Posted by on September 16th, 2014

Good news, everybody!

Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.

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As usual, don’t forget to share any bugs you run into, on the forums (here) follow us (here) and follow our progress on our trello (here)

*high five*

Patch Notes

Art

  • Bronze weapons and tools

  • Surprise!

  • Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil

  • New Ores that can be combined to make bronze

  • Updated textures to the predator

Design

  • Ores set up to generate from certain rock materials

  • Material drops from terrain and trees adjusted to match new block digging sizes

  • Updates to the predator behavior, it now fears campfires and hunts other critters

  • New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)

  • Existing tables also received new recipes in line with the new age of tools

  • Repair and deconstructing recipes added for bronze tools

  • Rock heads for crude tools have a chance of dropping from terrain materials

Code

  • You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube.  The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.

Eternus API

  • Modders now have the ability to register and create their own slash commands.  RegisterSlashCommand(“command”, “functionToCall”).  Arguments are passed over as a table.  See Survival:TargetInfoCommand function for an example!

  • New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.  

Known Issues

  • Proving Grounds has been temporarily disabled.

  • Multiplayer has been temporarily disabled while we revamp that whole system.

  • Fruits have durability bars

  • When a fruit is held in your hand, the voxel ube outline for a tool appears.

  • Thrown (not dropped) spears stuck in the world aren’t saving properly

  • Critters don’t save their positions between game sessions

  • Critters love to get stuck on the terrain and other objects.

  • The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.

  • Can place items (right click or Q) through voxels if you are too close to the voxel.

  • When (right-click) placing a Vine Fence, it places inside of the player.

  • The game can crash on exit.

  • Sometimes when resuming the game, the same sounds will play

  • Weapon/Tools placed in the environment return to full durability between game sessions

  • The shovel’s animation is not playing correctly. The shovel can still be used to dig.

  • When digging voxels, sometimes their collision will remain there.

  • Curved (partial-voxel) surfaces cannot be destroyed at certain angles.

  • Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.

  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.

  • The sprint key (Left Shift) cannot be rebound.

  • Can’t bind the Mouse 4 and Mouse 5 buttons

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Posted by on September 11th, 2014

Today’s dev blog focuses on the design and color and is written by our concept artist, Jan! Many of you have seen his beautiful concept arts so be sure to send him a message on twitter @janofalltradez

Moving Forward

It’s been an interesting 2 years and we’ve come a long way through the Vis Dev process creating a visual lexicon to best deliver the lore of TUG.  As the game progresses, it’s important for us to convey the mood and tone.  One way that helps us in our process is to visually abstract environments to simple shapes, colors, and pools of light. By doing this, we are able to see how different elements may affect storytelling in the future.  In these color keys we’re able to define hue and saturation distribution. This also helps us map out color shifts and transitions from biome to biome.  Each biome is unique and how you perceive aspects of our world is very important to us.

eg: Overwhelming expanse of land + Moody lighting/Vibrant color = Wonder and Adventure.  It’s a pretty awesome sight to behold seeing our visual language translated. 

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In contrast to the long shadows traversing the sexy curves of our bodacious biomes, the disruption of light in our jungles and forests give an added sense of danger.  Pockets of light and glowy plants supply a perfect stage for you to be clawed to death by creatures. 🙂

In the last blog, Sir Inkmech talked a bit about the changes we’ve made to existing assets as TUG evolves and gave a tutorial for modding communities on how to get their own cool ideas to match our style. Design principles of our style guide are relayed in the explorations we generate all though the world of TUG from rocks to complex structures.

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Just like the hope that our lore will guide you along down the line, we hope the visual language we’ve developed gives you a platform to make an awesome experience.

Cheers!
ninJAN 

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Posted by on September 4th, 2014

Our artist are always creating beautiful art assets for TUG. Today, Inkmech takes a few hour from his busy day to write a short tutorial about painting textures in photoshop.

*In this tutorial we extensively use photoshop!

Hello, it’s Inkmech again, here to tell you about how we paint and texture! So there are a couple of ways we approach textures in the studio. Many members of the art team serve in different roles or functions, but because we are an indie studio it often becomes important to be able to jump specializations and help out. Since we can suddenly have people with different styles jumping into the same task, we had to find some way to combine our powers and create voltron awesome textures.

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First lets look at some high concept snippets for painting the textures pull from the Art Style Guide!

“The environment designs should pull from predefined aspects already in the game as much as possible. Reuse of tree silhouettes, bark shape flow/patterning for paint strokes, or overall use of the S shapes. It is important to maintain a contrasting balance in the details, places for the eye to rest, or larger dark areas that pull from other game objects silhouette.”

Ok, so there you have it. This little snippet is more of an overview of what we think about when we paint and when we get a chance to go back and grab some older art to fix up for the new standard of goodness! For some team members and modders, this may not be enough though. So we also came up with a cheat process to get to the ideal texture quickly. Here is another snippet that explains this a little.

“For actual texture information you can source photographs (free license or personally taken) and run them through the filter tree. There are also brush resources for maintaining the look and feel. Always remember the paint strokes and the way they terminate and blend. An example of the filter tree can be found in the technical info section”

Wait what! Filter Tree? Technical info? Don’t worry, we’ll go over that now with some images!

First you need to paint in some basic colors and maybe even add in some shapes. In this instance we’re going to update our rock textures with some sediment banding (send me a message if this is not the proper term!)

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Next use zbrush to get some texture/shape deformation or render to texture in max or grab a photo. We’ll now use this image or images and create a new layer in photoshop. This new layer needs its blending mode set to soft light (this gives it some sublte values without blowing out the texture beneath it). For this demo I went outside and shot some pictures of rocks near by……mmmmm outside

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 Next we merge these layers into a new one; you can do this by selecting your layers and pressing ctrl+shift+E, then we run through our Filter Tree. 

Filter > Filter Gallery >  Dry Brush  (0,10,1)

Filter > Unsharpen Mask (30-40, 5-8,0)

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Now paint into the texture using a rough brush (I personally use a chalk brush) and use outlines for focused detailing (I use a hard round brush here or I remove the transparency from my chalk brush). Rough in other colors to make blends and remember that too much noise leads to realism! This final process is more about removing the noise and replacing it with straight strokes than trying to get things to blend. Cleaning up small little specs and adding larger broader strokes help to make the “look” at this stage.

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Posted by on July 17th, 2013

Alpha testing for TUG has officially begun!!!!

We’re so excited to embark on this journey with you all.

Some of you may have received duplicate keys. If your key isn’t working for any reason, please shoot us an email at [email protected] and let us know what’s up and we’ll get someone to help you out ASAP.

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Posted by on July 13th, 2013

IT’S HERE! Almost… We know you guys have been chomping at the bit trying to get information on release, and we are happy to finally announce that we will be officially launching the early Alpha of TUG to all of you Alpha Backers this coming Monday, July 15th in the later afternoon/early evening (mind you, we are on PST). We will be sending out an email to all of you in the Alpha tiers with a link to a new account setup page where you will be able to register your key, activate your account, and download the TUG launcher. This email will also contain information on how we’ll be handling bug reports and tracking.

This account page will be your go-to place to change your password, send your gift copies to friends, and even check the status on reward items you’ll be receiving over the course development. The account is also the foundation of a new site and community infrastructure that will eventually be a home for the TUG community and any other big projects we get to work on with you guys in the future!

Read more 

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Posted by on June 10th, 2013

Update #29! ALCHEMY STRETCH GOAL ACHIEVED!

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