Posted by on February 12th, 2015

Greetings Ladies n Gents!

Cambo here, with another blog post to give you the inside scoop on what we are working on in the kingdom. Yesterday, we released a prototype video showcasing some triggers in action. They were created using Lua scripts from one of our code wizards, Anthony (@scriptslol). Triggers are a way to automate gameplay based on physical location in the world. We don’t want to dive into the technical details about triggers (you can thank us later). Let’s focus on the fun stuff that triggers can do for TUG instead.

Here are a few examples of us using triggers in TUG!


Plant Trap




We introduced our plant trap prototype a few weeks back but there were some minor quirks due to our code rewrite for multiplayer support. The code is being reworked and we are real close to having it work in the next build.


Mushroom Trampoline


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This trigger activates a constant upwards impulse which can be used for many sweet things. The gif above shows how the object is constantly bouncing when it’s within the trigger box. That’s right! You can now have a mushroom trampoline bounce party with your buddies.






The fan prototype trigger activates a pushing force which can be adjusted within the Lua values. The image above demonstrates on how the force is used when jumping from one platform to another. Imaging this force being applied to magic spells, oh yea!


Pit Trap



Pit trap you say? Yup! You can bet it has always been part of our ambitious goals to give players the ability to trap animals *cough* friends *cough* for resources. A damage over time effect is triggered once the player or object falls into the pit and well, you know the rest. Just don’t send us rage tweets when you accidentally fall into your own pit traps because you were stalking a cute cub.




What does this mean for modding?

These were completely scripted using Lua.  Using the same tools, you can make your own trigger driven gameplay elements. It opens up a lot of possibilities, from firing world events to having doors.



Are you interested in seeing a tutorial on how to utilize triggers for your mods? If yes, let us know what would you like to see in a comment or tweet to us @nerdkingdom

Posted by on February 5th, 2015

Today’s blog is from our game designer, John, who will give a brief history about the industry’s modding community. You can always reach him on twitter @x_nekochu_x! Be sure to check out the Mod showcase video displaying some that are in the works and we can’t wait to see more.

Game modding has been around since the beginning of the game industry from items like bootlegged versions of pinball and arcade machines to its more modern counterparts of using tools provided by developers to the community. While bootlegs and chipset hacks can be considered mods, the more accepted version of modding that is known today has its roots firmly planted in the Wolfenstein and Doom games from Apogee and id.

The current form of modding had its humble beginnings with an idea of goodwill between an active community and the developers of a game. The accepted agreement came down to the developers of these games offering tools and resources to the community with the good faith that their modding efforts would extend the life of a game by offering new and unique content. In return, the developers’ only request was that this content would support the purchased copies of the game and not through freeware or any pirated versions that could hurt the revenue stream of the developers.


This sort of good will relationship allowed modding communities to flourish, as a community was more than willing to pay for and support good games. The idea was that there was the freedom to make adjustments and play a part in creating new content for a product that they already loved. Many designers now in the gaming industry can attribute their careers to this community involvement leading to their entrance into the gaming industry as professional developers.

Almost all modern games are built upon tools and editors created or used by developers to deliver game content similar to these early modding techniques. Typically, these tools are available via the game engine used by the developer such as Unreal, CryEngine, Unity, etc… Some of these tools are created by the developer to support an in-house engine or even as an extension to the tools already available to an existing engine. The modern modding community also delves into this realm by creating specific tools to aid with their own efforts to create content and make adjustments in existing games.

TUG finds itself at a unique crossroad in the modding community of today. TUG is being built on a new gaming engine, Eternus, that is still being developed in parallel to the game. The content of TUG is being driven by early community involvement and this involvement also directs the function and tools developed for the engine as well. As we actively develop the game, we are also involved with community feedback. This influences design of the final product, as well as the growth of the community around that product!


Throughout our development process we have always tried to remain active in the community as well as extending relationships to modders by creating tools that cater to their needs. This effort has brought us our first fruits of labor that we hope to share soon. By working with our modders, we will soon be offering content in an upcoming release that has been developed by our community members.



The slingshot will be one of our first weapons that has been created by mod community members and integrated into TUG. The efforts to make this happen have been a joint affair between NK team members and members of the modding community. This marks the beginning of our community relationships that we hope can grow and flourish over the course of TUG’s development.


