Posted by on May 7th, 2015

Hey, Kingdom!

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:

Day 1
Started off fresh. I’m feeling 100 with a body type in between thin and large.

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Day 2
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?

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Day 4
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?

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Day 7
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.

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Day 9
Alright, I’ve reached the max size! My arms are thicker and my stomach is wider. I gotta tone it down a bit.

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Day 18
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.

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If you have questions, drop a comment below or tweet me @input_output_7 and @x_nekochu_x.

– Artie

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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~

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Posted by on March 12th, 2015

Hello!

Cambo here and it’s time for a little fun after the past few busy weeks. We are super happy to finally get an update to you guys yesterday and hope you had the chance to try it. Don’t forget to let us know what you think through our forum and social media.

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Now onto the fun stuff, I want to introduce everyone to Johny. He is a long time modder and caught our attention when he started creating mods for TUG. We were blown away with the work he was doing so we asked him to join us.

 


 

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What games have you modded in the past?

I have modded few games before, first one was Open Tibia Server it was really popular back then, ran on almost any PC and used Lua for scripting, making it easy to learn. The only problem was that there was no way to modify the client and playing using the official client wasn’t exactly legal.

Later on I was tweaking Diablo 2 mods, adding custom recipes and increasing the level cap.

Then I was modding Minecraft for a good while, the modding options are limitless, making almost everything possible. I have made my own dimension, tool, machine and something really cool. Link Blocks that extended any block they were attached to, providing access to inventory and liquids in that block.

I have also tried to make my own game, few times to be honest, but I couldn’t make good looking models and textures. Working on my own made it really hard to work on and test things at the same time. It was a very good experience regardless.

How long have you been in the modding scene and why do you do it?

I have started back in 2007, school was boring and games were limited. I wanted to make my own game, obviously back then I couldn’t program but I could learn how to mod. Once I have started to mod games, I kept coming back to it. I like making things work the way I want them to.

What mods have you done for TUG so far?

I have started with Conveyor Belts, but it quickly turned into Steam Power mod, with help from Sigil, we were able to get stuff to work and look good. It includes things like Item Elevator and custom crafting systems. For instance, casting and in-game constructions using Frame.

Since I like to keep compatibility with other mods I’m also working on the CommonLib which provides all of the systems and hooks (core changes).

How’s the overall experience been so far in modding TUG?

Really good, the thing about TUG is that the whole core of the game could be replaced, which is extremely important for modding, and it also means that all of the content you can see in the game is just a mod.

What are some of the things you are looking forward to mod in TUG?

I’m looking forward to mod a lot of things, I will definitely want to mod the world gen, inventory interactions and NPCs.

What is your experience working with the team since joining Nerd Kingdom? (We already know we’re cool, thank you very much!)

Working? huh? I’m just officially modding the game 🙂 and I really enjoy it.

A fight between a steampunk Bruce Lee and cyborg Chuck Norris, who will win? What kind of special attacks would be used? Please make a mod for this, haha!

Hmm… steampunk Bruce Lee and cyborg Chuck Norris, they would fight indefinitely and all of the attacks would be special attacks.

 


 

I guess we can assume Bruce Lee with a monocle using nunchucks infused with steam is a safe bet. Let’s not forget Chuck Norris dangerous round house kicks launching missiles from his toes. Yup, an endless battle indeed!

You can check out Johny & Sigil’s Steam power mod thread here http://forum.nerdkingdom.com/viewtopic.php?f=41&t=1626

Got questions about modding or general ideas? Hit up @JohnyCilohokla

 

Until next time, @Cambo Out!

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Posted by on March 5th, 2015

Hey guys!

February has been a crazy month for us, with changes and additional features coming in towards our next stable update, so we apologize for not having an InDev build last month. We are set to release an update for everyone in a week or so. In the meantime, I would like to dig deeper into our magic system. Our game designer, John @x_nekochu_x, previously wrote about our two current forms of magic in TUG; apothecary and alchemy. You can still read it here if you missed that blog post.

Apothecary used a crude boiling method to extract Neuria and create potions. Alchemy was using the player’s own neuria and the neuria from crystals to twist it into new objects. Now, we are directly tapping into a container of it, to create spells and which ultimately can affect the environment.

Spells are our third form of magic that uses the Neuria energy. Neuria flows within everything in the world of TUG and this energy will have many purposes. Take a look at the stone on your left hand. Why is it there and what is it capable of? How crucial of a role it will be is left to you to find out in the future. We don’t want to spoil it for you since it plays an important role in our lore. Let’s speed things up and jump right into spells! Oh yea!

Many of you have been requesting magic spells in your comments and tweets, we don’t blame you. Who doesn’t want to play with magic spells, right? Our artists finished a few concepts of our magic gauntlets that we wanted to share with you. The magic gauntlets will have to be crafted and equipped into your hand slot. Casting spells will require crystal shards in different combinations. We will dig more into that system once it’s fleshed out, but you get the idea. Crystal Shards + Magic Gauntlet = PEW PEW PEW!

