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?
We’ve almost completed a large overhaul of the pick up and looting systems. Many of you have requested that we separate the controls for looting and other actions, so the pick up command is now a separate key press. We’ve also made some distinctions on how placed objects and lootable resources are handled to minimize accidentally picking up crafting stations and decorations. We’ll post more details on these changes during the patch notes.
The Crafting Journal will be available in game for those that choose to use it. It logs recipes as you discover them.
For all those people with extra junk laying around you wish you could get rid of, we’re introducing a Void Basket soon that will destroy items you throw in it. Hooray for magic trash cans!
The world has gotten a little more dangerous as some plants have started developing defensive mechanisms.
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!
We are always looking for talented developers to join us, please check out our career page here or send a tweet to our CTO @CoreyClarkPhD
It’s Cambo! There is a lot of exciting stuff happening and we’re looking forward to the future. But before we get into that, let’s talk about what we’ve been working on this month.
Launched Alpha 0.8.6 build
The crafting journal is almost done and we hope to have it out in the next update
The moa is now in it’s animation stage after rigging and model revisions
The hunting horn to help train pets is in the works
A void basket is in the works. A fancy trash can to throw away unwanted item.
Reworked our launcher and fixed some bugs that caused some slowdown
The new art style update is still on-going and will continue until we have our new engine update ready. You will start seeing new content using the new art style in our current engine as we will stop creating assets in our old art style soon.
We are constantly working on AI improvements and will be adding them to updates as we complete them.
Lots of balancing stuff
We’ve been expanding our team size and will be moving to a new studio space next week. Thanks to @brennanpriest42. As an added bonus, we’ll have more hiding spots during our nerf wars. That’s also a reasonable excuse for a larger studio right?
Tech and art style updates are still our current focus. As a result, you may have noticed the lack of work in progress videos. Don’t worry! They will be coming back more frequently once we meet our tech and art milestones. Better yet, the new office will have space for a dedicated live stream room.
The big move to our new studio and settle in
New build update
Planning and documentation for the new engine upgrades
We also want to welcome Jake, Tyson, and Michael to the NK family! Feel free to send them a tweet anytime!
We are hiring developers so please check out our career page here or send a tweet to our CTO @CoreyClarkPhD
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.
July is coming to an end and we have some good news and some not so good news. I’ll start with the good news. We are play testing for the next update and will release it in roughly one week. The not so good news is that we’ve upped the game saves again and your previous saves will not work with the new update. This is due to some necessary tweaks to our biome system. You can tweet your rage to @camfergusondfw
Here’s a quick breakdown on what you can expect in the Alpha 0.8.6 patch.
Adult bear ram
Pet system improvements
Dyes can be crafted and combined with clay to make colored clay brick voxels
What else is in the works? The crafting journal is coming along but it will not make this update. Lots of engine tech and R&D involved. In addition, the art style update is still on-going and keeping our art team slammed. We are also in the process of moving to a new studio location soon too. A new battleground for nerf wars!
We are ramping up and hiring full-time game programmer positions in the Dallas area.
I’ll keep this one short, promise! This is a week late but I really wanted to write a brief wrap-up for June. It was a busy month filled with nonstop play testing, bug fixes, and nerf wars. We launched Alpha 0.8.5 a few weeks ago but we didn’t stop there. We’re constantly on the grind at Nerd Kingdom, so what comes after an update for us?
After patch monitoring
While we extensively test our own patches in-house, after any release we make sure to monitor user activity to see if you all come across anything we didn’t. It’s fairly standard for game studios to keep an eye on bug reports and rage comments to make sure the patch went smoothly. This means we are ready to look into and do our best to fix any major reported bugs. We have been pretty good so far *knocks on wood*.
We revisit our existing plans after each patch cycle to see how (or if) we want to reprioritize any upcoming features or systems. After that, we break the work into sets of smaller goals that can generally be done in smaller internal milestones known as Sprints. No, this does not mean we are going to race around the office. Our public releases typically occur after 2-3 Sprints; this length can be longer or shorter depending on what we’re trying to get out (and what bugs we encounter).
What we are working right now
Here’s a nice little list for you. We will go over these in detail for our future blogs.
Adult Bear Ram
More Modular Tools
Improvements to pet system
NK Launcher improvements (non-steam client)
Super long term stuff
Lots of engine tech R&D
Art style update
We are committed to making TUG a unique and fun game for you. Give us some time and we will keep you updated as we move forward.
