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.
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!
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
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
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
So we did it… We blundered it all up and everything is broken. Babies are crying, I lost my glasses, and we’re fairly certain that everything is as bad as they say it is… Except, not really!
We’ve decided to push back calling the game’s current state a “Beta” and keep it in the Alpha phase, at least for now. But fear not! We are still opening up the game to all our Beta backers, and the game will be available for purchase again. Most of the systems we wanted to implement are ready to go online, and we’ve had a chance to refine many things for this next major milestone. *high fives all around*
Starting out, we managed to raise a bit of capital to help us build the core of many of our systems without worrying about our doors closing. The best part about those deals is that they were structured in a way that allowed us, the developers, to retain control of the project going forward. We are now entering a new phase of development, which will require the help of you, our community, to get the word out about what we are doing, and to help expand and build our community. We need your help, but we don’t want you to help just for sake of helping. We want the game to be something you can all be proud of–something you feel inclined to share for that reason.
We are going to start implementing more methods of public communication with you all in this coming phase/year as well. Things like public milestones on our technology development, more dev blogs and vlogs, and a stronger presence with a bunch of our YouTube content creator friends. The tech is just about where we need it to be to truly make the experience something compelling, and we think this next stretch is going to make some AMAZING systems happen in the engine (even water! *gasp*).
We do plan on dropping the price of Alpha access down a bit, but those who are interested in donating more to our madness will have the option to do so! We haven’t decided on the exact prices yet, but we will have a handful of tier options available for varying levels of support. We are fortunate to be working with the Humble Store, of the Humble Indie Bundle fame. This will allow for a much smoother purchasing process for everyone who is supporting us (and will finally enable us to automatically send out Alpha keys… no more waiting for us to manually send them out at the end of the day!).
We’re also preparing to launch a Steam Greenlight campaign on January 29th, which is a super exciting opportunity for us. We’ll make an announcement as soon it’s live, and then we’ll need help from all of you in spreading the word!
We have come a long way since our crude demos in Kickstarter. Gameplay is actually happening, and we have a full blown development studio with amazing engineers, artists, designers, and scientists all working towards an OFFICIAL Beta milestone. To reach this milestone, we will list some criteria we feel must be met for us to be very comfortable making it official. Remember that though we’ve opted to not call it Beta for now, our goals have not actually changed… we’ll still keep building, we’ll still keep sharing, and we’ll still keep updating, probably more than ever!
This year is certainly going to be our year. Lots of exciting things are in store for us all within this Kingdom of Nerds that we’ve built… and we could not be more excited or grateful to have you guys here to help push us.