So be on the lookout for this new ranged weapon! The slingshot adds the method by which other projectile weapons can be built and with your help we hope to offer many more mods into TUG in the near future!


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



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


  • 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


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
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!


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


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.


  • 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
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!



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

Posted by on January 9th, 2015

TUG Multiplayer is in the works and we are getting really close to testing phase one. Today, Dr. Clark (Doc) explains in detail about our challenges and solutions. Don’t forget to follow him on Twitter @CoreyClarkPhD and nerd out!

One of the things we had to do for the new Multiplayer release of TUG was develop techniques that could be used to synchronize player and object movements across clients and server.  These algorithms must be robust to handle the ever-changing time for transmission (lag) and loss of data that occurs between client and server.  There is not a “one size fit all” technique that can be used, as each game’s environment, objects and genre present their own challenges.  For example in TUG, there are 3 different types of objects that needed to be synchronized (3D Rigid Body Physics Objects, Remote Players and Local Player) and each required a different algorithm.  In this blog series I am going to cover a few of these techniques while discussing some of the pros and cons each technique provided.

Another commonality between all techniques I will discuss is the need for security.  In all cases we have to keep the server authoritative to provide a way to ensure that data being sent from each client is valid to curve cheating.*

*Fun fact:  While we have made sure that the server has the ability to verify any request made by a client (digging, building, crafting, etc), we are not actually enforcing that at the moment, so … hack away.  

3D Rigid Body Physics Objects

All of the physical objects in TUG that a player can interact with are controlled through our 3D Rigid Body Physics Engine.  So when you find yourself in the middle of a pumpkin grove and a spontaneous game of “pumpkin soccer” erupts (true story), all of the pumpkins are physics enabled game objects that must be synchronized between the server and all connected clients.


The challenges for TUG was to find a way that allowed the following:

  • Maintain authoritative server
  • Minimize processing on clients to help with future cross platform development
  • Maintain the game experience by removing jumps/jitters caused by lag or packet loss

We ended up having the server perform all physics calculations for all objects currently being simulated and using common technique in game development called Dead Reckoning to update the objects on each client.  Essentially the server sends a steady stream of updates (position, rotation, velocity, acceleration, etc.) for all currently active* physics enabled objects to each client.  The clients then use this information to update and move all active physics objects.

*After a given amount of time a physic object will be set to “sleep” and no longer be updated until something applies a force to it, this allows us to keep the overall processing of physics objects to a minimum and save precious CPU cycles.

This technique requires two different parts:

  1. Interpolation of objects position and rotation from current position to newly updated position provided by server.
  2. Extrapolation of objects position and rotation to a predicted position.


When the client gets an updated packet from the server, it now needs to correct the clients data to match that of the server.  If we were to just set the values sent by server to those of the clients, you would see the objects on each client snap (teleport) to new values and would give you that oh so sickening feeling of lag induced rage.

To prevent this we calculate the difference of the new object data from server and current object data on client.  We now know how much position and rotation need to be applied to the object to catch it up to current state on the server.  We add a piece of that difference over several frames while also updating the objects velocity and acceleration to that of the server.  The image below gives a visual of how that process looks (only showing a position update)


Extrapolation (Prediction)

Once the client has caught up to the last know state of the server, it continues to move the object on a client with its last know velocity and acceleration.  If the updates from server are quick enough, then the changes in an object’s velocity and acceleration are small enough that continuing to move the object with its last known state will minimize the difference between the client’s state and the new state provided by the server on the next update.

If a users connection gets “laggy”, then the prediction will be incorrect, but the client will still use a smooth interpolation to get client’s objects back to the correct state.

If you have ever lost your connection to an online game and your player continues to move, but you have no control, then that game is using Dead Reckoning as well.  There are issues where people have used this to cheat on a game to pass through walls.  Essentially moving towards an object then cutting your internet connection, the player would continue moving passing right through the wall due to the dead reckoning algorithm since the game is no longer getting updates on position from the server.  TUG will not be susceptible to this, but that leads us into the next algorithm that is used to visualize other players in the world on your local client.  I will get to that in the next post.


Hit me up on the Twitters: CoreyClarkPhD or Forum if you have any questions. You can also join our mutiplayer development thread Q&A here!

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