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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Posted by on August 25th, 2014

Greetings!

It’s just about that time again, and we are preparing to launch some major content and engine updates… New terrain system, performance enhancements, predators, apothecary, alchemy, and more in development.

The Awesome News/Update:

We are in the final testing phases for the next update, which should be ready to go really soon. But we have a way to get you guys access to even MORE broken things, much faster than the traditional update schedule. These “Indev Builds” will go up quite a bit more frequently and will be all kinds of not working sometimes, but it will let you all see what we are working on, as we are working on it. This way, we can take what we have from these “Indev Branches”, and push to the main game, as it becomes more stable.

So, what’s coming in the next update?

Crafting refinement
Item and objects durability now take effect. What does this mean? You can hit trees with a rock but you’ll have to use a whole bunch of rocks, or you can craft a crude axe and chop it down in a few swings. The choice is yours.

Tool tips & Name Plates
Tool tips are back and refined so you can see durability/health status of objects now. Oh yea! Name plates!

Predator
We showed you the art concepts about 6 weeks ago. Now they are in the world of TUG. We cannot guarantee your safety any more as we accumulated over 1000s of deaths just testing it. Good luck!

Apothecary
Early stages of apothecary are in the next update. The Pumpkin cauldron and everything needed to make the potions are in.  With an important one, you’ll need to consume to sprint your way out of danger. There are 5 potions being added, but we will leave it up to you to figure out what they do.

Mod Support
We have exposed more of our API engine and it is now easier than ever to mod. Mods can now be installed by simply copying it to your mod directory. More information will be posted on our forums soon. Be sure to check out the Eternus API here.

In The Works:
Here are the latest work in progress videos if you missed it.

Apothecary and more

Hostile Predator

Potions and Predator

Alchemy & Terrain Gen v2

The Not-So-Awesome News, but added typical PR spin to negate potential rage!

The new terrain is NOT going into the main build with this update, HOWEVER since we are going to be pushing “Indev Builds” out, as well as this major update, you guys will be able to explore the new terrain and see what is going on. And as usual, you guys are free to stream and post videos on this branch as well, we just ask that you make it VERY clear that you are working off an exceptionally unstable build we use to work from, internally.

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Importantly, you guys rock (OMG did we just say that?) and thank you for supporting TUG and Nerd Kingdom. We will try to make sure these news and updates are out more frequently (bi-weekly).

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 on 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 July 15th, 2014

A message from Ino:

Hey guys,

We are getting pretty close to being able to call this thing an actual game, so this update is kinda a big deal. Lots of new systems have been put into the engine, which means more stuff to do in Survival, but more importantly, more stuff to mod. Unfortunately with this update we also had to put the kibosh on the Proving Grounds; it would have held everything up so we decided to put it under construction for now. But fret not, we will get it back and running as soon as we’ve had a chance to kick it and scream at it to get it working (as is typical of effective problem solving).

We still have a lot of stuff to do and another big update coming in very soon, so keep up to date with what’s going on and maybe subscribe to our YouTube channel for WIP videos each week. Please also do keep in mind that bugs and performance issues should be expected and we really need you guys to let us know as it comes up. It’s a huge help to us and we really rely on you guys to inform us of what to improve on.

If you like what we have been doing so far, please consider sharing our project with your friends on the interwebs. Any support we get goes right back into development and helps keep us indie.

As usual, if you guys have any questions comments or concerns, feel free to yell at me @inoritewtf or our official twitter @nerdkingdom.

Xoxo.
Peter – ino – Salinas

 

Art

  • New resources added: Raw Beef, Cooked Beef, Animal Hide, Animal Intestines

  • The goat has been added as a prey Critter

  • Leaf Sack added as a decor item

  • Crude Bed added to the game

  • Crude Workbench added to the game

  • Growing trees and vines added to the game

  • Updated Grass textures

  • Added Tilled Dirt texture

  • Added Chopped Wood object

  • Added Stacked Wood & Wood Plank objects

  • Added Cobblestone & Gravel objects

  • Added Cobblestone, Carved Stone, Chopped Wood, Clay Blocks, Thatch & Wood Log textures

