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!
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.
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.
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!
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 Terrain Engine
New UI System using CEGUI
Expanded Mod capabilities
New AI Characters
Significantly changed controls
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
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
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
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
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
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
Tool and Weapon damage states
Particle FX on certain objects
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
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.
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)
Bronze weapons and tools
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
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
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.
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.
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.