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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Posted by on June 5th, 2014

A Message from Ino

Hey guys… its finally here… we did it… kinda? Our first phase of the persistent, “traditional” survival is FINALLY in place. I am gonna go ahead and put a HUGE emphasis on first phase. We still have some bugs to work out, lots of recipes to add, some animations to tune and generally speaking, lots of stuff that needs to be refined. But the great news is, now that its here and you guys can mess about with it, we can iterate on it. Disclaimer, though, while Survival is active, multiplayer for Survival is not. We have a lot of work to do restructuring the networking stuff and follow up with a few system, but its on its way.

Our arena type ish game, Proving Grounds, is still active if you wanna jump on a server with a few buddies and womp some faces, but for now refining the proving grounds will sit on a back burner a short while longer while we clean up networking and give some sweet sweet love… attention *cough* to Survival Mode in TUG.

We still have some pretty big stuff on the way, like more modding functionality and new sparkly terrain gen and manipulation tools. So be sure to keep up to date and follow us on the twitters @Nerdkingdom. And if you are into what we are doing, or like what we are about, or want to help feed starving indies; tell your friends, share our work and maybe share some love, because why not? And also, ANY bugs you run across, PLEASE share them with us here (TUG Support Forums), its nearly the entire reason we are on early access, to get your help to make this game all kinds of not suck. And make no mistake, there will be bugs.

If you have any general nerdrage or need some inspirational words or bits of life changing advice, feel free to follow me @inoritewtf.

Disclaimer: advice… not so great.

xoxo

ino

Please be sure to keep up with us on our development on our Trello Dev Board. You can read up on different aspects of development and other topics of interest on our blog.

Old save games will no longer work!

Art

  • Red Root, Paddlesnip, Pakroot & Iceroot added to generation and set up with resources

  • Resources set up for the small and large mushrooms

  • Small sapling version of the fruit tree added to generation

  • Small bud and shoot version of the gourd vine and the berry bushes added to generation

  • New texture resources for building materials

  • Ponsai tree added to generation

  • Model representation for voxel blocks added for each terrain type

  • Models for fruit seed resources added

  • Crystal shard models added to represent each of the crystal resources

Design

  • New refined voxel blocks for cobblestone, thatch & leaf patches

  • Survival Mode now active in the main menu; it is currently only a single player mode

  • New biome generation added specifically for Survival Mode

  • Jungle biome added

  • Swamplands biome added

  • Resource spawn rates and objects adjusted for the rock pebbles, the flint spear head and the knapped rock blade

  • The amount of time for a seed to become hungry has been extended to 3 in-game days for Survival Mode

  • The duration of stamina has been extended in Survival Mode

  • Crafting stumps and boulders added back into generation

Code

  • Renewable fruit added to fruit producing trees, including the apple, orange, cherry, coconut & apple.

  • [Physics] Fixed an issue that would prevent the physical world from following the player.

  • [Physics] Fixed a stability issue with rapid terrain manipulation.

  • Fixed shadow alpha-transparency.

  • Fixed in-view culling issues.

  • Fixed additive particle “black-hole” issue.

  • Fixed bug where water existed.

 

Known Issues

  • If you starve and die in Survival Mode, tools will no longer work. So go eat some food to not die, but reloading the save should also resolve the issue.

  • Old save games will no longer function; the game will still attempt to load them but stall at 0 percent.

  • In Proving Grounds, the hit animation is not playing correctly

  • The default inventory button key will  not close the inventory.

  • When a resource/object first appears it takes a second or so to load in

  • When your inventory slots are full, additional stackable items aren’t being added into any available stacks

  • Proving Grounds games don’t end correctly if new players join an in-progress game and stay in the lobby or spectate. Game will end if these players disconnect (and reconnect after the game ends)

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

  • Game can crash if USB headphones are plugged in while TUG is running

  • Saved World list doesn’t update properly after a world has been loaded/created

  • 32 bit and 64 bit clients cannot play with each other

  • Sprint cannot be currently remapped

  • Certain world generations have terrifyingly high/deep columns of ground types which can also cause large performance hits

  • Some special characters do not display properly when entered into chat

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

  • The staff cane attack animation isn’t synchronized to the actual hit and sound

  • When starting a game as a spectator you will be stuck as a spectator for the next game unless you exit the client and restart

  • When breaking down world resources spawned items can become stuck together and misbehave

  • Physics GPS is based from the camera’s position in the world – not the character

  • When cells are being generated there is a small chance that Physics will run out of triangles for that cell’s collision shape and cause a crash

  • Double jumping to get into fly mode is too sensitive / misses input

  • Player mass to world object masses has not been balanced. Many objects move like “styrofoam” giving the character an unhealthy amount of “Wrecking Ball” syndrome

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Posted by on May 15th, 2014

Hey TUG Community!

The new TUG build is here! Please take a look at the patch notes below and for further discussion please visit the the TUG Forums.

For NON-STEAM users, please make sure you have “FORCE” checked in the launcher to update TUG.

NOTICE: This build is for 64-bit users only; the 32-bit build will be coming out in a few days.

We are also excited to announce that “Survival Games” is now called, “Proving Grounds”! This means that… Survival Mode is now going into development!

TUG Alpha 0.6.1

NOTICE:

  • This build is for 64-bit users only; 32-bit will be released in a few days.

