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Although the development of Unturned II has been indefinitely paused, this page serves as a record of details that were once teased as upcoming features. These features could have been part of a future update to the game, or part of a long-term plan with no set release date. Any content mentioned on this page would have been subject to change during the game's development, or may have ended up not being implemented at all. There was no specific order in which these features may have been worked on.

Some of the features planned for—or already implemented into—Unturned II are now being incorporated into Unturned instead. A major exception to this is splitscreen support, which has been confirmed as not coming to Unturned.

Miscellaneous changes

Combat

  • Different crosshairs for different weapon types, such as a circular crosshair for shotguns.[1]
  • Pain flashes after taking damage.[2]
  • Bullets heading in the direction of a player's head that hit limbs should count as headshots.[3]
  • Headshots may be able to knock helmets off in some cases, especially for Turned. Players could potentially be downed due to being headshot, and will bleed out unless they are revived.[citation needed]
  • Gun butt melee attack, and potentially blocking with melee weapons.[4]
  • Tiered ammunition with different behavior against armor and surfaces. There could be crafted 5.56 mm bullets, military-grade 5.56 mm bullets, and full metal jacket (FMJ) 5.56 mm bullets with poor, decent, and high armor penetration respectively. 5.56 mm tracer ammunition can be used to alert the player when they are almost out of bullets.[5][6][7][8]
  • A choice over how the player reloads, with a shorter reload by throwing away the magazine and a longer reload by putting it back in the player's inventory.[9] Reloading using items in vest slots.[10]
  • Single, burst, and automatic fire modes that can be toggled between via a hotkey, with an animated fire selector lever.[11] Player stance for when a held ranged weapon is toggled to safety.[12]
  • Bullet spread and bullet recovery affect the recoil pattern, and the crosshair is scaled appropriately.[13]
  • Muzzle smoke trails.[14]
  • A "click" sound when out of ammo.[15]

Core

  • A purchasable premium pass to join official servers. Ideally, it would be a permanent one-time purchase and not a recurring subscription.[16][17]
  • Not dependent on Steam, instead only using it for matchmaking and gaining authentication into official servers.[18]
  • There might be Steam Economy integration, but if it was implemented it would be more carefully redesigned in comparison to Unturned (version 3).[19][8]
  • BattlEye integration.[20][21]
  • Support for Steam Rich Presence.[22]
  • Improved support for Steam Screenshots, so that it can mark visible players in tags. Additionally, support for high-resolution screenshots. [23]
  • Lobby with other players from any menu via Steam, and alert other players when a member is leaving the game.[24]
  • Complex automated tests[25]
  • A game trailer video, in the far future, made using the spectator features.[8]
  • Potentially have weekly updates.[8]
  • The continuation of fine-grain texture detail on surfaces, which was stopped as Epic Games has decided to discontinue support for material layering past Unreal Engine 4.19. Spare channels will be experimented with instead, such as for per-branch deformation of bushes.[26]
  • The game will also be available on Mac, when Nelson has a Mac strong enough to compile the game for that operating system.[27]
  • Potentially, far into the future, a console port released and maintained by another publisher.[28]
  • CAD tools dedicated to Unturned II.[29]
  • Replays saves for client and for dedicated servers. They can be viewed through a replay browser and replay viewer. Replays can be uploaded to the Steam Workshop.[30]
  • Save slots for listen servers, and improvements to single-player saving. Data can be saved to disk, or saved to an external endpoint. Timed auto-saves can occur.[31]
  • Support for Tobii, with the automatic hiding of user interface elements.[32]

Environment

  • More visually dynamic water. Splashes result from physics objects, and wake from moving objects. Edge foam appears across the shoreline, and the shoreline has a wetness to it.[33]
  • Maps split into distinct biomes.[34]
  • A day-night cycle, with the level of darkness at night based on the moon cycle.[35][36]
  • Players can sleep through the night if everyone is in a bed.[35]
  • Seasons will affect gameplay, and have different degrees of weather in each season. Temperature may be dependent on weather effects rather than an otherwise arbitrary temperature value. Maps will automatically change into their event form (such as for Halloween or Christmas) rather than be an entirely separate map from the original.[37][38]
  • Storm clouds, fog, raindrops, lightning storms, and various degrees of blizzard.[39][40] Lightning can possibly drain the car batteries of struck vehicles.[41] Puddles form, rainwater drips from surfaces, snow builds up, icicles form, and frost appears on exterior surfaces.[37][39][40] Weather affects vehicle handling.[39][40]
  • Rainwater can be collected.[39] Snow can be collected for snowballs, or melted down for water if not kept in a freezer.[40][34] Water freezes up, but can allow for fishing holes.[40]
  • Scavenging for dirty water from props in bathrooms.[42] Destructible props.[42] Garage bay names match the available vehicle types.[42]
  • The automatic placement of some roof details (like vents and the window frames).[43] Detailed eavestroughs.[43] Chain link fences, a fire station, and bathroom props.[42]
  • Road materials include sidewalk cracks, exposed sidewalk ends, and general cracked road breakup.[44] Some roads and street signs will be named after various likable community members.[42]

