take my TV or fridge to bits and change components. This stuff doesn't interest me. I just want to use it.

What are you playing right now?
Banished.

What's your favorite game and why?
Ever? My favourite game ever is probably Black and White 2. I don't know exactly why but it's a game that I return to and play through at least once a year.

Mr. Newman also sent a picture of his "PS4/XBone/Steambox desk" for inclusion:

Rust
r3head


This is the final entry in a multi-part Rust diary from noted naked man Christopher Livingston read part one here, and part two here.

Here's a tip: don't run around at night with a lit torch or you'll get shot. I know this because I once ran around at night with a lit torch and got shot. That's why, more recently, when I was alone and lost in the middle of the night, I only lit my torch for a second to take a quick look. Here's another tip: don't light your torch even for a second to take look around or you'll get shot. I did. For a second. And I got shot.

In the early-access crafting survival game Rust, I'd recently become stuck in a comfy rut. I'd made some friends and together we'd created a safe valley neighborhood there seemed no real reason to stray from. With plenty of resources to gather and trade and a network of helpful neighbors, I was finding this notoriously violent and unpredictable game a bit, well, humdrum. Eventually, I became curious about what else the world of Rust had to offer. What lay outside my peaceful valley? What was down the road? What was over those hills? And what was over whatever was over those hills? Also, I just accidentally got lost one day and really had no choice but to step out of my comfort zone and start exploring.

So, there I was, completely lost, at night. I lit my torch to get a look around just for a second and someone immediately opened fire from close by. Bleeding, I ran away and someone chased me, continuing to fire. I was about to run out of blood, and perhaps he was about to run out of bullets, because we both stopped at about the same time. I crouched, bandaging myself, trying to hide in the grass. I could hear his footsteps circling nearby. I started eating all my food, just so if he killed me there wouldn't be much to loot. Yes, while crouched bleeding in the bushes, I ate five cooked chicken breasts simply out of spite. Finally, in stable condition again, I took off running. He either lost interest or lost sight of me, and I didn't hear him again.

Huh. Now I'm the weirdo creeping around people's houses in the middle of the night.

As I ran through the night, player-made buildings loomed at me from the darkness. Some small and simple, some grand and complex. As soon as one passed from view another would appear, the creations of dozens of players I'd never even seen in all my hours spent on the server. Most of the homes were dark and silent. Very occasionally, I would overhear a snippet of conversation as two or more players worked through the night on some crafting project, locked safely in their communal home. Sometimes, while pausing outside a building with windows, a pink face would silently peep down at me through the gloom, then retreat from view.

It's always darkest before the dawn. Except in Rust, where it's darkest all damn night.

I reached the ocean at dawn, and yet another large building overlooking it. Who was building all of these structures? How did they find the time? This server had been wiped clean and reset less than a week ago and despite spending some eighteen hours playing I'd barely managed to prop up my ugly, three-story hovel and help my friends with a couple small side projects. Some of these buildings I was seeing were preposterously huge and intricate. Many were incomplete, and nearly all seemed completely unattended.

That house has more stories than Isaac Asimov. AM I RITE

I continued on as the sun came up. I ran through the day, passing dozens of shelters, shacks, homes, strongholds, and forts. I kept running as the sun began to go down, and ran through the night again. Soon I began to see fewer buildings, and eventually, none at all. When the sun rose again, I couldn't see evidence of another player in any direction. I saw no more wild animals, no more irradiated beasts, no more logpiles to chop or even boulders to mine. Just hills, dirt, and trees.

I was in the wastelands.

Leave only footprints, take only pictures. Because there's simply nothing else TO take.

For two full days and nights I sprinted. I sprinted until my hand began to cramp from holding down the keys. There was so much nothing, acres of nothing. Miles of it. One night I built a tiny dwelling and a campfire on the tallest hill I could find, just so there would be something to look at.

In the middle of nowhere, I added a little somewhere.

I spent the night cooking in my shack and crafting whatever I could just to give myself something to do. The next morning I started sprinting again. Two more full days and nights I ran, and still, nothing. No people, no buildings, no animals, and except for trees no resources. It's impressive how massive the world of Rust is, and it's bizarre how empty that world can be, especially when it feels so crowded in other spots. For days, the only proof I wasn't alone on the server was the steady scroll of inane blather and accusations of hacking in the global chat window.

Eventually, I found the other edge of the island and tried to psych myself up for a long, finger-cramping run back to civilization. Before I left, I decided to see what happens when you step into the ocean in Rust. Spoiler alert: you die instantly. While I was a little disappointed I wanted to make it all the way back home again on foot I was also relieved because I was damn sick of running my way through all of Rust's nothingness. I respawned at my sleeping bag in my house.

And there I was instantly confused. When I spawn in my house, I usually find myself staring at one of my four walls. Instead, I was staring at the rocks and trees of my home valley. Why had I spawned outside?

My three-story house has become a one-story hole.

A moment later I realized I had spawned inside. It was just that my walls were gone. As was my ceiling. And door. And my stairs. Oh, and all of the stuff I'd spent long hours collecting and crafting. Someone had blown my house apart and taken everything in it. I'd been raided! Damn! I ran off to find adventure and excitement and it had happened to my house while I was away!

I ran over to my neighbor's massive home, to see if he'd seen anything. His house was missing some doors and walls, too. I ran to all of my friends' homes, and they were all blasted open, empty, silent. The whole neighborhood had been sacked. I spotted someone coming toward me across the valley and I ran to meet him. "Hey, do you know what happened?" I asked. He shot me dead instantly. I respawned in what was left of my house. "What happened was," the stranger said in text chat, "I killed you." Twice more that day I was shot and killed in the fields I used to feel safe in. The valley was no longer full of friendly people I knew, it was full of violent people I didn't.

My workbench and forge had survived the raid, so I spent the next day and night scurrying around the valley, collecting all the resources I could. I crafted a gun, some ammo, and some new walls. The only thing I didn't have enough metal for was a new door, so I huddled in my house until morning, guarding my meager stash. While other players freely text-chatted about Mass Effect, I spent the evening pointing my loaded pistol at the open doorway of what used to be my home.

They're talking about the indoctrination theory. That's not going to help me stay awake all night.

I eventually got my hovel rebuilt, at least the ground floor, though who knows how long it will last. As for my group of friends, I haven't ever seen them again, not on that server. There are new structures being built in the valley all the time, but I'm shot dead whenever I go near them. I'm no longer a part of this neighborhood. It's under new management.
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