Posted by on June 4th, 2015

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.

 

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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.

Posted by on May 28th, 2015

Greetings everyone!

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!

 

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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.

SkyDome

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.

 

Biomes Update

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.

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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.

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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.

Cheers!

-Cambo Out

Posted by on May 21st, 2015

Hey guys. This is Grim from NK here to tell you a little about how the voxel shapes in TUG are represented. This will get a little technical, so bear with me!

Many people try to think about voxels in terms of blocks. Blocks are easy to think about! Blocks can be either solid or air which are stored as 1’s or 0’s in data.

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In TUG we have smooth voxel contouring that can represent a variety of shapes. Smooth shapes are hard to represent as blocks. Because there is no good way to tell if a block should be smoothed-over or not. We solve this issue by storing our voxel data as a signed distance field. A signed distance field is a grid of numbers that tells us the distance away from the nearest geometrical surface. A positive value means we are outside of the surface, and a negative value means we are inside the surface. Here’s an example in 2D for a circle:

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Red values are negative (inside) and green values are positive (outside).

Each voxel is assigned a field value based on the distance to the center of the circle.

A signed distance field shape representation is convenient when it comes to adding and subtracting geometry from the world. To add another shape, we just have to take the smallest distance-field value from both shapes.

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Notice how the field values outside the first circle have been replaced with the smaller field values of the second circle.

Removing geometry is also easy! All we have to do is negate the field values of the circle being removed so the inside (negative) field values become outside (positive) field values, and then take the largest field value. Adding and subtracting any shape is possible as long as a field function for the shape can be defined.

Now you might be wondering how a signed distance field is actually turned into triangles that can be rendered in-game. Remember that a surface sits where the field values change from positive to negative. We start by identifying the edges along voxels where there are sign changes.

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After we have identified a surface edge, we have to find where the surface actually sits along the edge. Depending on the field values at the two edge end-points, we can place a point along the edge.

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After these edges and points are identified, we use the surface-edge intersections to come up with a single vertex position for each voxel. We calculate a voxel vertex position by averaging together all of the intersection points.

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There are more expensive techniques to place interior-voxel points more accurately (like Dual Contouring with QEFs), but we have opted for speed over accuracy.

Now that we have voxel points, we have to figure out how to connect them together into faces. This is done by connecting together points across edges that have sign changes.

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You can see that the average points connected together do not perfectly represent the circle, but it is pretty close.

 

 

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This process extends directly to 3D except that the squares are cubes, and that a cube edge has four voxel neighbors instead of two. Across these edges we connect all 4 voxel neighbor positions together to form two triangles.

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I hope you have an idea about how geometry in TUG is represented underneath the hood. I hope you’ve enjoyed my overview!

If you have any questions, feel free to send me a message on twitter @NKGrim. 

Don’t forget to check out the latest “In The Works” video on Creative mode rework.

Posted by on May 14th, 2015

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.

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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.

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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.

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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.

Posted by on April 23rd, 2015

Good afternoon everyone! @Cambo here to give you a quick brief on what’s happening in the studio.

The last patch focused primarily on adding content and on-going tech progress. We added magic spells, critter taming and breeding, and a nifty shield for blocking. However, we had to switch gears these past few weeks to focus on the big tech stuff so don’t expect much content for the next patch. Our artists are still slamming away creating assets but they won’t be in until we have the systems ready.

Oh yea, we had a group of students from RL Turner High School AMAT program visit us this week for a field trip. A few of our team gave them a presentation on the realities of working in a game studio. I wish we had this type of field trip back in my day. Instead, all I got was a trip to the rock museum *no offense to geologist*.

So whats in the haps? The dedicated server is progressing. We are also revamping our creative mode user interface to make it more user friendly with item filters and utilizing CEGUI. We started our modular tool system which will allow you to mix and match resources for crafting tools. There’s been a lot of progress on the terrain tech and hopefully we can bring back the older biomes in the next few iterations.

Today, I have an early look of our revamped SkyBox that @NKDenthorn is working on. It’s something some gamers might not appreciate. Just imagine playing Skyrim with static clouds that never move or change forms. You may as well just run around looking at your feet.

Our current SkyBox is rendering a static cloud image, placed on a moving plane above you. This gives you the illusion that the clouds are moving but the clouds are flat. The moving plane helps with the immersion but will look warped when you look at a distance.  This perspective issue is more noticeable when you are looking into the horizon.

 

 

 

 

Our revamped SkyBox now has generated clouds, a moon, and a sun that revolves around the player on a hemisphere. Possibly even planets too, yea? This will help with your perspective when you are looking into the distance. The best part is that our artists are able to customize pretty much anything in the sky.This will allow them to have creative freedom for the environment and fine tune things on the fly.

Disclaimer: @NKDenthorn wants to let you know he is no artist so forgive him for these poor examples.

