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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Posted by on January 23rd, 2015

Its been quite a while since we have brought a build off of indev and into the main branch, so this update is a really big deal for us. We have gone through quite a lot in the past several months, and it feels great being able to hit this milestone with the engine getting the first phase of multiplayer running, and letting all of you guys enjoy TUG with your friends *cough*.

We moved new terrain into the main branch, and its faster than its ever been. With that, we also have got some non blocky blocks within the world for various interactions in survivor and a bit of an overhaul on controls in creative mode, to allow you to scroll through shapes. Its all still a bit crude, but it will help get things done. This is a big step for us, but its nowhere near the last… lots of big stuff is still on the way.

A big chunk of our team is on their way to PAX South today, and setting up to show off some progress to the gaming community, so this is a big deal for us. You can visit us at booth #1483. With this milestone, we are also pushing that price increase we have been talking about for some time. But, to allow some last minute backers/contributors/buyers/people, we are putting the game on sale at the $19.99 price point (which means its gonna sit at $10 for a while). Not sure if we are going to do a price increase again… but as we did in this case, we will share those thoughts as soon as we know… it will all just come down to how far we can push this project.

Below, you can check out a descriptive list of things we’ve fixed and still need fixing. You will see some more focus on features and content with the next few updates, and the occasional hot fixes. And If you come across any errors, crashes, or weird instances that just don’t seem right, feel free to let us know on our forums or contact us [email protected].

As always send all your cuddles to me on the twitters @inoritewtf and any potential nerd rage to @joshuabrookover, hes one of our new engineers… and he needs a good hazing. Also, gratz to Cobell who was moved up from PM to Producer on TUG! (get a twitter already… GOSH).

 

New Features

  • New Terrain Engine
  • Multiplayer
  • New UI System using CEGUI
  • Expanded Mod capabilities
  • Return Stone
  • New AI Characters

 

Creative Mode

  • Significantly changed controls

 

Fixes

Menu functionality

  • Creative Mode is now functioning and multiplayer ready
  • Fixed several window focus issues
  • Fixed some display errors with the Load Game and Delete Game menus
  • UI Toggling should now work by default (without needing to rebind the key)
  • Using the ‘h’ key to move your hand item into your backpack should now add that item into any available stack
  • The Debug console should now be disabled by default
  • You can once again create copies of your saves and have them appear on the Load Game menus

Stability

  • Fixed an error pop up with crafted Leaf Backpacks
  • Stability updates when creating, leaving, or exiting a game
  • Server’s entering the menus will not stop the processing of the game world
  • Fixed an error pop up with the Return Stone being set and used when very far from other players
  • Fixed a crash when a player tried to join a server where other players were actively digging and performing other actions

Terrain

  • Fixed the issue where generated objects could appear above and below the terrain
  • Fixed an issue where the Sun was piercing through the distance fog and terrain
  • Fixed some seams when altering terrain
  • Fixed a some terrain desync issues
  • Rock cannot be directly tilled

Inventory/Objects

  • Fixed issues where a Client’s hand item or Inventory overflow would appear at the Server’s location
  • Fixed issue where Clients will see red lines at the base of characters showing where physics capsule is heading to
  • Fixed an issue where consumable potions were consuming a charge when trying to place them
  • When Clients die, their hand item does not drop at the Server’s position
  • Players do not spawn in with the exact same head and headwear
  • Removed the durability display for several objects that did not wear out on use
  • Players should see other Players crouching properly now
  • Player now has animation and sound when taking damage
  • Quick swapping to another item while in Z placement will now exit the placement mode
  • Fuel (in a Fire Pit and Stone Furnaces) should now save
  • Fixed an issue with multiple death notices appearing
  • Return Stone should save it’s return position correctly between game sessions
  • The size of a voxel with a max stack count has been scaled small
  • Sound plays correctly for the brown geyser and for a failed craft at the alchemy table
  • Fixed an issue where spawn locations after using a bed were being reset

Creatures

  • Predators now again properly respect  torches held in the player’s hand
  • Spawn rate of Mushroom Man slightly increased

Fruit and Growables

  • Generated trees should no longer have extra, duplicated fruit
  • Plucked fruit should have proper icons
  • Fixed an issue with growable plants and harvesting their fruit if it was still on the vine/tree
  • Fixed an issue with growable plants not growing (during the day) if they were planted at night
  • Growable plants should not have their growth states interrupted if you leave/resume the game before it has fully grown
  • Adjusted the Cabbage Trap’s growth times

 

