Happy Friday everyone!
I apologize for the delayed update as I was out with the flu last week. It is good to feel alive again! Getting back on topic, our engine team is cranking away on the Eternus engine and tools. Our gameplay team is improving our building methods, islands and more. Art team has been hard at work creating new assets for TUG. You can some images and video examples below.
Meanwhile, @x_nekochu_x is hiding away in the sound booth working on sound production stuff. I have been nagging him a lot to let me help out with sound effects. There’s just something extremely fun about making sound effects. For example, breaking things… many things.
We also updated our website and relocated our blog to the main site. You may find a few older posts with broken links and images but there is not much we can do to fix them.
The community questions have been finalized and we hope to have more details in the future. If you missed out, don’t worry! We can do another in the near future. We apologize for some of the TBD answers as those are still in discussion.
Hey everyone! I hope everyone is having splendid week.
We are still hammering away on the engine and tools so there are not many visuals to show yet. However, we do want to keep you all updated with more goods so I will be sharing videos from our tech demo Fridays. Until then, here are a few WIP shots of some of our new tools.
[Biome Tool Graph]
[Biome Generated #1]
[Biome Generated #2]
[Early rough video of our floating island with sample of edges]
[8 blend target]
In a previous blog, we answered many of the planning and lore questions from the community. Today, we’ll focus on the TUGv2 and engine remake questions.
The Engine Remake
Have a great weekend!
Hey everybody! Cambo here and Happy Friday!
I’ll go ahead and update everyone since Ino is lost in the world of Zelda today. The team has been very busy the past month working on our engine tools and gameplay features, and core experiences. I will personally be working on having more frequent blog posts, dev updates, and videos when they are available. I am aiming for at least twice a month and video snippets from our demo Fridays. Importantly, I hope to shift our blog posts to our website in the future.
In the last blog, we mentioned that we would take note of the QA document that was compiled from the community. I got to work and nagged the team leads to answer them, nagging is what I do best. You can find the questions here. Thanks for organizing and bringing this to our attention @Rawr! The leads answered most of the questions but we will wrap up the rest over the next couple blog posts as we have more concrete answers. Get ready for the wall of text!
Radial Menu UI prototype
Have a great weekend and don’t forget to follow the leads!
Engine Programmer Lead @JoshuaBrookover
Gameplay Lead @Scriptslol
Our adventure into gameplay prototyping has begun, with big steps towards making our development environment much more seamless and flexible. The benefits to having a small team of brilliant minds, is that we are constantly forced to looking at ways to make our lives, and the lives of our users, easier. We have to find ways of making things accessible, faster, and easier to understand, and while that can take more time than just smashing a system into an engine, the results are exponential, and keep everyone excited.
In the coming weeks, we will continue to take note of the QA document the community has been compiling, and aligning our internal leads to address them as appropriate. Without question, it will result in more and more questions, so we are discussing how best to address this. We get a lot of live feedback from everyone involved in our discord channel, and please know it’s invaluable
As an update on our investor presentation, it went fantastic. Everyone is pleased, and excited about our progress. It’s always been a chore, to focus on the idea that we ARE making a game, but not understanding how important all of the technology and tools are, in being sure we can make it, and the community everything it has the potential to be. The investors, and many new opportunities, are seeing what is now being accomplished and it’s very exciting.
The members of the community that have been messing about with our current build of the engine, has been leading into a lot of interesting discussion, and strong insights into our approach. Much of the thinking has made it clear we are on the right track, which is an empowering sentiment when working on something this ambitious.
On that note, we will be clearing out mods from devotus from previous mod jams, to start prepping to get another version of the engine out in the coming months to a larger community, and start our own mod jams as a studio, with members of the community, to start focussing on more aspects of process and communication. Its understood that no dates creates a lot of frustration, but we have to put stability first, especially since we know there are a lot of high expectations, and locking down hard dates right now, have the potential to set everyone up for failure.
The QA will be a smart step forward, get everyone on the same page about what is happening, shed some light into general milestones, features, mythos, etc. And from all the pieces missing in the QA, we will have an opportunity to define the angles that we need to work to communicate better.
As always, thank you for all the support, your near endless patience, and confidence in what we are doing. Not one decision gets made for us, that doesn’t have us asking “what would the community think”, or “how would our community use this”. And this thinking is producing some really neat solutions, that are exciting enough to keep us working hard.
Expect another update from us in a couple of weeks, as next week is a big rush for us on dev goals, where we can lock down a schedule for the QA session, share some video, and get out some general milestones and feature lists for our first public release of TUGv2.
Procedural Maze Generation
Ahoy! Just wanted to give you guys a quick update on what has been going on this month, and some things to expect coming into next month.
We have a big investor milestone meeting coming up on the 19th, and all of our time has been focussed on getting all the systems we shared with you, via youtube, stable and clean. Of course, those systems are not fully fleshed out game features just yet, but it’s a strong foundation built on the engine that is allowing us to expand out on things with gusto.
Into the coming months, we will be focussing on what is defined as a “minimally viable product”, that is to say, “what does this game experience feel like, with polish, for a short play session”. So while it may not be perfectly balanced, we need to demonstrate polished animations, some competency with enemy AI, and strong visuals (particle effects, graphics, etc). This also means a grasp on what the actual UX is in a 3d space, which revolves around the process a person gets from a keystroke, or series of keystroke, from a selection to an action.
