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Huunt v6-9 (Zuurniverse Prop Hunt recent update recap)

HighlightPosted invalleyDweller Pressvia Huunt (Zuurn Prop Hunt EarlyAccess)
vllDllr
vllDllr
vllDllr9 mo. ago
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vllDllr9 mo. ago
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Hey all!

So, here's a quick recap of the life of this map so far

  1. Oct: Wanted to do a prop hunt. So I copied my port town and dialed up the detail a bit

  2. Nov: K-Pop Demon hunters was a thing, so I flipped over to that brand and changed statues from turtles to tigers

  3. Dec: Didn't really see any benefit from the brand, so I rolled it back after the 30 days lock-in, and started injecting more of my own IP

  4. FCHQ playtest/feedback: Really good feedback from MackJack. Dove back into UEFN in earnest to knock down rough edges and solidify things

    1. Switched over to allowing SOME environmental damage. I haven't seen that, really, in a prop hunt, and with fast round times, it could be fun to "nowhere to hide" by the time the clock ends.

    2. Added alt-win conditions for each team (Brambles and Spores) that are directly tied to IP

    3. Synched the POI updates from BR and Adventure back into PropHunt. (Barricadier update later this week with a UI update)

    4. Bulletproofed round ending by changing Island Settings to Last Standing.

    5. There's a panic switch (Elim Volume) on top of the Quartermaster if you REALLY need to help end the round.

    6. Speaking of Quartermaster, big map update (art/pips)

    7. Added Sidekick support (self seen only)

  5. As mentioned, working on some more POI level updates (already in/unpublished) and some new UI tracking (in progress)

Your Sidekicks can join you now (only visible to self)

Decoupled size affecting HP (next update)

Fixes to water area (visual polish/collision/barrier)

Map art/controller updated, and added POI pips.

vllDllr
vllDllr
vllDllr8 mo. ago
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vllDllr8 mo. ago
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v9 is up.

I'd pushed it previously, but there's an issue with Creator Portal and some movie uploads (tried to include a trailer with it, which can be seen on my YT) so it got stuck in limbo for awhile.

here are the changes:

Prop team view:

ignore the empty tracker. that's frustrating, because it wasn't there during testing. I'll fix it, it's not too bothersome. Just sloppy.

right side, let's just go down the line

  1. Right side:

    1. map. as stated before, the map is new, more zoomed in, more detailed. Normal tech though, I might need to make a new one that removes the storm timer and make sure it properly tracks elims.

    2. changed the Island Settings HUD from "score" to "objective" so we see the current state of each of the objectives in the level, and their damage.

    3. HUD Message that tells you a team won and why. (so the round doesn't just end suddenly) for no reason.

    4. New Custom Spore count UI. This is only seen by the prop team... well, anyone who picks up a spore, actually, but hunters can't so...

      1. I suppose a second Prop player would have a different count and that I might have four and you might have two, and the round would end because of team collectible score? This might be something worth looking into. Tracking Team total as well as individual.

      2. I'm leveraging the Stats VM for this.

  2. Middle:

    1. Added a Prop-O-Matic manager, so it properly (sort of) shows the correct number of prop people remaining. This also allowed me to exclude some props (like the giant statues) from being legal to clone.

    2. Timer text that gives us that breathing room at the end of the round on one of the Alt Win Conditions, counting down the time until reset.

Hunter team view:

  1. Added more of the bramble grass around as polish semi-universally on Bramble Objective ends and in the Spore craters.

  2. Angled this Bramble Objective to not intersect the crater, and still be in the barrels.

  3. Made sure the Objective % health announcements were turned on for the HUD (center top)

  4. RIGHT SIDE you can see the Hunter version (attacker) of the Objective list, with Destroyed and Damaged states. I might want to reskin this.

vllDllr
vllDllr
vllDllr8 mo. ago
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  • Community Owner
vllDllr8 mo. ago
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  • Community Owner

v10 plans (we'll see how accurate this is)

  1. High priority:

    1. fix that dumb empty tracker

    2. under the hood, I'm tracking how many sconces you destroy in the start room. I want to do something with that data, but not sure what yet.

    3. update the starting HUD popup, because it's like v2. Might remove it altogether.

    4. Add more props, probably

  2. Low priority

    1. it's not low in desire, but low in difficult.... get the team/class thing figured out so I don't have to double up on weapons. This is frustrating. It's sloppy looking, not TOO gameplay disrupting, but if I take out the doubles, there's an off-chance that the class doesn't fire correctly and props have no item. That's BUSTED, so we have this.

    2. adjust cinematic at the dock?

how do you feel about annoying popups?

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