Posted by on July 31st, 2014

Here at Nerd Kingdom we spend a lot of time thinking about how we can empower the community to help create the game they want to play. One important way that we can help do this is by supporting modders with the tools and information they need to author interesting content. Modding is always at the forefront of our decision making when it comes to technology, and we’ve gone to great lengths to build the game with the same modding tools that we will be providing the community.

Though TUG is still in alpha, today we are providing the first revision of our scripting api documentation. You can find them at http://eternusapi.nerdkingdom.com.

We would also like to spotlight some fantastic mods that have recently been created:

Gecko Mod:
Swaps all Goats with Geckos! Written by power modder Sigil.

http://forum.nerdkingdom.com/viewtopic.php?f=7&t=1389
https://www.youtube.com/watch?v=lc7TVbVXH_E

Scripted Bow:
Adds a bow that the player can shoot. Although the Seed might need to learn a thing or two about bow usage. Written by forum user nocare.

http://steamcommunity.com/app/277930/discussions/0/43099722035315667/
https://www.dropbox.com/s/8r7j13g67rfbczd/bow-5.png

Magic Goat Wand:
We have also written a fresh guide, intended to introduce modders to scripted content within TUG via the creation of a simple Magic Wand.

http://forum.nerdkingdom.com/viewtopic.php?f=39&t=1412
https://www.youtube.com/watch?v=Nbo-DTXnNzQ

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Posted by on July 15th, 2014

A message from Ino:

Hey guys,

We are getting pretty close to being able to call this thing an actual game, so this update is kinda a big deal. Lots of new systems have been put into the engine, which means more stuff to do in Survival, but more importantly, more stuff to mod. Unfortunately with this update we also had to put the kibosh on the Proving Grounds; it would have held everything up so we decided to put it under construction for now. But fret not, we will get it back and running as soon as we’ve had a chance to kick it and scream at it to get it working (as is typical of effective problem solving).

We still have a lot of stuff to do and another big update coming in very soon, so keep up to date with what’s going on and maybe subscribe to our YouTube channel for WIP videos each week. Please also do keep in mind that bugs and performance issues should be expected and we really need you guys to let us know as it comes up. It’s a huge help to us and we really rely on you guys to inform us of what to improve on.

If you like what we have been doing so far, please consider sharing our project with your friends on the interwebs. Any support we get goes right back into development and helps keep us indie.

As usual, if you guys have any questions comments or concerns, feel free to yell at me @inoritewtf or our official twitter @nerdkingdom.

Xoxo.
Peter – ino – Salinas

 

Art

  • New resources added: Raw Beef, Cooked Beef, Animal Hide, Animal Intestines

  • The goat has been added as a prey Critter

  • Leaf Sack added as a decor item

  • Crude Bed added to the game

  • Crude Workbench added to the game

  • Growing trees and vines added to the game

  • Updated Grass textures

  • Added Tilled Dirt texture

  • Added Chopped Wood object

  • Added Stacked Wood & Wood Plank objects

  • Added Cobblestone & Gravel objects

  • Added Cobblestone, Carved Stone, Chopped Wood, Clay Blocks, Thatch & Wood Log textures

  • Crude Shovel, Crude Hoe, Crude Knife objects added to the game

  • Vine Fence added to game

  • Texture adjustments made to Rocks, Crude Axe, Crude Hammer

  • Texture adjustments made to Crude Shovel, Crude Hoe

  • Reoriented and rendered several weapon and tool icons for better recognition

  • Fixed alpha channel bleeding that caused some trees to render with large seams

  • Added UI icon to distinguish game objects that can be placed as voxels

  • Fixed misaligned alphas on bamboo trees

 

Design

  • Variations in recipes have been simplified to one type per recipe to fix some crafting issues

  • Resource drops have also been adjusted to match the recipe variation change

  • Farming added to the game.  Certain fruit produce seeds when harvested that allow the growing of trees and vines

  • Growable objects set to obey rules of distance to other objects and amount of sunlight in an area

  • New tools added to the recipe list, Crude Knife, Crude Hoe, Crude Shovel

  • Prey AI added to the game; the goat

  • Hunting added to the game

  • New tables & table specific recipes added to the game; Fire Pit & Crude Workbench

  • Spears are now throwable in Survival Mode; T key toggles between melee and throwing modes

  • Stacking added to object inventory amounts in the player’s backpack

  • Cooking added to the game

  • Recipes cleaned up after resource variation changes and new recipes added for all new items as well as resource conversion and item recovery recipes

  • Vine Fence object placement refined so where the cursor is pointing, next object will be placed out from cursor and in the direction of the player

  • Crude Bed mechanic added to game; using the bed (with a right click) saves the player’s spawn position and causes time to pass in the world

  • Hunger levels adjusted to work with renewable food system

 

Code

  • In Survival Mode, the “Z” key enters placement mode which allows for full rotation of objects when placing them.

  • Rudimentary pathing added for Critters

  • Hunger system added for Critters; system used to control and adjust AI behavior

  • Critter spawn system added to game

  • Critter death and loot drop system added to game

  • Critter alert/graze AI

  • Controllable Growth system added to game; trees & plants can use the grower script to grow over script controlled times as well as produce fruit and decay

  • Throwing system added for specific objects

  • Some objects can now pierce other objects when thrown

  • New animation pipeline in place to accommodate for looping animations

  • Fixed alpha channel shadow bug causing some objects to not render proper shadows

  • Model Viewer added(Currently 64-bit only)

  • Fixed numerous stablility issues

  • More functionality added to Modding API (See scripts in content folder for examples)

  • Cleaner Main Menu UI/UX

  • Numerous logic bugs fixed

  • Fixed sound not playing on breaking objects

  • Fixed sound not playing on breaking terrain

  • Fixed sounds not playing correctly on foot steps

  • Improved sound buffer logic

  • Improvements to the save system to account for objects having child objects

 

Known Issues

  • Current saves will no longer be valid

  • Proving Grounds has been temporarily disabled

  • Creative Mode server (and multiplayer) have known instabilities while we investigate improvements to networking

  • Some objects when placed inside of (or clipping into) the terrain can cause them to fall through the ground

  • Placing a torch pressed right up against a wall will an error pop up (which is recoverable), and the torch will be lost

  • Tools do not take durability damage from terrain interaction

  • Tool resource drops overlap

  • Tools overlap in functionality

  • Spears will stick if any portion of it hits

  • Mouse button 3-4 can’t be bound to actions

  • Fire Pit will light whenever a saved game is reloaded or if a player leaves a biome and returns

  • Using stacked objects in recipes can sometimes not allow the recipe to be crafted

  • Placing very large objects close to yourself can cause you to fall through the world

  • If you die in Survival Mode, the item in your hand does not drop

  • In Survival, Hunger, health, and stamina levels restore to full between game sessions

  • The shovel can only be picked up at the stone tip/head portion

  • Mushrooms and Crystals are displaying the wrong texture

  • Sometimes changes to a world do not load properly. Reloading the map should load the changes.

  • Stacked objects that are dropped using “Q” do not have a visual representation of the number of stacked items in the stack

  • Placing the Vine Fence using the right mouse button can sometimes cause the object to get stuck inside the player

  • Sprint cannot be currently remapped

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