A more detailed blog about the spell magic system will follow once it’s implemented. If you missed it, check out our latest ‘In The Works’ video here.

Until next time, @Cambo out!

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Posted by on February 26th, 2015

Hello!

We have been working on a number of things these past few weeks. You have already seen slings, functional storage, traps, new UI visuals, and trigger demos that are in the works. Not enough top secret development stuffs for you yet? Well, I did promise everyone an inside scoop last week, so here you have it!

 

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The equipment system feature has been requested from our community constantly since the dawn of time, but we needed to create assets to equip first. As many of you have already noticed, your Seedling’s appearance changes every time you reload your game save. It’s like playing Russian roulette but with a deadly fashion statement as ammunition. I bet you have a favorite look for your Seed, but cringed at the thought of closing crashing TUG *nerd rage*. Trust me, we all feel your pain here at Nerd Kingdom and that will change once we introduce our equipment system.

 

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We ended up going with the rock paper doll design because we received a lot of solid feedback from from the community. It fits really well because your Seedling starts in the crude age. There could be changes to it as your character progresses but we can talk about that in the future. Everyone already knows how to equip stuff so let’s skip to the slots instead.

 

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As shown, the equipment system provides plenty of slots for you to flaunt your style. Keep in mind that it’s still very early and more iterations will come in the future. Our early goal for the equipment system was to give you some form of character customization and progression. We don’t have a release date for it yet since it’s still in the design & coding phase but we are close.

In case you missed it, here is the latest ‘In The Works’.

 

We’re always looking for blog topic suggestions you are interested in so feel free to comment, tweet, or email us your suggestion!

@Cambo Out!!~

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Posted by on January 30th, 2015

Hello everyone! We’re back from PAX South and back to more frequent updates!

It was a blast getting to meet people at PAX South and the game played really well for everyone who stopped by the booth. We noticed a few nagging issues during the event that we wanted to get a patch out for and that’s what you’ll find in this update.

Now that we have the first phase of multiplayer out, we’ll be shifting back into more content creation. We can’t wait to get you even more things to do in TUG!

Check out the list below for all the fixes and additions you can expect in this update. If you run into any issues not mentioned below, feel free to let us know on our forums or contact us [email protected]

If you feel the urge, send any best wishes, cyber hugs or well meanings to me on the twitters @X_Nekochu_X

Have fun and keep surviving out there on TUG!

 

Design

  • Torches now have a limited number of uses to light a Fire Pit or Furnace
  • Gourd torch has been adjusted to work as a light source but not a fire based torch
  • Adjustments made to the stalker spawn and the player’s starting position
  • Crude tool repair recipe has been adjusted to work similar to the bronze tool repairs
  • Bamboo Shaft can now be used in any recipe that formerly only used the Wood Shaft
  • Small rocks no longer affect terrain
  • Removed spacing check on growing items; still have a radius check to plant the initial seed

Fixes

  • The Esc key will now close the Inventory menu
  • Terrain should finish generation until before the loading bar fills
  • The sword applies a run speed buff again
  • Creative Mode UI was not disabling when the UI Toggle was used
  • Lua errors when a Client is in motion when a Server shuts down
  • Thrown and stuck spears not saving
  • Objects not being cleaned up properly when stacks were merged in the backpack
  • Damage States for weapons/tools not showing up
  • Gourd Torches making fire sounds
  • Layers of voxels were generating too many times below ground
  • Dropping a stack of seeds would consume a full stack of seeds for one plant
  • Damage taken when starving was interrupting the eat animation
  • Crude/Bronze Hoe were held too close to the head in first person view
  • Fixed known bug where cells were not being saved in certain situations
  • Addressed some saving corruption issues
  • Proper sounds now play when you eat something
  • Crude/Bronze Hoe now takes durability damage when farming
  • Cached physics collision meshes are cleaned up with each new engine release to a player, which fixes certain items having offset physics and graphics meshes
  • Tools and weapons now take damage from attacking other players
  • Removed the “reload assets” key (default F5). Lua scripts can now be reloaded by leaving the game and reloading it. This also addresses some occasional graphics glitches that could sometimes be experienced
  • Various minor fixes to the engine and gameplay have been addressed

Known Issues

  • If you are unable to change your brush/block size, tap the Caps Lock key once.
  • Any recipe crafted using the Bamboo Shaft in place of the wood shaft does not reflect the bamboo wood in the final result
  • Cabbage trap never opens after growing to full size and does not trap anything
  • Clients lose stamina while walking with a Sword in hand
  • When full screen the gems on the volume slider bars cannot be grabbed with the mouse cursor
  • Large items can get stuck in the player’s head when placed near a wall or in a low ceiling area

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