Engine Optimizations

  • Greatly improved performance of Terrain
  • Improved performance of Lua Scripts
  • Minor performance improvements to Rendering

     

Work In Progress

  • Multiple Creative Mode quickslot bars
  • Cabbage Trap functionality
  • Weapon Buffs
  • Tool and Weapon damage states
  • Particle FX on certain objects

 

Known Issues

  • Some keybinds do not work unless you delete you user_config.txt file
  • Sometimes you lose the ability to change the place/dig voxel size. Reloading into that world will fix it
  • Single Player and Multiplayer names are different
  • Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.
  • If Clients all join at the same time, the Server may lock up
  • If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
  • If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number
  • Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue
  • If a Server shuts down while Clients are still connected, the Clients may crash
  • When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed
  • Torch FX is getting detached from the torch
  • Sometimes objects will load in with no textures
  • Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location
  • Cabbage Traps grow into a closed state
  • Rarely objects will turn into another random object
  • In Creative, going going full screen will shift the relative location of the quickslot bar and inventory
  • Clients that crash may sometimes leave a body in the server

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Posted by on January 17th, 2015

All the dust is finally starting to settle with our team setting up as the new “controllers” of the project and development has been keeping us pretty busy, but we are pretty psyched to be able to get this indev push of multiplayer out to you guys. Hooray, TUG with your friends!

This first phase is only survival mode, with creative to follow next week. And keep in mind, we still have a lot to do with networking alone, so expect some of the usual bug shenanigans (listed below). We really do need the help identifying issues with the game on many types of hardware, so please post those reports to the forums or send em over to [email protected] We will be watching and listening and pushing out fixes over the course of the next couple of weeks as they arise.

Also important to keep in mind, multiplayer in this iteration is still fairly early, so don’t expect crazy furry parties just yet. With more time and more tech, the experience and player count will improve. As to what that count is, we still cannot say… We are in new frontiers with the networking inside and such a heavy focus on physics AND voxels, so lots to see through development.

In addition to pushing out fixes for multiplayer next week, we are also gonna be pretty slammed getting ready for PAX S, so hang in there if we are not as speedy to get back or as active in the forums as usual.

That’s about it for now guys! Enjoy trolling your friends!

-Ino

Found bugs or just nerd raging? Send our lead programmer a tweet @auti0. If it’s hugs then tweet me @inoritewtf

Don’t have InDev branch? Opt-in here

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Note: Creative Mode is currently being reworked. While it is available in the menu, it will crash the game. It is our next priority.

The save system has been updated so any older save games will be not be valid.

Fixes

  • Multiplayer is back. We’d recommend playing at maximum around 4-5 players. You will most likely be able to play with a few more, but the Server will likely get performance issues
  • The Menu CEGUI Lua and Gameplay Lua have been separated into different VMs. Leaving a game will cause the Gameplay Lua to be fully deleted and re-created on a new game launch. The Menu VM is maintained at all times.
  • Many of the existing GUIs in the game have been ported to CEGUI
  • Put in an intermediary fix for black triangle textures on sharp edged cube voxels that share a single edge
  • Added console commands for /ban, /kick, /banlist, and /unban
  • Added a console /unstuck command that teleports you a short distance directly forward
  • Changes in generation to fix resource issues and sparse biome disbursement
  • Some items’ (tools, weapons, 2 handed objects, and food) hand attachment offsets have been fixed
  • Durability values for various tools and weapons have been adjusted
  • Black Rock has been added to generation
  • Sound issues on the AI have been fixed
  • Crude Beds cannot be used by multiple players simultaneously
  • Very large terrain cracks are fixed, small terrain cracks might still occur on cell boundaries
  • Added in a temporary fix to black-triangles on voxel normals. Still some blending issues remain
  • Fixed biome-weight determination for object population
  • Fixed a very, very rare startup crash caused by multi-threaded operations
  • Fixed offsets for items in hand

Engine Optimizations

  • Massive Terrain overhaul to support multi-player. Terrain generates faster, saves far less data, modifies more quickly, and handles tasks more cleanly in all modes
  • Massive overhaul to LUA garbage-collection logic and script processing to get better performance out of the engine
  • Many various optimizations to billboard creation and rendering
  • Overall many areas of the engine have been tuned and re-tweaked to perform more optimally

Work In Progress

  • Creative Mode
  • Dedicated Servers
  • Fall damage temporarily has been disabled
  • Additional terrain modification improvements to remove floating, 2d, and non-diggable bits of terrain

