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.
Can you give an overview of the new TUG in a couple of short paragraphs, as if to new potential customers? What’s the “elevator pitch” description of the game?
The game takes place in procedurally generated worlds filled with floating islands that are enriched with resources, populated with diverse cultures and held together by a deeply rooted narrative.
Players slowly discover the beginnings of their universe through interactions and relationships developed within the game as well as uncovering the history of their own purpose for being.
Through a series of relationships and a string of choices our players determine their friends, their enemies and their eventual place with their creators.
With regards to features:
Will we see any of the Kickstarter stretch goals being developed?
Yes, without question, however timing is subject to the most impact it will have in early development for the community to experience.
It’s been mentioned that manipulation of voxels in v2 will differ from that of v1? How much so, and what will the new system be like?
Voxel manipulation will be available in our creative mode. During gameplay the focus shifts more to surviving within the world and building up a home world using prefab objects. Though, this may change to be more robust, once we have fully developed the game, and advanced some concepts of usability. Still, this is largely TBD
What other features are likely to change from v1 (crafting, combat, building etc.)?
Generally speaking, each feature has undergone revisions to create a more simplified / optimized approach to how they worked and to improve the user experience. We have done our best to keep the player in the game and not in the menus.
What are the initial focuses of TUGs use of AI?
AI plays a vital role in the experience players will have. Our focus on AI is one that feels alive with respect to how creatures behave in the wild, how companions seek to help the player as they build their worlds, and how enemies respond to our actions during combat. At each interaction we a setting a goal that keeps the player immersed in the world and the event that they are a part of.
Are there any features which investors have decided on?
Investors have played a supportive role in our goals and vision. They have allowed us the freedom to design and develop the game based on our recommendation for what works best for the world of TUG.
How much input will the community get on new and current features? How will Nerd Kingdom receive this input?
TBD, we will be leveraging a lot of contribution from the community from our exposed tools, as a medium to allow us to understand real insights from play, and reward those that assist in experimentation. This is a large motivational factor in why we have been pushing harder on ease of use for tools, and platform.
With regards to modding:
Can we add more complicated custom models to build with, e.g., a statue/non-voxel based?
You will have the ability to add custom models of all shapes and sizes. Though to work best with the game there will be a list of guidelines for those that want to add their own custom content.
This Update showed off lots of what NK has been working on over the last year; is there anything you’d like to give an extra highlight or detail on?
As excited as we are about the game we’re building on top of a great set of technologies, we are super excited about being able to develop the tools and pipeline that will empower our users with the ability to quickly and easily mod everything that we do.
Are there any plans to help push community driven development?
Along with the tools to support and broaden community development we also have in the works a platform that simplifies and organizes everything for a community to be built around.
Are weekly or monthly builds planned? (like minecraft snapshots)
Will there be documentation/tutorials/guidance for new players, or will that mostly be left to player-made tutorials/wikis?
Could you please get into specifics i.e. how the engine handles voxels, networking, memory management, mesh and collision mesh construction etc.
TBD, can be addressed with engine writeup
If possible some statistics on before and after measures.
TBD, can share this information with sentiment of community in a write-up on our data and research, with a post-mortem on what we have learned, and will be applying as we develop the game further.
At a time when updates were starting to become a regular thing (0.8.9), a decision was made to remake the engine. Why?
During development of TUG we reached a point where there were several opportunities to create a new game engine which could be supported by a full suite of tools for modding and game development. Recognizing the scope of our plans for providing a platform for players and creators we took the chance and are now beginning to use the tools and tech that drove us to depart from the old and get started with the new. It was a big decision then and one that will continue to be what supports all of our adventures moving forward.
With regards to hardware specs:
What are the expected hardware requirements of TUG at release?
TBD, actively testing and working towards lowest specs possible, but as we have stated for years, it’s a balancing act
What are the new capabilities of the engine, that the old one could not do?
TBD, but can offer a write-up from tech team in an upcoming update with some samples of work, and capabilities.
How easy will it be to modify the engine going forwards, both from a developer and a modders perspective?
TBD, with recent implementations of the development pipeline, we have made modding and development significantly faster. Which impacts our ability to create content, and the ability of others within the community.