Posts Tagged ‘Rust’

Lubed: Rust Tackles Its Creaky Gunplay

Guns N' Roses got weird.

“This game’s murdering sucks” is a common complaint amongst murdergame enthusiast, but what does that even mean? Virtual murder is a system of many tiny parts, covering animations, timings, kinaesthetics, damage, balance, effects, sounds, and, you know, murder – basic murdering. Sometimes a few small changes can make all the difference.

Rust [official site] developers Facepunch have taken a look at complaints of “how badly the gunplay sucks” in their open-world survival murdersim, and come up with a few changes – big and small – that might help fix that.

Read the rest of this entry »

, .

6 Comments »

Rust Update: Female Models, Steam Inventory Items

This chap has a very dusty shoulder!

Female character models are now available in Rust [official site] (but only for server admins during the testing phase).

When the models do go fully live it won’t be as a “pick your avatar” option. Instead you’ll have a male or female avatar permanently assigned to your Steam ID. It’s the same deal with how race (or at least skin tone) is assigned in the game. Penis size also works that way but apparently that was serendipitous – the result of how skeletons are constructed for animation and the fact that one of these “bones” is the penis.

Read the rest of this entry »

, , .

84 Comments »

Flame On: Rust’s Candle Hats

Only in Rust’s [official site] dark wasteland would you ignore the obvious practical and safety issues of wearing a lit candle on your head.  Which, I suppose, is what makes Rust’s dark wasteland so appealing. Stand up straight; the last thing you want is hot wax dripping down your face.

This exercise in masochistic torture is just one of the many new additions to Rust, as detailed in the latest Devblog. These weekly blogs give each member of the development team an opportunity to show off what they’ve made this week and plan their week ahead. It’s like being right in the studio for their Friday meetings, but with presumably less beer.

Read the rest of this entry »

, .

6 Comments »

Virtual Physical Pool: More On Rust Devs’ Arcade Sim

Running an arcade was a brief childhood dream of mine, mostly because I wanted free play on multiplayer tank battle FPS Tokyo Wars. Then I got a new PC and Quake and, well, here we are.

Rust and Garry’s Mod makers Facepunch Studios announced last year that they were working on a multiplayer virtual arcade that’d let folks lark about in player-design arcades full of player-made games. They’ve been quiet about it for a few months, so I’d assumed they’d gently smothered the prototype with a digipillow. No, a new dev blog post shows it’s still coming along nicely. I don’t see a Tokyo Wars em up, but they do have virtual physical games like pool running now.

Read the rest of this entry »

, , .

6 Comments »

New Rust Update Lets You Play Guitar With Your Mouse

As someone who’s entire career is about staring silently and slack-jawed at lists of patch updates, I have nothing but love for Garry Newman. He’s the kind of guy who’ll write an update that says: “I’ve been spending a good wedge of my time looking at performance, figuring out why the game sometimes runs like shit.” What prose! What truth!

Then he’ll go on to post pictures of guys playing electric guitar with their wangs hanging loose.

Things like this are central to Rust [official site], a game that has inspired its own developers to introduce guitars into the game so you can finally impress fellow players with your instrumental cover version of Smoke on the Water.

Read the rest of this entry »

, .

9 Comments »

Lubricated: Rust Revving Up For New Features

I’ve been fascinated by the rebuilding of Rust [official site], and DayZ too, and how different their developments are the second time around. The initial free versions of both open-world survive ‘em ups were scrappy things, quickly growing and tossing features onto foundations that, it turned out, weren’t quite able to support them. Starting over from scratch, both have moved more cautiously through Early Access, and I’ve enjoyed seeing how they grow at this slower pace.

Rust is about to enter a bit of a growth spurt, now stable enough to start boshing in more features.

Read the rest of this entry »

, .

36 Comments »

Impressions: Rust’s New Version

As of last month, developers Facepunch (headed by Garry Newman of Garry’s Mod fame) declared that what was previously known as ‘Experimental Mode’ is now the definitive version of Rust. It now launches by default on Steam, with an option to play on the old ‘Legacy’ servers instead if you’re not ready for change. Unfortunately, I don’t think the game’s quite ready itself.

