It’s Cambo again! Since the last update we have been continuing our focus on engine tech planning and settling into our new office. We were hoping to release a patch in September, but that quickly changed as we got settled into our new office. Let’s just say our devs are not fans of assembling furniture.
What else did we get done in September?
There are more improvements and tweaks, but we’ll save that full list for the patch notes. We’re looking forward to seeing your feedback once you see these changes live!
The NK family is growing and our newest member is Benjamin. Welcome to the team @5ubtlety!
– Cambo out!
Hello everyone, Nekochu here!
We’ve got some new stuff: fixes to old stuff and some really bold stuff to be found in this update. First off, we’ve made some changes to how you can place objects in the world. This is really important to me as I want to focus our efforts on making the player experience a top priority going forward. Now when placing objects, you’ll be able to use the V key to turn on grid snapping, making it super easy to line up your objects.
We also have dyes in the game to make your own custom colored bricks. We have a Bear Ram and he is terrifying! We also have a basket to collect your fruit from your gardens for you! There’s much, much more so check the patch notes for all the new things!
You’ll also find a lot of changes to recipe times and the method to crafting certain items. Check out the changes to the cage trap, you can now capture other players! We’ve been making some tweaks to the AI to help them with pathfinding and avoidance. This is all leading up to big future improvements for the AI in the game. Oh did I mention the pets can now guard your camp and protect you in battle? No? Well they do and it is awesome!
Unfortunately, due to the nature of some of the changes we’ve made, previous game saves will not load up with the new update.
As always, follow us [email protected] to keep up with our progress and announcements.
Also, make sure to let us know if you run into any bugs or other issues, and if you have trouble running the game, check out our Steam forums for more details.
Our lead coder does lots of live streaming so follow him [email protected]
And if you have any game questions, give me a shout [email protected]_nekochu_x
If you want to know when indev and release builds arrive, follow [email protected]
Save Version bump
Greetings again! Nekochu here to tell you about something very important that is coming up in the next release. This is so important and will change your life so much, that if everything works as intended you won’t even notice it.
What am I talking about? Modular tools of course!
For this first stage of modular tools, we have revamped all the bronze age tools and weapons to work with modular crafting. You may notice that the bronze items look slightly different, but they are crafted and work exactly the same as the old tools you are used to.
You may ask, “How does this affect me?” Well, at first this shouldn’t affect you at all. All of the work in this release is behind the scenes and visually you won’t see the potential of modular tools.
Let’s talk about the future though; that is where this new system will really start to shine. Items that can act as the “head” of a tool can be swapped out to generate new tools and the stats of the produced item will be adjusted based on the components used.
Now you’re starting to see the bigger potential! Imagine a sword that incorporates the swiftness bonus from its handle and the extra damage stat from its blade! Or perhaps you want to use a unique head of a pick that you crafted on all your future pick crafts.
We’ve only scratched the surface of where we can go with this new system but for now it lies in wait under the surface of the bronze tools. The future will decide where it grows from there!
We are fixing a lot of bugs this week and hope to push a new update soon. In the meantime, check out the latest “In The Works” video for the artisan workbench and loom here.
These past few weeks have been super busy for the team. We have been working on adding new features, tech improvements, and more content. The new stuff you saw in our “In the Works” videos are in place and we’re just working on the best part now, bug fixing!
So what have we been working on since the last update?
The most anticipated feature ever – functional doors!
You can now craft Crude and Wood Doors for your builds. Modding in your own doors is super simple. All you have to do is just add our “door.lua” script to your door object schematic.
Our revamped SkyDome now has generated clouds, a moon, and a sun that revolves around the player on a hemisphere. We just added a feature that allows the sky to transition between biomes. You’ll notice darker clouds and fog in swampy areas while the rolling hills is filled with blue skies.
Body Morph & Growing to a Teen Seed
Still an early prototype of the system but we wanted to get this out for you to play with. Food consumption will now impact your body weight. How about growing? That will depend on your crafting activity.
There are two new biomes added, Red Cliffs and Bedrock. Five previous biomes were improved but we’ll list the details in the patch notes once we’re ready.
Creative Mode Rework
Let’s not forget about creative mode! You have a new UI to play with and the option to switch to survival interaction.
New crafting stations and recipes
The artisan workbench and the loom were added without any bugs *fingers crossed*. This includes new recipes and resources to go along with them.
These are just the few things we are working on that will be released in the next update. We are working on larger systems too but not much can be said until we make more progress.
You’re probably wondering when the next patch is coming and we don’t blame you. We don’t have a set date because play testing and bug fixing can take anywhere from 1-3 weeks. We’re aiming early June if everything goes smoothly and @input_output_7 stops breaking code.
For those of you who gave us a heads up about our launcher issues, thank you! @JoshuaBrookover is on it and we’ll be making some changes to resolve the issues. We don’t have a time frame yet but he’s been working on it since it was reported.