Gameplay

  • A "Story" game mode with single-player and multiplayer support that takes advantage of game mechanics rather than linear levels, with different endings. It may potentially play similar to campaigns in Left 4 Dead.[45][46][8]
  • Support for casual community-created game modes like Deathmatch, and custom story campaigns.[47][48]
  • Excursions send players to the alternate reality the Turned originated from. Players must enter, loot, and extract as quickly as possible.[49]
  • Unturned II will have a more coherent story than Unturned (version 3), and excursions will help fit into that backstory.[46][8]

Fire

  • Fire will be greatly revamped compared to Unturned (version 3). Fire will require a fuel source, and objects can catch fire as it spreads across flammable surfaces. Fires can be extinguished.[50][51]
  • Players can obtain improvised Molotov cocktails, which can be thrown to spread fire.[51]

Food, water, and horticulture

  • Consuming food in portions.[52]
  • Game mechanics based on the different parts of human diets.[52]
  • A nutrition system, taking into account various vitamins and other nutrients. This would be a replacement for Unturned (version 3)'s food and water status bars.[53]
  • Harvesting plants to create dyes for your clothes (and potentially paints too).[5]
  • Increased activity in farming compared to Unturned (version 3). There should be game mechanics that involve watering plants—such as through piping, sprinklers, or building automated watering systems.[54]

Content

  • Night vision goggles should be able to be attached to helmets.[5][8]
  • Adrenaline boosts movement speed.[55]
  • Potentially allow players to paint items.[8]
  • Wet and dry states for clothing, and possibly items.[33]
  • A leather belt, pistol holster, watch, green regular glasses, aviator glasses, blue baseball cap, black balaclava, dogtags, hoodie, and quiver.[56] Clothing have various pattern and color states, such as a military camouflage pattern.[57][56] Military boots, pants, shirt, and helmet.[citation needed] Some clothings' storage will be for exclusive item types (like handguns for a pistol holster, or arrows for a quiver).[58]
  • A STANAG Suppressor, and Angled Foregrip.[59] Makeshift gun stocks.[7] A knife.[citation needed] Infrared scopes and goggles.[60] A Remington Model 870 shotgun.[61][8]
  • Front and rear sights for the Eaglefire.[1][62][63] Different receiver models for different tiers, with various firing modes, rates of fire, etc.[64][65] For example, a semi-automatic Eaglefire variant.[64] Some gun parts can potentially require maintenance.[64] Adjustable variable zoom on scopes, and magnifiers that can be toggled on or off.[66] Zeroing scopes.[67] Possibly allow adjusting scope zoom via a mouse wheel.[68]
  • The same type of holographic sight can spawn with a different reticle pattern.[69] A revolver.[citation needed]
  • A more in-depth crafting system,[8] with machinery and devices for crafting, and a crafting queue.[70]
  • Base building will be done with a single master building tool rather than with individual, tedious, placeable items.[71] A more intricate building system that could possibly accommodate more modular and freeform trap systems. Energy sources, switches, and machinery can be wired together; pipes can move fuel or other liquids; and conveyor belts allow for moving items. Sentry guns and mounted turrets should be able to be automatically loaded, players can store items inside item storages, and players can lay upon beds and other furniture pieces.[72][73][74][34]
  • Various doors and locks, with battering rams for knocking down doors.[75]
  • A way to create custom designs on vehicles from a selection of stencils when applying paints. Mods could introduce additional patterns/sprays.[76]
  • Single-handed items can be used while driving.[77]
  • Removable license plates.[77]
  • Vehicle can be hot-wired. Trunks can be opened. Trunk storage is visible, and players can choose to use open seats as additional storage. Car alarms should attract hostile entities.[78]
  • Stamina-powered vehicles, such as bicycles.[79][34]
  • Swap out tires (such as for winter ones).[34]
  • Potentially fully-black rear windows on more fancy cars.[34]
  • Submarines, and 4×4 trucks with good suspension that are better suited for off-roading than the Hatchback.[34]
  • Buttons inside cars for enabling hazard lights, tuning the radio, or turning on interior car lights.[34]
  • Walk around the interiors of vehicles, such as for an RV.[34]
  • Animated control stickies for the headlights/future windshield wipers (use in heavy rain storms).[34]
  • Dual-wielding a one-handed item with the steering wheel while driving.[34]
  • Breaking car tires, and visible snow buildup in the grooves.[34]
  • A fuel gauge visible on the interior's heads-up display, to the right of the speedometer.[34]
  • When it is not snowing, tire tracks do not get filled back in with snow.[34]
  • Proper animations for when switching seats. Players can only switch to specific seats available to them depending on their position in the vehicle.[27]