@NKDenthorn will write a future tech blog once we get closer to releasing the new SkyBox.

The past few weeks have been extremely busy for me, so I did not have a chance to bring out some new “In The Works” footage for everyone.

Cheers!

Cambo Out~

Posted by on April 8th, 2015

Ahoy! Enjoy fun, hunting KIDS! ALL THE KIDS! Goat kids… ya creeps. This update brings breeding and taming to the world of The Uncanny Gerbils, along with a few sparkly bits with teh magicks… magic? magik? idk. Keep in mind, that everything you are seeing in game now is not final, but does give us a chance to see how things impact the overall experience and performance of the game. Of course, if something is not to your liking in a current iteration you can always, ya know… mod it.

Expect a lot more focus on content for the next couple of releases, while we start to work on the design and early development of the engine move over to openGL, so we can hit much lower machine specs and get the game out there in the hands of more players. Along with this, dedicated servers are ALMOST done, and you should follow @camfergusondfw for updates on that. Also, hes got this streaming bug right now, so you can also poke him on stream on occasion here.

We have made some big progress since we started this project way back in Kickstarter, and have gotten a lot of support from all of you, fellow developers, and even financial partners. Its been absolutely overwhelming to be able to take our project this far and have an opportunity to take it beyond what we initially thought we could accomplish. We have big plans and big support, and we are anxious to show you guys what we have up our sleeves.

OH! And big congratz to our Art Director @inkmech, who just had a beautiful, healthy baby girl! Well, he didn’t have a baby, that’d be weird… but you know what I mean.

As usual, rage @brennanpriest42

For leaks of things that make the devs cringe, cause I have a problem follow me here @inoritewtf

And if you think we need CorgiGoats for REALS, yell @x_nekochu_x

Update announces can be found here @theuntitledgame

And general geekery stuffs around TUG development can be found here @nerdkingdom

New Features

  • Added a Sand Layer underneath several biomes so players aren’t dependent on finding a Desert for sand.
  • Alternative terrain generators are back. Note the Survival generation is still the main, balanced generator for gameplay
  • Goat Kid added to generation, no not a satyr…
  • Animals will now react to players holding food and can be fed.
  • Baby versions of Cats and Goats can be domesticated. The BearRam Cub cannot and adult wild Cats and Goats cannot be domesticated.
  • Pets can be set to follow or stay by targeting them and right clicking.
  • Players can breed adult, domesticated animals from tamed baby versions.
  • Adult domesticated animals can breed and have babies.
  • Fireball and Ice Blast spells are now craftable and castable. You will need to craft their respective items, enter the casting stance with ‘t’, and left click to cast
  • A crude age shield is now in the game
  • Blocking can be performed when a shield is equipped with a weapon. Blocking is performed by holding down the right mouse button

Fixes

  • Found a major memory optimization when first loading animations in the game. It should dramatically reduce memory consumption when loading game objects by nearly 3x
  • Fixed a bug with emitters not displaying
  • AI should save their positions now between each game session
    Creature spawners now respect their cooldown timers. New animals won’t spawn in every time you load a game.
  • Fixed a crash when first creating/joining a game
  • Fixed a crash when exiting TUG
  • Fixed an issue where attempting to transfer a tool/weapon to a full container would restore the durability on that item
  • Fixed an issue where swords weren’t cutting certain types of grass billboards
  • Fixed a Lua error when a player left a game before respawning
  • Fixed a Lua error when a player entered Z placement mode in Creative mode and then switched to 3rd person camera
  • Banana Bunches are harvestable again
  • Generated coconuts no longer hover several feet above the ground.
  • Fixed some cases where the Fuel Potion wasn’t restoring energy
  • Added in a console message when players join a server

Known Issues

  • Player collision is slightly desync’d from their visual location. It is lagging slightly behind where a player has moved from
  • Pets have no distinguishing features from wild animals
  • Some animal movement is not animating correctly, so creatures may appear to slide
  • Pet animations are sync’ed when you reload a world
  • Pet timers and health are reset between sessions
    If you die too far away from your last save, pets can get lost
  • The run key (shift) is not a bindable key
  • You can lose mouse cursor if you dismiss server disconnect message with keyboard.
  • There are some mouse cursor issues when TUG is the active window. It’ll exhibit itself as an active cursor that will still access your Windows desktop. If this occurs to you, send us your system specs.
  • Clients can come across strips of missing terrain. Reloading/rejoining the game sessions should be resolve the issue in the short term.
  • Clients are crafting slower than the Server player
  • Creative mode has several usability issues that we’re currently working on.
  • The Vine Fence Cage Trap doesn’t have collision along it’s walls when it has trapped something
  • If you have the fireball equipped, when you rejoin a server, the first shot may orient into a default position rather than where you are facing. You can resolve this by re-equipping the spell first.
  • If you die right as you enter a stance, you may get stuck in that stance (until you exit and rejoin)
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