  • “Survival Games” is now “Proving Grounds”

ART

  • Rock pebble color adjustments for resource and weapon textures to match variations

  • New green thorny vine variation added

  • Corpse pitcher resources added

  • Lotus teeth resources added

  • Reeds resource added

  • Bark strips resource added

  • Lilly pad and lilly nut resources added

  • Double cap stem and cap resources added

  • Daisy petals resource added

  • Daisy clusters have more geometry

  • Updated daisy flower texture maps

  • Watouwr tree added to red cliffs biome

  • Young trepod plant and resources added

  • Mushroom hand added

  • Updating wisps

  • Fixes for mushroom FX – ambient and on hit

  • New resource FX

  • Cypress tree model and textures added

  • Hostas: green, spotted, & edged; plants & resources

  • Ferns: peacock & paisley; plants & resources

  • Broadleaf plants: banana plants & elephant ear plants; plants & resources

  • 2 handed weapon animations added to the cane staff

  • Added damage states to the two-handed cane staff weapon

  • Environmental ambient FX added across all biomes including drifting/gusting sand, snow, and fog

  • Fly FX (The buzzing insect type)

  • Unique destruction FX added to many items

  • New large torch

  • New small torch

  • A banana!

DESIGN

  • Added rock knapping to the crafting process; players must use the round stone to break off jagged stones from small rocks and then use the jagged stone to cut down plants and tree saplings for the next level of crafting resources

  • Adjustments to player health and game balancing of weapons, tools & food

  • Missing ambient sounds added to game objects

  • Recipes added for weapon and tool variations based off new resources

CODE

  • Converted all asset files to work with exposed LUA engine scripts

  • Fixed ambient sound not looping correctly

  • Overhauled the engine and transitioned to a component based architecture. Which provides our designers (and modders) a more data-driven way of creating GameObjects

  • Fixed lighting, shading & bloom bugs for all FX

  • Script- The Eternus Engine has been integrated with Lua support! LuaJit has been selected for maximum performance.

  • Script – Added the first iteration of the Eternus Lua API. This api exposes numerous systems and classes for use in LUA gameplay code.

  • Script – Added an OOP Lua framework (available to modders) that supports complex class hierarchies- including prototypical inheritance, class/member variables, and constructor/destructor hooks. RTTI and Mixin support will soon follow.

  • Script – Added Lua scriptable GameObjects and GameStates that provide standard gameplay hooks into the game.

  • Script – Began porting existing gameplay code to lua.

  • Physics – Replaced Bullet physics with Havok

  • Physics – Added mesh decomposition. Allows for higher accuracy collisions without a massive hit in performance. Auto generated from Static meshes being used with GameObjects and a Rigidbody Component

  • Physics – Added “Level of Detail” collision shapes. Shapes at further distances will collide with less precision whereas shapes closer to the player will prefer to use a decomposed shape

  • Physics – Added collision shape caching that allows for much faster load times of physical bodies. A cache is represented by the extension “.hkt”

  • Physics – Added the “Gamer Position Supervisor” to provide specific details about the player’s position in the world. Saves players who fall through the terrain and also detects when a player might be stuck in terrain. lots of other functionality coming to lua

  • Physics – Added a world wide physics rule: The backface of a collision shape does not produce collisions. This means if you spawn in a tree, end up flying under terrain or somehow end up “inside” of any object, that you will be able to walk out

  • Physics – No longer using a discrete kinematic controller. The new Character Controller is a much more sophisticated implementation that allows for finer tweaking. No more running up hills spamming jump or any other weird behaviors

  • Updated compiler from vc++ 2010 to vc++ 2012. May require reinstall

  • Re-enabled Third Person DEBUG camera. Press X to enable

Known Issues (incomplete as we are still testing/fixing)

  • Proving Grounds games don’t end correctly if new players join an in-progress game and stay in the lobby or spectate. Game will end if these players disconnect (and reconnect after the game ends)

  • When loading into Creative Mode, some objects and terrain changes may not load properly. The changes/objects are still there, and additional loads may display these properly.

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

  • Game can crash if USB headphones are plugged in while TUG is running

  • Saved World list doesn’t update properly after a world has been loaded/created

  • 32 bit and 64 bit clients cannot play with each other

  • Sprint cannot be currently remapped

  • Certain world generations have terrifyingly high/deep columns of ground types which can also cause large performance hits

  • Some special characters do not display properly when entered into chat

  • If you try to pick up the same tool/weapon tier of what you are holding in your hands, you will swing and potentially destroy the one on the ground

  • There are some performance hitches when moving through the world. To help compensate for this, objects will pop in small bunches. Reducing your view distance should help

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

  • Falling deaths aren’t sending death messages to other players

  • The staff cane attack animation isn’t synchronized to the actual hit and sound

  • In Creative Mode, if you move the mouse cursor across the quickslots, the inventory can become unclosable. Move the mouse cursor out of the game (or switch windows) and then back into the game to fix this for now

  • When starting a game as a spectator you will be stuck as a spectator for the next game unless you exit the client and restart

  • When breaking down world resources spawned items can become stuck together and misbehave

  • Physics GPS is based from the camera’s position in the world – not the character

  • When cells are being generated there is a small chance that Physics will run out of triangles for that cell’s collision shape and cause a crash

  • Sometimes the Physics world stops following the player

  • Rarely, complex objects can cause physics collision cache generation to take much longer than expected

  • Double jumping to get into fly mode is too sensitive / misses input

  • Player mass to world object masses has not been balanced. Many objects move like “styrofoam” giving the character an unhealthy amount of “Wrecking Ball” syndrome

  • To help stabilize physics behavior the game Engine’s internals have been temporarily tweaked to keep from updating faster than 60 fps

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