Modding

  • Modding tools available upon release of the beta as a download through the Epic Games Launcher, containing all of the Unturned II project files and .uassets.[80][81][48]
  • Mods could introduce additional patterns/sprays to stencils that allow painting vehicles.[76]

Players and NPCs

  • External forces possibly having an influence on the player, such as from explosions.[82]
  • A skill system that maintains a concept of experience of leveling, but skills are attained through the player's actions.[83]
  • Possibly allow throwing any item.[84]
  • Blood particles drip from bleeding players.[85]
  • Potentially, more idle animations.[citation needed]
  • Diving and surface-level swimming, with water transitions. Stamina may be required to swim.[5][33][79]
  • Players can slide and dive roll. They may climb over chest-high obstacles, pull themselves up onto ledges, and possibly grab objects while falling. They can also slide down ladders. A player's speed is influenceable by skills.[86][79][87]
  • Possibly be able to play as an animal when joining a server.[5]
  • There will be aquatic sea life,[33] and mountable animals like horses.[77][34]
  • Animals killed by more powerful weapons yield less meat. Hunted animals must be skinned and gutted.[88]
  • Bandits can take cover.[89][90][74][91][48]
  • Friendly NPCs that will follow daily routines. They have dialogue when interacted with, and can provide services or give quests. Most of the game's story will likely be told through interactions with NPCs.[92][46]
  • Turned utilize a more organic design with very dark, organic mutations. Growths appear on apocalyptic buildings, which can spawn monsters.[93] Creatures attached to the ceiling such as "ceiling-mounted grapplers",[93] and Turned versions of players that have their gear.[93]

Multiplayer

  • Lobbying with other players to all get into a server together.[17]
  • Automatic server restarts, and support for rebooting on OS startup.[94]
  • A proper server queue.[95]
  • Mod information is retrieved from the server and sent to the player, showing what is currently being downloaded and allowing for cancellation.[96]
  • Official servers, with a defined vanilla experience. Official servers will not have "abusive admins," and progress can transfer to other official servers. The official servers will most likely first be available only after the closed betas.[16][8]
  • Players might be able to host their servers through Smartly Dressed Games in a way similar to Minecraft Realms. Benefits include things like maintenance.[8]

User interfaces

  • An ability stats menu. Character stats are shown underneath the 3D preview. Ability stats are ordered by modifiers, base values with modifiers, and base values. [8][97] This menu may be split between "basic" and "advanced" sections. Graphs may be used to visualize some information, such as recoil or damage drop-off.[98]
  • A user interface for trading, and possibly a consciousness status bar. Players will be able to use the scroll wheel to zoom in and out on the map screen.[99][100]
  • The chat interface should fade away when not actively chatting.[101]
  • More extensive configuration menus that include display options such as UI scalability options, audio options including user interface volume, and an autodetect benchmark button.[102][103][104]
  • Put bait onto a fishing rod hook, or fuel into a chainsaw.[64] Smaller subdivisions for storage.[10] A section of the inventory interface contains slots for the various clothing types.[105] Interact with a surrendered player's inventory.[106][107][108][5]

Mentioned future content

Clothing

  • A blue baseball cap, which is a type of soft cap with a rounded crown and a stiff peak projecting in front.
  • A forest camouflage military helmet based on the United States' Enhanced Combat Helmet.
  • A simple watch worn as a bracelet on the player's wrist.
  • Simple and regular glasses, available in green and white.
  • A black balaclava (a form of cloth headgear designed to expose only part of the face).
  • A white or burgundy hoodie, available in a checkered or plaid pattern, worn as an overcoat.
  • Dogtags worn as a necklace item. "Dog tag" is an informal but common term for the type of identification tag worn by military personnel.
  • A quiver, worn like a sling. Historically, a quiver is a container for holding arrows, bolts, or darts, often on an archer's body.