Hey guys, it’s John (@x_nekochu_x) and I have some game design news!
Today we’re going to take a look at some of the new tables and items that can be crafted. As the game progresses, the seed will need new workstations to advance his crafts and make better stuff. With this in mind we have created two new workstations for the seed to build, the artisan workbench and the loom.
The artisan workbench is a multi-purpose station that allows the seed to work with leather, jewelry and advanced methods of assembly. It is one of our first table upgrades. This means that by adding an upgrade to an existing table, you can add more crafting options to that table. By upgrading the crude workbench, the seed will still be able to craft all of the previous recipes, and it will also open up new recipes specific to the upgraded workbench.
The second new workstation is the loom. The loom is the seed’s first foray into making clothes that are more than just bamboo shafts and leaves! With the loom, the seed can begin to weave textiles from other materials to create patches that can be used in making clothes and other linen products. We are almost done with the concept and you should see the design next week!
These two new workstations also work together as several of the new crafts are created at one and then assembled at the other. For example, linen textiles can be created at the loom and then used in assembling an outfit at the artisan workbench with some leather accents. Likewise leather patches may be refined at the artisan workbench and then weaved into a pattern with other fabrics at the loom.
So let’s take a look at some of the new resources and crafted items we can expect to see with these new tables.
Leather patches and linen textiles. These crucial components are for a lot of new crafts and will be used in clothes, armor pieces and in the future, crafting a saddle for mounts.
Bronze buckles and plates. These items are crafted using the casting method that we have had at the stone furnace but with the new artisan workbench, they can be assembled with other resources to create new elements.
We are also working on a new set of clothes for the teen seed, complete with a new shirt, breeches, tunic and shoulder pads. @TheCamboRambo will share the 3D models soon as we have them done.
There are so many new recipes to discover and new gameplay systems coming soon! Our mount system is planned but will not be ready for our next update. We’ll talk more about mounts and how to use your new tack items in a future blog post. Until then, happy crafting!
Check out our latest “In The Works” video on body morphing.
My name is Artie (@input_output_7) and I am writing this week’s blog. I’ll be providing an inside look behind the game design of transforming your seed’s body! It is currently in the works and is at its basic stage. So, grab yourself a sandwich, some fruit, or whatever pleases your hunger because you might get a little hungry while reading this, or it might influence some physical activity.
This is an early prototype of the system. We don’t have all the features in for it that will show off body changes in muscle and definition but I think you’ll get the idea of where we’re headed!
In TUG, we want to provide our players visual representations for what type of actions and skills they’ve performed over time. One of these visual cues is your seed’s body type, which is dependent on your eating habits! We’ll be tracking other items such as physical activities and skill based actions in the future but for this prototype, we’re only worried about your food consumption.
Stat wise, a particular seed’s body type projects its strength, agility, constitution, energy, and movement speed. By allowing the player the ability to adjust their body type via their eating habits, the character can increase/decrease its base health, stamina, energy, and movement speed over the course of gameplay. Be aware there are trade-offs (We’ll talk about those in a future blog).
The way we’re currently calculating the player’s potential of increasing or decreasing its body size is relative to the amount of time there is in a day and if you’ve exceeded the required amount of energy (that is, your energy bar) needed to stay replenished for THAT day. An example would be: if you’ve overeaten, around 3 times more than your max energy in a single day, expect to gain the max amount of points towards your body size. You can see the results in your arms and stomach after waking up from a deep sleep on your comfy crude bed.
It’s worth mentioning that edibles are the only consumables that are taken into account towards affecting your body size. So having a fuel potion each day is like drinking slim fast. You may be gaining your daily energy but you’re definitely not going to gain any weight, just lose it.
Here’s a collection of day-by-day pics I’ve taken of my body transformation:
Started off fresh. I’m feeling 100 with a body type in between thin and large.
Ohh man, am I hungry. I didn’t have any time to eat yesterday because I was busy gathering resources for clothing, tools, and weapons! My hips and arms are slightly thinner in size. Forget about that! Do you like my hide vest?
Whoa, did those tools and weapons help! I was able to gather so much fruit and meat that I rewarded myself with large meals. I ate so much I gained the max weight for each day. I couldn’t help it. I was too hungry! What do you think about my hair?
So, for the past 5 days I’ve been bulking up to prepare myself to survive in the freezing polar biome. I’ve also changed my hairdo! I look good, right? It’s pretty darn cold up here in the polar region. I think I’ll head back to the bamboo forest for some sunshine.
Alright, I’ve reached the max size! My arms are thicker and my stomach is wider. I gotta tone it down a bit.
I needed a new look, and yeap, it’s true what they say about the liquid diet – it works. 10 straight days of not eating a single thing … well I lied, I ate SOME fruit each day, but I was mainly on that fuel potion.