It’s Cambo! There is a lot of exciting stuff happening and we’re looking forward to the future. But before we get into that, let’s talk about what we’ve been working on this month.
Launched Alpha 0.8.6 build
The crafting journal is almost done and we hope to have it out in the next update
The moa is now in it’s animation stage after rigging and model revisions
The hunting horn to help train pets is in the works
A void basket is in the works. A fancy trash can to throw away unwanted item.
Reworked our launcher and fixed some bugs that caused some slowdown
The new art style update is still on-going and will continue until we have our new engine update ready. You will start seeing new content using the new art style in our current engine as we will stop creating assets in our old art style soon.
We are constantly working on AI improvements and will be adding them to updates as we complete them.
Lots of balancing stuff
We’ve been expanding our team size and will be moving to a new studio space next week. Thanks to @brennanpriest42. As an added bonus, we’ll have more hiding spots during our nerf wars. That’s also a reasonable excuse for a larger studio right?
Tech and art style updates are still our current focus. As a result, you may have noticed the lack of work in progress videos. Don’t worry! They will be coming back more frequently once we meet our tech and art milestones. Better yet, the new office will have space for a dedicated live stream room.
The big move to our new studio and settle in
New build update
Planning and documentation for the new engine upgrades
We also want to welcome Jake, Tyson, and Michael to the NK family! Feel free to send them a tweet anytime!
We are hiring developers so please check out our career page here or send a tweet to our CTO @CoreyClarkPhD
We’ve got some new stuff: fixes to old stuff and some really bold stuff to be found in this update. First off, we’ve made some changes to how you can place objects in the world. This is really important to me as I want to focus our efforts on making the player experience a top priority going forward. Now when placing objects, you’ll be able to use the V key to turn on grid snapping, making it super easy to line up your objects.
We also have dyes in the game to make your own custom colored bricks. We have a Bear Ram and he is terrifying! We also have a basket to collect your fruit from your gardens for you! There’s much, much more so check the patch notes for all the new things!
You’ll also find a lot of changes to recipe times and the method to crafting certain items. Check out the changes to the cage trap, you can now capture other players! We’ve been making some tweaks to the AI to help them with pathfinding and avoidance. This is all leading up to big future improvements for the AI in the game. Oh did I mention the pets can now guard your camp and protect you in battle? No? Well they do and it is awesome!
Unfortunately, due to the nature of some of the changes we’ve made, previous game saves will not load up with the new update.
As always, follow us [email protected] to keep up with our progress and announcements.
Also, make sure to let us know if you run into any bugs or other issues, and if you have trouble running the game, check out our Steam forums for more details.
July is coming to an end and we have some good news and some not so good news. I’ll start with the good news. We are play testing for the next update and will release it in roughly one week. The not so good news is that we’ve upped the game saves again and your previous saves will not work with the new update. This is due to some necessary tweaks to our biome system. You can tweet your rage to @camfergusondfw
Here’s a quick breakdown on what you can expect in the Alpha 0.8.6 patch.
Adult bear ram
Pet system improvements
Dyes can be crafted and combined with clay to make colored clay brick voxels
What else is in the works? The crafting journal is coming along but it will not make this update. Lots of engine tech and R&D involved. In addition, the art style update is still on-going and keeping our art team slammed. We are also in the process of moving to a new studio location soon too. A new battleground for nerf wars!
We are ramping up and hiring full-time game programmer positions in the Dallas area.
Ahoy! This is a big tech update we have going on, as it’s the benchmark for the team moving on to engine 2.0. The next several months will be spent
building and porting systems over to openGL and making the game accessible to more and more players in the community. Not only do we expand the reach of
the community, but we also get a chance to dramatically improve ALL the things for the game.
We have some REALLY exciting times ahead of us, as we prepare to grow our team and get a bit more aggressive on the things we create. As a lot of you know,
we have always had a huge focus on modding, and much of that focus is actually going to start to shine within the next few months. While the DX11 engine
may not expand much while we move over to openGL, we have some pretty rad stuff planned for the community and a lot of modders from the MC community. Its a
great chance for us to really work out new systems we are introducing to make mod creation and discovery easier.
We will have a lot of fairly huge announcements on the future of TUG, within the next couple of months, so be sure to follow us @nerdkingdom
As per usual, report any bugs you run into, screenshots and videos are super helpful if you have the time. And if the game is not running for whatever
reason, and it was, we are more likely going to see the report email before we see the review on steam… just sayin.
Cameron has been doing a LOT of streams on builds lately, so follow him @camfergusondfw
If you want Corey to hurry the H E double hockey sticks, up with openGL, harass him @CoreyClarkPhD
And if you want to send lavish gifts and cookie bouquets, feel free to get me @inoritewtf
Sky Update: New look to the sky, as well as adjustments for color and density that will change depending how far you are between different biomes
Biomes have been made more distinct. Resource distribution, lighting, background sound, and fog density have all been updated for each.
Terrain voxels are now what you dig is what you get (with the exception of the ore dropping rock which gives cobblestone). Cobblestone and Thatched
voxels will need to be crafted from rock and grass voxels, respectively.
