Posted by on August 28th, 2015

Greetings everyone!

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.

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  • 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

 

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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.

September plan

  • 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

Have a wonderful weekend!

-Cambo

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Posted by on August 11th, 2015

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]

Patch 0.8.6
Save Version bump

New Features

  • Glow maps on terrain
  • Helmets are now equippable
  • The bronze necklace is equippable
  • The woven basket is a new container that will automatically gather edible fruit within a small radius of itself
  • Z placement now ignores collision for placement allowing a greater freedom of placement in Survival Mode
  • Z placement can now be toggled to snap to the grid for placement. The default key for this toggle is ‘v’.
  • Snapped grid placement will also apply to Creative object placement tools
  • Mother Bear Ram has arrived and she is not pleased that people have been hunting its cubs
  • Dyes can now be crafted.
  • Dye can be combined with clay to make a colored clay brick voxel. Some dyes can also be mixed with cobblestone.
  • Bamboo trees drop bamboo voxels
  • Creatures can now be placed in Creative Mode

Improvements/Changes

  • Can copy/paste into and out of the main menu text fields
  • Clients should be able to pick up and interact with things with better consistency with normal lag conditions
  • Rebalanced stats of all tools and weapons
  • Added in more variety to existing resources
  • Vine bearing fruit now detaches fully grown fruit
  • Mushroom hands are plantable
  • Many recipes have been rebalanced
  • Adjusted craft times for all items
  • Rebalanced many transmutation recipes requirements and output
  • Repair recipes now restore a smaller portion of durability
  • The requirements to craft the Artisan Workbench have been lowered to only require a Crude Hammer
  • Bronze tools and weapons now require an Artisan Workbench to be crafted
  • Bronze tier tool and weapon parts can now be crafted together in any combination of head and handle
  • The Cage Trap recipe now requires its components to be crafted individually
  • The Cage Trap will craft at the location of its floor component. The trap can no longer be picked up, but it must be broken down and recrafted.
  • Meat can now be cooked with torches
  • Projectiles now follow a more consistent path
  • Return Stones can now be used multiple times before it is used up
  • After using a Return Stone, players may hang in the air briefly before touching down to mitigate falling before the terrain generates underneath them
  • Creature AI has been expanded
  • Taming a pet now requires the player use a Vine Collar on a fully appeased kid/cub
  • If left alone for long enough, Guardian Pets set to stay will begin to slowly wander
  • Guardians now help defend their owner from threats. Cats attack aggressively and Goats attack defensively.
  • Guardian Goats now have a head butt attack
  • When attacked in any state, creatures will now defend themselves or flee
  • Wandering predators will eat their kills and other animal corpses
  • Goats will focus on consuming nearby fruit before targeting vines
  • When breeding, pets will create a nest for more visual feedback for the process
  • The Mushroom Man’s drop rate has been adjusted
  • Updated the sky with a more readable 2nd moon and other cosmic entities
  • Adjusted several player animations
  • Terrain optimization
  • More recipes added to convert blocks to more useful items as well as recipes to breakdown objects such as the rock heads that become too plentiful
  • Creatures can now be placed in creative mode

Fixes

  • Fixed normals on objects, characters, and terrain
  • Spears and potions should no longer reflect off of the throwing player’s collision
  • Damage states and warning sounds for tools and weapons
  • Creature collisions should be more accurately sized and be easier to hit and harvest
  • The collision capsule for the teen is more accurate
  • Goats no longer orbit trees
  • Goats and Cats now play their sitting animations
  • Growth potions cannot be used on something that is already under its effects
  • Fixed an instability caused by loading into multiple games within the same session of TUG
  • The Ctrl, Alt, and Shift keys should be bindable now as well as differentiated by their side i.e. LCtrl, RCtrl, LAlt, etc.

Modding Improvements

  • Fixed Modded keybind resetting after game restarts
  • Exposed NKGetCraftingArcheType, NKGetCategory, NKGetTier on GameObjectSchematic
  • Server side command registration using Eternus.GameState:RegisterSlashCommand
  • Exposed GetModdedPath on EntityFramework, used to get absolute path based on VFS
  • Exposed NKGetPath on ModScript
  • Added custom Strict Lib to DebugUtility
  • Added JSON parser to Core

Known Issues

  • Slingshot projectiles can still reflect off the throwing player’s collision
  • When Client players throw a spear, it briefly reorients itself to the hand. This is purely a visual bug.
  • The ‘|’ and ‘’ key have been removed as a bindable key
  • Cannot bind key combinations together i.e. ctrl + e cannot be bound as an action
  • Some of the new bronze throwables will appear to be spears when z-placed
  • If you leave an area where a nest is, it is not producing offspring when you return. The workaround is to stay within the area until the baby is produced.
  • In Creative Mode, the first time you click into the Search bar will cause the inventory icons to shift/shrink slightly
  • In Creative Mode, you cannot place voxels as voxels when in the Survival Placement mode unless the voxel is in hand already when you switch to that placement.
  • In Creative Mode, the object representation of a voxel is appearing even when in voxel placement mode
  • When you destroy all the voxels in a cell, it will appear to destroy all objects in that cell as well. Reloading (or leaving the area and returning) will restore those objects.
  • When a player dies and respawn from a wisp, you can briefly see a flash of their character at the wisps last position before they appear at their spawn point.
  • You can use a Health Potion when at full health.
  • AI Creatures can wander off the edge of the world.
  • The wool shirt is clipping into the default leaf pants and gauntlet

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Posted by on July 31st, 2015

Happy Friday everyone! Cambo here.

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.

  • Placement snapping
  • Specialized Containers
  • Equippable Helmets
  • Adult bear ram
  • Pet system improvements
  • AI Improvements
  • Dyes can be crafted and combined with clay to make colored clay brick voxels
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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.

More details here

If you missed it, check out the latest in the works for equippable helmets

Cheers!
– Cambo

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Posted by on July 9th, 2015

Greetings everyone!

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*.

Planning

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.

  • Crafting Journal
  • Adult Bear Ram
  • Equippable Helmets
  • More Modular Tools
  • Specialized Containers
  • Improvements to pet system
  • NK Launcher improvements (non-steam client)
  • Placement Snapping
  • Resource Variations
  • 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.

Cambo Out!

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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.

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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

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