Posted by on September 23rd, 2014

Good News, Everyone!

A day late, but better late than never right? The Bronze Age is now upon us but what about magic? We are excited to bring the first phase of magic with the introduction of alchemy in the world of TUG. Sacrifice your energy for the love of magic and bring forth some new surprises…didn’t you like our last one?

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The Awesome News/Update:

  • Alchemy System

The early stages of alchemy is in the works and introducing a few new recipes to help you survive or…be eaten. You may see some new crystals spawning around in your world once we have it out.

  1. Trap

What more to say here? Just don’t get eaten alive! Be sure to check the in the works video tomorrow for more details.

  1. Transmute!

Craft the alchemy table or fully utilize the magic tree stumps to convert even more items at the cost of your energy.

  • Multiplayer [High priority]

A lot of progress have been made on the new network code. Unfortunately, still no confirmation date yet until we make a bit more progress and can provide a better estimate.

  • Terrain Generation v2 [High priority]

Progress have been made and we finally have some voxel manipulation and placement working. It still requires a lot more optimization. We have some work to do to get the caves in and also recreating existing biomes.

In The Works:

Here are the latest work in progress videos if you missed it.

  • Metallurgy

  • Bronze Age Weapons

  • Terrain Gen v2 Sneak Peek from Azzy

Shoot us an email at [email protected] if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p

To follow our development go to our 2014 Dev Board on Trello

Tweet Tweet? @TheUntitledGame

Like TUG? Like TUG on Facebook!

Bloggity bloggity, Al~right~ The Nerd Kingdom Tumblr!

Forum Junkies Unite! The TUG Forums!

Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.

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Posted by on September 16th, 2014

Good news, everybody!

Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.

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As usual, don’t forget to share any bugs you run into, on the forums (here) follow us (here) and follow our progress on our trello (here)

*high five*

Patch Notes

Art

  • Bronze weapons and tools

  • Surprise!

  • Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil

  • New Ores that can be combined to make bronze

  • Updated textures to the predator

Design

  • Ores set up to generate from certain rock materials

  • Material drops from terrain and trees adjusted to match new block digging sizes

  • Updates to the predator behavior, it now fears campfires and hunts other critters

  • New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)

  • Existing tables also received new recipes in line with the new age of tools

  • Repair and deconstructing recipes added for bronze tools

  • Rock heads for crude tools have a chance of dropping from terrain materials

Code

  • You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube.  The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.

Eternus API

  • Modders now have the ability to register and create their own slash commands.  RegisterSlashCommand(“command”, “functionToCall”).  Arguments are passed over as a table.  See Survival:TargetInfoCommand function for an example!

  • New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.  

Known Issues

  • Proving Grounds has been temporarily disabled.

  • Multiplayer has been temporarily disabled while we revamp that whole system.

  • Fruits have durability bars

  • When a fruit is held in your hand, the voxel ube outline for a tool appears.

  • Thrown (not dropped) spears stuck in the world aren’t saving properly

  • Critters don’t save their positions between game sessions

  • Critters love to get stuck on the terrain and other objects.

  • The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.

  • Can place items (right click or Q) through voxels if you are too close to the voxel.

  • When (right-click) placing a Vine Fence, it places inside of the player.

  • The game can crash on exit.

  • Sometimes when resuming the game, the same sounds will play

  • Weapon/Tools placed in the environment return to full durability between game sessions

  • The shovel’s animation is not playing correctly. The shovel can still be used to dig.

  • When digging voxels, sometimes their collision will remain there.

  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles.

  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.

  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.

  • The sprint key (Left Shift) cannot be rebound.

  • Can’t bind the Mouse 4 and Mouse 5 buttons

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Posted by on September 8th, 2014

Greetings!

We promised to keep everyone updated every 2 weeks and it’s about that time again. There are so many things going down in the Kingdom that we need a dedicated person, Cambo, running around collecting the goods to keep you informed. These updates will be smaller since we are splitting them bi-weekly instead of monthly but you get news faster, deal?

Importantly, we are working really hard to make sure we bring updates out faster. They will be smaller content updates, but we want to ensure you that we are not holding any goodies away from our community. Your feedback early on, is important and the sooner we can get it out, the better it is for future iterations of that feature!

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The Awesome News/Update:

  • Metallurgy

Our first pass on Metallurgy is in the works and you will be able to craft a furnace in the next update. In addition, early iterations of mining will be introduced to fuel your hole digging addiction. More details rolling out this week!