Known Issues

  • Single Player and Multiplayer names are different
  • Single Player and Multiplayer maps are essentially the same. Single Player simply does not allow additional players to join.
  • If the games crashes while the game saves, it can potentially damage that world save causing corrupted cell terrain data or user inventory.
  • If you get a port is in use error when trying to run Single Player, another program is running in port 6600. Free up that port, or start a Multiplayer game with a different port number
  • There is a potential Client-side crash when you first join a server if other players are performing actions (especially terrain manipulation). If people on the server hold off on actions until the player joins, the player should join with no problems
  • There is a potential Client-side crash if they die very far away from the Server’s location
  • Clients can get desynced from the Server causing objects and terrain modifications to not appear. When this occurs, reconnecting to the Server should fix the issue
  • If a Server shuts down while Clients are still connected, the Clients may crash
  • Clients will see red lines at the base of characters showing where physics capsule is heading to
  • If clients are out of visual range of a set Return Stone position, a lua error will pop up. Clicking okay should clear the error and allow you to continue
  • Hand held torches don’t scare away Cats. They currently need to be dropped
  • When returning to an area out of visual range or reloading a save, some objects may not load correctly. Reloading the game should fix this; multiple reloads may be needed
  • If you plant at night, the sapling will not grow to full size when the daylight arrives
  • If you pick a fruit as it is still on the tree/vine, no more of that fruit will grow. They will grow if you wait for it to drop from the tree.
  • Clients cannot see the target capsule for Cats and Goat. Clients can still damage and harvest them, but they just don’t have visual feedback to do so.
  • The default keybind (ctrl+U) for the in-game toggle UI doesn’t work; if you rebind it to another key, it will work
  • Torch FX is getting detached from the torch
  • Fruit trees may create too much
  • Sometimes objects will load in with no textures
  • Objects can generate above and below the terrain level
  • Goats can get stuck travelling to food far out of their normal range which may lead to many goats appearing in one location
  • Players are spawning in with the exact same head and headwear
  • When Clients die, their hand item may drop at the Server’s position
  • When a Client’s inventory is full, if they eat a fruit, the seed will appear at the Server’s position
  • Cabbage Traps do not capture any client players.
  • Rarely objects will turn into another random object
  • When in your inventory, table type objects all have durability bars even though they do not wear out

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Posted by on January 15th, 2015

Our wizard coders are slamming away to get multiplayer out for in-dev testing so we are focusing our on art direction for TUG! We are in luck as our Art Director, @inkmech, took some time to write a blog for all you lovely people!

Hi all! Inkmech here.

Today, we’re going to start a little series about the ongoing struggles of life changes to TUG’s art style! Our story begins a long long time ago, in a studio far far away. If you’ve been following TUG for a while now, then you’ll most definitely know, that we have had a lot of changes and progress on the engine side of things. Engine and code changes also affect art, and more importantly, what we can do with the art. Here is a video from a longtime community member that highlights some of the larger changes.

Lets begin with why these changes happen, and then talk about why we need to make more changes. Finally, see how the changes can resolve some of the issues. First off, our previous styles were not bad, and there are a lot of great assets. I would love to be able to retain some of the look and feel of them. However, a lot of our previous art, feels out of place and does not convey an overall aesthetic that is cohesive or tells a story. For example, our pine trees have great shape and play in their form, but the non-fruit bearing fruit trees are pretty plain and straight with realistic but lower resolution textures. We have numerous examples of these sort of conflicts, where engine limitations or waiting on a tech implementation left us with partially finished work or work that should have been removed. We have also made strides in tech that have caused some problems with the art direction. For example, we had to exaggerate normal maps to get a good read on the textures in our pre-new-terrain environments. As a result of the early exaggeration our new-terrain environments now have very pronounced normals maps that trends us toward realism.

So what do you do? How do you fix something that seems so all over the place? Our first step is to identify what works, for our world, and compare it to our inspirations. An important tip about looking at inspirations, is not to take from them, but to understand why they made the choices they did. This step gives you a hardy list of grievances that you then print out, roll up and use to hit the money people at the studio until they give you the time and funds you need to start making changes. Currently, we are in the process of putting ideas into stone, errr…. texture into voxels and finding what works best for our technology and end goals. We hope to bring a bit of nostalgia and fantasy into the current world of TUG. Most importantly, we want to tell the story of the world to you the moment you start exploring. In order to do this, we had to take a look back at the basics of design, but more on that next time! It’s time to finish this off so please enjoy some of the recent exploration pieces done to find our way!

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Feel free to hit me with any questions on twitter @inkmech.

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