Weapons

  • A revolver.
  • A knife.
  • A Remington Model 870 shotgun, possibly called the "Facekick". Remington 870 model.png

Weapon attachments

  • Eaglefire iron sights, as two separate Picatinny rail attachments for the front and rear sights.
  • Canted front and rear sights, as two separate Picatinny rail attachments.
  • A 5.56x45 mm STANAG suppressor as a muzzle attachment that can be affixed to the ends of barrel components.
  • An angled forward grip (foregrip), compatible with Picatinny rail systems as an underbarrel attachment.
  • A red tactical laser sight used to enhance the accuracy of a firearm, compatible with Picatinny rail systems as a tactical attachment.

Ammunition

  • 12-gauge shells.
  • Armor-piercing (AP) ammunition.
  • Tracer ammunition.

Vehicles

  • Fancy cars with fully-black rear windows.
  • Submarines.
  • 4×4 trucks with good suspension that are better suited for off-roading.
  • An RV, with an explorable interior.
  • Stamina-powered bicycles.

References

  1. 1.0 1.1 "Unturned 4.x Devlog #001". blog.smartlydressedgames.com.
  2. "Damage". github.com.
  3. "Character Bullet Penetration". trello.com.
  4. "Gun Butt Melee". github.com.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 "Unturned 4.x Devlog #004". blog.smartlydressedgames.com.
  6. "Armor Penetration". forum.smartlydressedgames.com.
  7. 7.0 7.1 "Hypothetical Weapon Upgrade System". github.com.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 "Interviewing Nelson about Unturned". youtube.com.
  9. "Stealthier reload". forum.smartlydressedgames.com.
  10. 10.0 10.1 "Sectionalized Clothing". forum.smartlydressedgames.com.
  11. "Unturned 4.x Devlog #002"
  12. "Safety Character Animation". github.com.
  13. "Recoil". github.com.
  14. "Muzzle Smoke Trail". github.com.
  15. "Click When Out of Ammo". github.com.
  16. 16.0 16.1 "Unturned 4.x Devlog #008". blog.smartlydressedgames.com.
  17. 17.0 17.1 "What about Dlcs?". forum.smartlydressedgames.com.
  18. "Standalone server". forum.smartlydressedgames.com.
  19. "Specialized "Economy" ". forum.smartlydressedgames.com.
  20. "BattlEye Integration". github.com.
  21. "BattlEye". trello.com.
  22. "Steam Rich Presence". trello.com.
  23. "Steam Screenshots". trello.com.
  24. "Steam Lobbies". trello.com.
  25. "Complex Automated Tests". trello.com.
  26. "Unturned II Devlog #017". blog.smartlydressedgames.com.
  27. 27.0 27.1 "Misc Notes About 4.18.2.0". forum.smartlydressedgames.com.
  28. "Do you think UII will be on consoles?". forum.smartlydressedgames.com.
  29. "Can you use a nother programm than Maya?". forum.smartlydressedgames.com.
  30. "Replays". trello.com.
  31. "Savedata". trello.com.
  32. "Tobii UI Hiding". trello.com.
  33. 33.0 33.1 33.2 33.3 "Water". trello.com.
  34. 34.00 34.01 34.02 34.03 34.04 34.05 34.06 34.07 34.08 34.09 34.10 34.11 34.12 34.13 34.14 "Unturned II Devlog #016". blog.smartlydressedgames.com.
  35. 35.0 35.1 "Night". trello.com.
  36. "Hook Time of Day Into Precomputed Skybox Samples". github.com.
  37. 37.0 37.1 "Unturned 4.x Devlog #003". blog.smartlydressedgames.com.
  38. "Unify Weather/Seasons Control Flow". github.com.
  39. 39.0 39.1 39.2 39.3 "Rain". trello.com.
  40. 40.0 40.1 40.2 40.3 40.4 "Snow Part 2". trello.com.
  41. "Lightningstrike Boss vs. Vehicle Batteries". forum.smartlydressedgames.com.
  42. 42.0 42.1 42.2 42.3 42.4 "Unturned 4.x Devlog #007". blog.smartlydressedgames.com.
  43. 43.0 43.1 "Wow i made a 4.0 style house". forum.smartlydressedgames.com.
  44. "Fix up road materials". github.com.