In the meantime, check out the latest “In The Works” episode.
Ahoy! This is a big tech update we have going on, as it’s the benchmark for the team moving on to engine 2.0. The next several months will be spent
building and porting systems over to openGL and making the game accessible to more and more players in the community. Not only do we expand the reach of
the community, but we also get a chance to dramatically improve ALL the things for the game.
We have some REALLY exciting times ahead of us, as we prepare to grow our team and get a bit more aggressive on the things we create. As a lot of you know,
we have always had a huge focus on modding, and much of that focus is actually going to start to shine within the next few months. While the DX11 engine
may not expand much while we move over to openGL, we have some pretty rad stuff planned for the community and a lot of modders from the MC community. Its a
great chance for us to really work out new systems we are introducing to make mod creation and discovery easier.
We will have a lot of fairly huge announcements on the future of TUG, within the next couple of months, so be sure to follow us @nerdkingdom
As per usual, report any bugs you run into, screenshots and videos are super helpful if you have the time. And if the game is not running for whatever
reason, and it was, we are more likely going to see the report email before we see the review on steam… just sayin.
Cameron has been doing a LOT of streams on builds lately, so follow him @camfergusondfw
If you want Corey to hurry the H E double hockey sticks, up with openGL, harass him @CoreyClarkPhD
And if you want to send lavish gifts and cookie bouquets, feel free to get me @inoritewtf
Sky Update: New look to the sky, as well as adjustments for color and density that will change depending how far you are between different biomes
Biomes have been made more distinct. Resource distribution, lighting, background sound, and fog density have all been updated for each.
Terrain voxels are now what you dig is what you get (with the exception of the ore dropping rock which gives cobblestone). Cobblestone and Thatched
voxels will need to be crafted from rock and grass voxels, respectively.
Terrain Input system: biomes generally larger than before and more consistent with which biomes they are adjacent to. Biome frequency adjusted
Fat/Skinny body morphing
New clothing options for the Seed
Coconuts can now be harvested and planted
Variety of mushrooms can now be planted
Hitting the crafting button while crafting will cancel the current craft
Right click to place
Hold Left Shift to adjust the distance of the item from the camera
Hold Left Ctrl to free rotate the item
Hold Left Shift + Left Ctrl to rotate on the X-Axis
Creative Mode update (back to explicit tools for each function)
Creative Mode now has three sets of tools for object placement, voxel placement, and standard Survival interaction
Ctrl + MouseWheel or the ‘y’ key: Switch between Object Placement, Voxel Placement, and Survival Interaction
MouseWheel or Ctrl + 1-4: Switch between placement mode specific tools for each placement tool set
For Object Placement Tools: Z: resets the current object scaling/rotation settings
Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
Repeatedly leaving and joining games within the same session of TUG can cause excessive memory issues.
Helmets are not wearable yet
Seedlings and Teens have their own sets of clothing right now. You can’t currently mix/match them. So if you are wearing Seedling leaf
clothing when you grow up, it will not visually appear on the Teen even though it is still in the equipment slot.
The size of a Teen’s head is shrunk compared to the Seedling
On of the cactus icons is missing in Creative
When players die, all their inventory is placed at their feet. Some smaller items may require digging to retrieve (depending on the slope of the
The console/command window isn’t in the bottom left of the window when you go full screen
If you travel roughly 10000 coordinate points away from your initial spawn location, collision and object generation will cease
At certain angles and movement, projectiles can reflect off of the player that throw them
Rarely, Clients will have gaps in their terrain generation.
Rarely, players will see a cell of missing billboards.
When placing square voxels so that only a single point/corner touches, graphical issues can occur. Usually, it will appear as streaks or black
Objects do not save while they are in motion (they must stop and settle)
The radius of torches scaring certain creatures is too long
Pets are missing sound effects
Pet taming timer is not accurate and sometimes you can overfeed a wild critter before it turns into a pet
Recipes that use tools in the hand are not causing durability damage to those tools
When digging or placing billboard voxels (like grass), the billboards do not reappear until after you have reloaded that game
The Skull Stick is craftable, yet its uses are mysterious and unknown (or possibly not done yet)
Animals/players caught in cabbage traps are not visible until the trap has completely reopened after releasing them.
Creatures will sometimes run small circles around their targets if they can’t quite reach the food item they are trying to eat
Tools can affect voxels they normally would not interact with when using larger voxel brush sizes