Today I worked on adding a bunch of minor features, the HUD and the crafting system:
The crafting system is very similar to that of Unturned V1, except you can see it at the same time as your items. It shows a list of items that you can craft at any given time, and the items required to build them. Obviously in the final game you wouldn't be able to turn two water bottles into a can of beans, instead you might combine some bullet shells, gunpowder and a stanag magazine to create some ammunition.
I also implemented the base HUD:
Each individual statistic only shows up if it's not equal to its default value. Where in previous games like Deadzone the hunger system showed up as 100% being good and 0% being bad, that makes no sense. Instead the hungrier you are the higher the percentage. You will also be able to be fufilled in terms of hunger for a while unlike deadzone, so that you can go for a bit after eating without your hunger going back up. Your rads will go up when in irradiated zones. Your temperature will go low if you're out of shelter in a snowstorm or rainstorm, and go up drastically if you stand on a fire. Unlike Uninhabitted I won't make nighttime's coldness harsh enough to kill you, however hiking in the mountains at midnight in a snowstorm is guaranteed death.
You can also see in the screenshot that I've managed to boost performance on the grass and trees even more to increase the view distance even more.
In terms of minor tweaks I added daytime and nighttime ambient audio, the ability to disconnect from servers, more rock and tree models, an AK47, bandages and water as well as a menu theme song. Unlike Deadzone the menu theme song isn't obnoxious, instead it's the kind of thing you could expect from a classy modern lounge. The day/night cycle is also much cooler and the sun and moon have images again.
Thanks for reading! Tomorrow I'm going to work on creating the third-person player models, dieing and HOPEFULLY the ability to equip weapons. It really depends on how much homework I have. :)