  • Crude Shovel, Crude Hoe, Crude Knife objects added to the game

  • Vine Fence added to game

  • Texture adjustments made to Rocks, Crude Axe, Crude Hammer

  • Texture adjustments made to Crude Shovel, Crude Hoe

  • Reoriented and rendered several weapon and tool icons for better recognition

  • Fixed alpha channel bleeding that caused some trees to render with large seams

  • Added UI icon to distinguish game objects that can be placed as voxels

  • Fixed misaligned alphas on bamboo trees

 

Design

  • Variations in recipes have been simplified to one type per recipe to fix some crafting issues

  • Resource drops have also been adjusted to match the recipe variation change

  • Farming added to the game.  Certain fruit produce seeds when harvested that allow the growing of trees and vines

  • Growable objects set to obey rules of distance to other objects and amount of sunlight in an area

  • New tools added to the recipe list, Crude Knife, Crude Hoe, Crude Shovel

  • Prey AI added to the game; the goat

  • Hunting added to the game

  • New tables & table specific recipes added to the game; Fire Pit & Crude Workbench

  • Spears are now throwable in Survival Mode; T key toggles between melee and throwing modes

  • Stacking added to object inventory amounts in the player’s backpack

  • Cooking added to the game

  • Recipes cleaned up after resource variation changes and new recipes added for all new items as well as resource conversion and item recovery recipes

  • Vine Fence object placement refined so where the cursor is pointing, next object will be placed out from cursor and in the direction of the player

  • Crude Bed mechanic added to game; using the bed (with a right click) saves the player’s spawn position and causes time to pass in the world

  • Hunger levels adjusted to work with renewable food system

 

Code

  • In Survival Mode, the “Z” key enters placement mode which allows for full rotation of objects when placing them.

  • Rudimentary pathing added for Critters

  • Hunger system added for Critters; system used to control and adjust AI behavior

  • Critter spawn system added to game

  • Critter death and loot drop system added to game

  • Critter alert/graze AI

  • Controllable Growth system added to game; trees & plants can use the grower script to grow over script controlled times as well as produce fruit and decay

  • Throwing system added for specific objects

  • Some objects can now pierce other objects when thrown

  • New animation pipeline in place to accommodate for looping animations

  • Fixed alpha channel shadow bug causing some objects to not render proper shadows

  • Model Viewer added(Currently 64-bit only)

  • Fixed numerous stablility issues

  • More functionality added to Modding API (See scripts in content folder for examples)

  • Cleaner Main Menu UI/UX

  • Numerous logic bugs fixed

  • Fixed sound not playing on breaking objects

  • Fixed sound not playing on breaking terrain

  • Fixed sounds not playing correctly on foot steps

  • Improved sound buffer logic

  • Improvements to the save system to account for objects having child objects

 

Known Issues

  • Current saves will no longer be valid

  • Proving Grounds has been temporarily disabled

  • Creative Mode server (and multiplayer) have known instabilities while we investigate improvements to networking

  • Some objects when placed inside of (or clipping into) the terrain can cause them to fall through the ground

  • Placing a torch pressed right up against a wall will an error pop up (which is recoverable), and the torch will be lost

  • Tools do not take durability damage from terrain interaction

  • Tool resource drops overlap

  • Tools overlap in functionality

  • Spears will stick if any portion of it hits

  • Mouse button 3-4 can’t be bound to actions

  • Fire Pit will light whenever a saved game is reloaded or if a player leaves a biome and returns

  • Using stacked objects in recipes can sometimes not allow the recipe to be crafted

  • Placing very large objects close to yourself can cause you to fall through the world

  • If you die in Survival Mode, the item in your hand does not drop

  • In Survival, Hunger, health, and stamina levels restore to full between game sessions

  • The shovel can only be picked up at the stone tip/head portion

  • Mushrooms and Crystals are displaying the wrong texture

  • Sometimes changes to a world do not load properly. Reloading the map should load the changes.

  • Stacked objects that are dropped using “Q” do not have a visual representation of the number of stacked items in the stack

  • Placing the Vine Fence using the right mouse button can sometimes cause the object to get stuck inside the player

  • Sprint cannot be currently remapped

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