  • Bronze Age

The introduction of Metallurgy and mining brings forth a new age as well. We are moving from the crude age towards Bronze Age with stronger tools and weapons. Higher durability and strength to keep you going. One pick axe to rule them all! I kid, but that would be pretty OP wouldn’t it?

  • Multiplayer support a high priority

The multiplayer support is currently high priority and we have 2 dedicated code wizards jamming away at it. Lots of technical stuff, I cannot understand, since I would need to be a wizard to decode that information for you all. Personally, I’m a dwarf, so I only care about mining and hoarding all the gold deposits in the mountain biomes. More details will be released in a blog post once it’s ready.

  • Terrain Generation v2

Terrain Generation v2 is also a high priority and we will continue to update the Indev build as we make more progress. The biggest hurdle for us is to ensure we have terrain manipulation working and is stable.

In The Works:

Here are the latest work in progress videos if you missed it.

  • Mountain Biomes in Terrain Generation v2
  • Bronze Age Tools

That is it for now but do keep an eye on our social media channels for more specific details on the updates. Huzzah!

Shoot us an email at [email protected] if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p 

To follow our development go to our 2014 Dev Board on Trello
Tweet Tweet? @TheUntitledGame
Like TUG? Like TUG on Facebook!
Bloggity bloggity, Al~right~ The Nerd Kingdom Tumblr!
Forum Junkies Unite! The TUG Forums!
Join our circle in Google+ here

If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.

Leave a Comment

Posted by on August 28th, 2014

Greetings! 

Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn’t so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs. 

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New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch. 

As usual, send all complaints to @BrennanPriest42 , Why No multiplayer, bro, harass@camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom 

*high five* 

Patch Notes: 

Art 

  • Powdered apothecary reagents 
  • Saber Cat predator 
  • Hollowed Pumpkin Shell 
  • Pumpkin Cauldron 
  • Gourd Shell 
  • Gourd Flask 
  • Multiple potions can be created using the Gourd Flask 
  • General animation tweaks

Design 

  • Added labels to all objects 
  • Objects now have a durability and deliver differing durability damages per tool 
  • The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes 
  • Apothecary system now available with 5 different potion recipes 
  • Tools can be broken down to reclaim resources 
  • Wild alchemy tables allow for basic conversion of some resources 
  • Eating fruit produces seeds; seeds can also still be created at the workbench 
  • Adjusted the drop rates for trees and rocks 
  • Drops from harvesting objects stack and report back the number of items in a stack

Code 

  • Enabled tool tips for inventory items, can be toggled on/off from the options menu 
  • Integrated CEGUI; Reimplemented the main menu using CEGUI 
  • Implemented fall damage for controllers 
  • Crafting and recipe system has been revamped for more control 
  • More game data and logic has been moved into Lua 
  • Restructured game data directories for easier mod support 
  • Added basic mod support and selection through a text file under /configs 
  • Minor Optimizations 
  • Increased stability significantly 
  • Improved jump sequence 
  • Tweaked the logic behind spear throwing 
  • Integrate Lua Debugger 
  • Implement Debug Console for Mod Development 
  • Fixed and expanded the Input menu 
  • Disabled particle-based clouds by default. They were causing too many rendering issues.

Known Issues 

  • Proving Grounds has been temporarily disabled. 
  • Multiplayer has been temporarily disabled while we revamp that whole system. 
  • Fruits have durability bars 
  • Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit 
  • Spears stuck (and not dropped) in the world aren’t saving properly 
  • Cats and Goats love to get stuck on the terrain and other objects. 
  • The location to harvest Cat and Goat bodies tend to be slightly lower near their feet 
  • Can place items (right click or Q) through voxels if you are too close to the voxel. 
  • When (right-click) placing a Vine Fence, it places inside of the player. 
  • The game can crash on exit. 
  • Weapon/Tools placed in the environment return to full durability between game sessions 
  • When digging voxels, sometimes their collision will remain there. 
  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles. 
  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass. 
  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed. 
  • The sprint key (Left Shift) cannot be rebound. 
  • Can’t bind the Mouse 4 and Mouse 5 buttons 
  • The main menu has some placeholder text 
  • Sometimes when resuming the game, the death sound will play 
  • Cats and Goats don’t save

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