Working through these things over the next few months gives us an opportunity to start being more open, again, with some of our thinking, and intentions, with design. While we do not expect EVERYONE to approve of all our choices, the product is too early on to allow for any design by committee. We will be responsible for creating the foundation of what the experience is, and leave opportunities for systems to be modified and expanded upon. And this is much of the reason we are so focussed on tools and our own development pipeline. The more clean and streamlined that is, the easier it would be for any of you to do, as well.
Some of you in the community have brought up the possibility of a QA, and that is a pretty solid idea. We love getting a chance to talk to all of you, and answer questions. If nothing else, we can always say that we pride ourselves on transparency, even on topics that are taboo and perpetuate chaos and confusion… (web based cookie clicker FTP clone, anyone?) But first, we are gonna get the current build into the hands of a few of you, and have some footing to get both technical, and experience driven question from all of you. So expect us to start taking in questions in a couple weeks time.
That is pretty much it for the time being, but if you have any questions, you are always able to reach out to any of us, and you will hear back from us.
After a long period of development with TUGv2, under the new engine, internally dubbed “eternus”, we are proud to share the progress we have made so far. Please do keep in mind, that we are building everything from the ground up on our own, to facilitate a lot of unique future goals, so not all systems have been complete. In order to hit our goals for this month, we had to be sure we focussed on systems that made the most sense, to share something today. So be aware that what you see is incomplete, the systems are not final, and we still have a long way to go until it’s “complete” and polished.
As for advancements:
Art: we have FINALLY been able to define visual consistency to work hand in hand with graphics development. And while we are still lacking some general systems like Particle Effects, and proper animation support, to facilitate polish, the general look of the game has really started to define itself.
Technology: Our team is broken into 3.5 major technology groups internally. Core engine has pushed forward our eternus engine, and lowered the bar to entry for hardware requirements, how much that bar has dropped, is still subject to some negotiation with art and design, but it’s still at least lower than the Dx11 spec as it stands. There is a lot to be said about what the engine does, and can do, but i’ll let Josh speak more to that in an update early next year.
The tools team is a massive change for us from the first iteration of the engine with TUGv1. Not only do they create tools that allow for our own team to develop content faster, but also allow for modders to change parameters within the game with relative ease, and even develop their own tools from an extensible framework. This is also another topic to expect being spoken of early next year.
On infrastructure, the ability to create accounts, upload and distribute mods, and be able to house a growing community of players and creators, we have come a long way. While I KNOW Nathan is going to love digging deep into share the emotional themes behind proper documentation and planning of systems, we will be sure he tones it down so as to not over excite himself (does sarcasm read well in blog form?)
And about half of the gameplay team is building systems that sit somewhere between gameplay, and core engine team. Little bits that give the game a great quality of life, that people may not fully get the implications of, until it’s revealed to them. Stuff like persistence of “simulated” data (what happens when off screen”, logic and power stuff, and even object datas and interactions.
On design and the other half of gameplay, it’s been all about making sure tools, and engine are supported so we can accomplish various goals. For now, lots of SYSTEMS are working, and we now have a chance to play and iterate to make the game “fun”. Lots of work still goes into narrative and mythos consistency, defining the “laws of nature” within the world, and the general approach to learning of complex systems is also a thing, but at this point it comes with a great deal more focus.
On the topic of communication, both recent, and going forward, I accept full personal responsibility for how things have been handled to date. The process of game development, and more so, software development, is a difficult enough thing to maintain internally as a group, and a great deal more consideration should have been taken from migration of our v1 to v2 work. We will ALSO communicate the plan for coms moving forward, early next year, so you know what to expect, and we can be held accountable to it.
While we have been active and responsive to community on various channels (Discord chat, email, NK forums), we have neglected a few outlets for various reasons. However regret does come from lack of communication on our Kickstarter page. It was not considered a community to this point, simply a blog outlet channel, one of MANY, and no proper path was given to alter that outlets means of connecting with the project. This mistake, across a slew of others, were opportunities for us to learn and set a plan of action for communication into the new year. We have a lot of progress to share from this point forward, which will be more consistent.
As for “when the game is going out” to the community, some of you guys are going to be getting it sent to you soon, hopefully by end of week. HOWEVER, it’s not going to everyone, just yet. The first hands on have to be with some of the developers we have in the community, to help us catch some bits, so we can do a better job on supporting our own developers getting the game done. We will roll out launches to various groups within the community, and likely put out some kind of sign up in the next couple of months, to start phasing people in.
On the note of “our future”, we have determined that “paid mods” is not the right thing to do, if for nothing else cultural reasons. However, this doesn’t mean that modders will not be rewarded or compensated, it just means it will be coming from NK. The actual final cost of the game, is a bit up in the air, though do know that we are leaning AWAY from the idea of FTP.
Expect us to make more mistakes moving forward, it’s a process of our getting better, if nothing else, we can at least promise to be transparent with everything (no matter how taboo), and hold ourselves accountable for the decisions we make, and learn from them swiftly.
(no, nobody is paying a penny more for V2 of tug)
xoxo, ino, who still lives in his car.
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