Read the rest of this entry »

, , , , , .

27 Comments »

Survival Games Are Important

In early 2012, a mod for Arma II called DayZ was released. Two-and-a-half years later, its odd mixture of multiplayer, horror, and a need for players to keep themselves fed and watered, has given rise to the survival genre.

Let’s celebrate that genre.

Read the rest of this entry »

, , , , , , , , , , , , , .

63 Comments »

DayZ Of Our Lives: SOE Also Doing Zombie-Based Survival

'ArooOOOOoooOOOOoobrains,' went the zombified wolf. 'Moonsoundsbraaaaaaaains,' replied The Moon, for it was also a zombie.

If it wasn’t already plainly obvious, survival games are all the rage these day(z), and zombies – thanks to DayZ’s ever-looming influence – come part and parcel with that. The War Z/Infestation: Survivor Stories hit a little too close to home on that front, and Nether, with its possibly dubious ties to the former, also deals in apocalyptic baddie bashing, but with a slant toward the occult. Rust, meanwhile, frolicked through the gray-green fields with the shambling undead only for as long as it had to. And now it seems EverQuest and PlanetSide developer SOE has come down with a case of the Z diseaze as well, with its “soon” to be available H1Z1 promising DayZ-style antics on a much larger scale.

When Smedley promised a game “dedicated” to longtime Star Wars Galaxies fans, I’m not sure if this is what they had in mind.

Read the rest of this entry »

, , , , , , .

47 Comments »

To Hell With Other People: Nine Lives in Rust

I had died again. For the eighth time I had been murdered by a greedy neighbour. I sighed. It was time to switch servers and try it all again. Usually when you spawn on a Rust server, there are a few quiet minutes to get used to your surroundings and look around. Not on my ninth reincarnation. The very instant I popped into the world I heard a voice behind me, yelling.

“Who are you!”

It was more of a statement of rage than a question. Shocked, I turned and saw him. Silhouetted against the sky, a man stood atop a wrecked building, stretching a bow and pointing an arrow at me. His name was Blazing Bazing. He was completely naked.

Read the rest of this entry »

, , .

68 Comments »

Plant It: Rust Getting Farming, TF2-Like Item Creation

Time for some wanton murrrrddeee-- oh my, that is a splendid tomato crop!

Rust is already a purring, slurring engine of human depravity, but there’s no denying that it’s all rather barebones at the moment. You can explore, you can build a house around other people’s houses and take them prisoner but mercifully feed them tuna every couple hours, but Garry (of Garry’s Mod fame) and co have much bigger plans for the future. At this particular moment, that means a whole slew of improvements including a new UI, farming, and an item editor modeled after the one that produces Team Fortress 2’s infamous headwear selection.

Read the rest of this entry »

, , .

23 Comments »

CCP Taking Cues From DayZ, Rust For World Of Darkness

CCP might be best known for EVE Online, but they’ve had another project burbling away in their developmental cauldron since basically the dawn of time. World of Darkness, based on White Wolf’s Vampire: The Masquerade setting, is technically existent, though CCP has become quite adept at keeping it shrouded in, er, darkness. But every once in a while some news slips out, and not all of it is good. For instance, the World of Darkness team recently laid off 15 members of its rather small (for an MMO) force. So then, what’s going on behind-the-scenes? Should we be worried? And how is the game evolving? I asked CCP CEO Hilmar Pétursson, and here’s what he told me.

Read the rest of this entry »

, , , , .

39 Comments »

Zomb-B-Gone: The Undead Removed From Rust

An artist's impression.

Early Access is one of the more interesting tropes of game modern development. So many games are being field assembled right in front of us that future generations will never know the joy of buying game with a beginning, a middle, and an end. They can expect to own games where major features are as changeable as the colour of their jetpack flames. Everything will be in flux. Rust, Facepunch’s really rather popular game of community base-building and flapping willies, has just had the NPC zombies removed from every server. Update your glossaries.
Read the rest of this entry »

, , , .

33 Comments »