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.
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.
Have a wonderful weekend!
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
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.
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
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.
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.
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.
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