  45. "AMA". reddit.com.
  46. 46.0 46.1 46.2 "NELSON EMAILED ME! (Unturned 4.0 Story / Questline)". youtube.com.
  47. "It’s been like a month since the December blog post! Where’s the next one?". forum.smartlydressedgames.com.
  48. 48.0 48.1 48.2 "What to expect from devlog 18". forum.smartlydressedgames.com.
  49. "Excursions". trello.com.
  50. "More feedbacks". forum.smartlydressedgames.com.
  51. 51.0 51.1 "Fire". trello.com.
  52. 52.0 52.1 "Thing that relate to food (Suggestion)". forum.smartlydressedgames.com.
  53. "Better food system". forum.smartlydressedgames.com.
  54. "Watering can". forum.smartlydressedgames.com.
  55. "Docs". github.com.
  56. 56.0 56.1 "Test Item for Each Wearable Slot". github.com.
  57. "Clothing Pattern & Color State". github.com.
  58. "Devlog #004". forum.smartlydressedgames.com.
  59. "Fix up remaining few attachment models". github.com.
  60. "Infrared Goggles". forum.smartlydressedgames.com.
  61. "Unturned II Devlog #019". blog.smartlydressedgames.com.
  62. "Additional Eaglefire components". github.com.
  63. "Convert auto front/rear sights into separate items". github.com.
  64. 64.0 64.1 64.2 64.3 "Unturned 4.x Devlog #005"
  65. "Additional Eaglefire components". forum.smartlydressedgames.com.
  66. "Magnifier Suggestion. W/ Various other suggestions". forum.smartlydressedgames.com.
  67. "A 4.0 Ammo and Ballistics Concept". forum.smartlydressedgames.com.
  68. "Adjust Scope Zoom With Mouse Wheel". github.com.
  69. "Holographic Sight Reticule & Color State". github.com.
  70. "Crafting". trello.com.
  71. "Building". trello.com.
  72. "Custom Trap System". forum.smartlydressedgames.com.
  73. "The Nelson interview and the factorio". forum.smartlydressedgames.com.
  74. 74.0 74.1 "Remove Useable Dependency on Denizen". github.com.
  75. "Doors and locks". forum.smartlydressedgames.com.
  76. 76.0 76.1 "Vehicle customization". forum.smartlydressedgames.com.
  77. 77.0 77.1 77.2 "Unturned II Devlog #015". blog.smartlydressedgames.com.
  78. "Misc Vehicle Stuff". trello.com.
  79. 79.0 79.1 79.2 "Movement Suggestions". forum.smartlydressedgames.com.
  80. "Make Unturned Open Source", post 17. forum.smartlydressedgames.com.
  81. "Make Unturned Open Source", post 2. forum.smartlydressedgames.com.
  82. "Mega suggestion". forum.smartlydressedgames.com.
  83. "Skills". trello.com.
  84. "Throw Weapons/Items With Input Key In Any Instance". github.com.
  85. "Blood Particles When Player Bleeding". github.com.
  86. "Mantling". trello.com.
  87. "Slide + Dive". github.com.
  88. "Hunting". trello.com.
  89. "Devlog #003". forum.smartlydressedgames.com.
  90. "Bandit NPCs". trello.com.
  91. "AI Denizen Controller". github.com.
  92. "Friendly NPCs". trello.com.
  93. 93.0 93.1 93.2 "Turned". trello.com.
  94. "Server Administration". trello.com.
  95. "Server Queue". trello.com.
  96. "Steam Workshop Downloads". trello.com.
  97. "Sort ability stat view". github.com.
  98. "Unturned 4.x stats UI seem to complicated". forum.smartlydressedgames.com.
  99. "Player Trading". trello.com.
  100. "Knocked out/unconscious sytem - w/Concept Art". forum.smartlydressedgames.com.
  101. "Cleaning Day". github.com.
  102. "Options Menus". github.com.
  103. "Fix default frame limit option". github.com.
  104. "Modern Configuration Menus [mega suggestion"]. forum.smartlydressedgames.com.
  105. "Refined wearable view". github.com.
  106. "Denizen Storage Proxy". github.com.
  107. "Fix Denizen corpse outline". github.com.
  108. "Open inventory when interacting with storage/corpse". github.com.