Terrain Input system: biomes generally larger than before and more consistent with which biomes they are adjacent to. Biome frequency adjusted
Fat/Skinny body morphing
New clothing options for the Seed
Coconuts can now be harvested and planted
Variety of mushrooms can now be planted
Hitting the crafting button while crafting will cancel the current craft
Right click to place
Hold Left Shift to adjust the distance of the item from the camera
Hold Left Ctrl to free rotate the item
Hold Left Shift + Left Ctrl to rotate on the X-Axis
Creative Mode update (back to explicit tools for each function)
Creative Mode now has three sets of tools for object placement, voxel placement, and standard Survival interaction
Ctrl + MouseWheel or the ‘y’ key: Switch between Object Placement, Voxel Placement, and Survival Interaction
MouseWheel or Ctrl + 1-4: Switch between placement mode specific tools for each placement tool set
For Object Placement Tools: Z: resets the current object scaling/rotation settings
Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
Repeatedly leaving and joining games within the same session of TUG can cause excessive memory issues.
Helmets are not wearable yet
Seedlings and Teens have their own sets of clothing right now. You can’t currently mix/match them. So if you are wearing Seedling leaf
clothing when you grow up, it will not visually appear on the Teen even though it is still in the equipment slot.
The size of a Teen’s head is shrunk compared to the Seedling
On of the cactus icons is missing in Creative
When players die, all their inventory is placed at their feet. Some smaller items may require digging to retrieve (depending on the slope of the
The console/command window isn’t in the bottom left of the window when you go full screen
If you travel roughly 10000 coordinate points away from your initial spawn location, collision and object generation will cease
At certain angles and movement, projectiles can reflect off of the player that throw them
Rarely, Clients will have gaps in their terrain generation.
Rarely, players will see a cell of missing billboards.
When placing square voxels so that only a single point/corner touches, graphical issues can occur. Usually, it will appear as streaks or black
Objects do not save while they are in motion (they must stop and settle)
The radius of torches scaring certain creatures is too long
Pets are missing sound effects
Pet taming timer is not accurate and sometimes you can overfeed a wild critter before it turns into a pet
Recipes that use tools in the hand are not causing durability damage to those tools
When digging or placing billboard voxels (like grass), the billboards do not reappear until after you have reloaded that game
The Skull Stick is craftable, yet its uses are mysterious and unknown (or possibly not done yet)
Animals/players caught in cabbage traps are not visible until the trap has completely reopened after releasing them.
Creatures will sometimes run small circles around their targets if they can’t quite reach the food item they are trying to eat
Tools can affect voxels they normally would not interact with when using larger voxel brush sizes
Greetings again! Nekochu here to tell you about something very important that is coming up in the next release. This is so important and will change your life so much, that if everything works as intended you won’t even notice it.
What am I talking about? Modular tools of course!
For this first stage of modular tools, we have revamped all the bronze age tools and weapons to work with modular crafting. You may notice that the bronze items look slightly different, but they are crafted and work exactly the same as the old tools you are used to.
You may ask, “How does this affect me?” Well, at first this shouldn’t affect you at all. All of the work in this release is behind the scenes and visually you won’t see the potential of modular tools.
Let’s talk about the future though; that is where this new system will really start to shine. Items that can act as the “head” of a tool can be swapped out to generate new tools and the stats of the produced item will be adjusted based on the components used.
Now you’re starting to see the bigger potential! Imagine a sword that incorporates the swiftness bonus from its handle and the extra damage stat from its blade! Or perhaps you want to use a unique head of a pick that you crafted on all your future pick crafts.
We’ve only scratched the surface of where we can go with this new system but for now it lies in wait under the surface of the bronze tools. The future will decide where it grows from there!
We are fixing a lot of bugs this week and hope to push a new update soon. In the meantime, check out the latest “In The Works” video for the artisan workbench and loom here.
Hey guys, it’s John (@x_nekochu_x) and I have some game design news!
Today we’re going to take a look at some of the new tables and items that can be crafted. As the game progresses, the seed will need new workstations to advance his crafts and make better stuff. With this in mind we have created two new workstations for the seed to build, the artisan workbench and the loom.
The artisan workbench is a multi-purpose station that allows the seed to work with leather, jewelry and advanced methods of assembly. It is one of our first table upgrades. This means that by adding an upgrade to an existing table, you can add more crafting options to that table. By upgrading the crude workbench, the seed will still be able to craft all of the previous recipes, and it will also open up new recipes specific to the upgraded workbench.
The second new workstation is the loom. The loom is the seed’s first foray into making clothes that are more than just bamboo shafts and leaves! With the loom, the seed can begin to weave textiles from other materials to create patches that can be used in making clothes and other linen products. We are almost done with the concept and you should see the design next week!
These two new workstations also work together as several of the new crafts are created at one and then assembled at the other. For example, linen textiles can be created at the loom and then used in assembling an outfit at the artisan workbench with some leather accents. Likewise leather patches may be refined at the artisan workbench and then weaved into a pattern with other fabrics at the loom.
So let’s take a look at some of the new resources and crafted items we can expect to see with these new tables.
Leather patches and linen textiles. These crucial components are for a lot of new crafts and will be used in clothes, armor pieces and in the future, crafting a saddle for mounts.
Bronze buckles and plates. These items are crafted using the casting method that we have had at the stone furnace but with the new artisan workbench, they can be assembled with other resources to create new elements.
We are also working on a new set of clothes for the teen seed, complete with a new shirt, breeches, tunic and shoulder pads. @TheCamboRambo will share the 3D models soon as we have them done.
There are so many new recipes to discover and new gameplay systems coming soon! Our mount system is planned but will not be ready for our next update. We’ll talk more about mounts and how to use your new tack items in a future blog post. Until then, happy crafting!
Check out our latest “In The Works” video on body morphing.