Posted by on March 11th, 2015

Ahoy! You know where you can cram it?!?!?! IN YOUR WORKING CHEST! Finally got around to getting storage containers working, along with equipables and a few other bits… not to mention my personal favorite, TRAPS! I think by now we all know, that any researcher has a little bit of troll in them, so things can start to get a little more fun. We are starting to get into some of the more “RPG”ish stuffs, so see plenty of other bits below.

Ghost and I got to spend a bit of time at PaxEast this past weekend, it was an absolute blast. We got to hang with the dudes from Forge, Mindcrack and ForgeCraft (so many forges!), and got lots of interesting insights about tools, maps and all things shameless minecraft clone. It was encouraging to also hear that the things that drove us with this project, are also things that are important to the dev community… so with that, expect some more mods along the way from a few modders you may recognize.

Speaking of modders! We are going to be starting a mod jam here in the next couple of months (TUG Jam?), so we can start showcasing some new tools, and offer up some gift cards/prizes to modders that could help them beef up their rigs in the process. Don’t have all the details, but working them out with Lex (Forge) and Pahimar (ForgeCraft) over the next couple of days and will announce that soonish, so be sure to troll me on the twitters for deets (cause I just deleted my Facebook, its true, the most epic unlike of all time).

As usual, if you run into any bugs, crashes, splosions, please leave it as a review for how terrible this game was and how much of a rip off it was… I mean… email support *cough* or post to the bugs forums. Your feedback helps us make better tech, which means better game, and even better mods, so be kind and leave feedback behind (T-Shirt!).

Follow updates to our Game & Tech here: @TheUntitledGame

Check out some concepts and random bits of stuff n things here: @Nerdkingdom

If you are tired of this DX11 limitation, spam this guy here: @CoreyClarkPhD

If you want 1980s style freeze frame jumping high fives, yo: @inoritewtf

New Features

  • Added the Bronze Cudgel and resources used for crafting it
  • Added the Poison Potion to apothecary
  • Added several new traps: Pumpkin Trap, Spiked Trap, Leaf Canopy and Vine Fence Cage. They are activated by placing them and then right clicking them to activate.
  • Crude Slingshot now in game
  • Updates to all potions in apothecary
  • Crude Chest/Leaf Backpack can be used to store items
  • Crude equipment is now in the game; they are craftable and wearable. They can be equipped by dragging it into the appropriate slot or by equipping it in hand and left clicking. Backpacks are not yet wearable.
  • Crude equipment will save between game sessions
  • Bronze Plated Glove armor piece has been added to the game along with resources necessary to craft it
  • Several new cosmetic furniture: Lotus Chair, Bamboo Table, Bamboo Stool
  • Mushroom Bed
  • Updates to triggers on terrain objects
  • Bouncing on Double Mushroom Caps and Mushroom Bed
  • Updated the iconography of potions to get them more distinguishable by color blind players
  • Swords can be used to temporarily remove grass billboards
  • Added a Billboard Frequency slider to Video Options
  • All tables and large objects are placed facing the player with a set orientation
  • Clean up to the recipe crafts and added a priority system to help with overlapping recipe resources
  • Added new punch animation for the player

Fixes

  • Fixes to the Cabbage Trap to get it working in multiplayer
  • Performance fix for object culling and view distance
  • Networking bandwidth optimizations
  • Fixed several missing sounds and sounds bugs
  • Improved physics performance and stability
  • Fix scaling issues for some UI elements
  • General animation cleanup and fixes

Known Issues

  • For any existing saves, the player’s inventory has been wiped. This is due to the gear/equipment updates
  • Player collision is slightly desync’d from their visual location. It is lagging slightly behind where a player has moved from
  • In Creative Mode, when clicking on the inventory UI, the player will also grab objects out of the world
  • Z Placement of large objects will orient the object in a static direction and not the camera
  • Player does not stay in throw mode for the poison potion
  • There is a potential crash when exiting TUG
  • There is a rare crash when first loading a world (or joining a server)

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Posted by on June 5th, 2014

A Message from Ino

Hey guys… its finally here… we did it… kinda? Our first phase of the persistent, “traditional” survival is FINALLY in place. I am gonna go ahead and put a HUGE emphasis on first phase. We still have some bugs to work out, lots of recipes to add, some animations to tune and generally speaking, lots of stuff that needs to be refined. But the great news is, now that its here and you guys can mess about with it, we can iterate on it. Disclaimer, though, while Survival is active, multiplayer for Survival is not. We have a lot of work to do restructuring the networking stuff and follow up with a few system, but its on its way.

Our arena type ish game, Proving Grounds, is still active if you wanna jump on a server with a few buddies and womp some faces, but for now refining the proving grounds will sit on a back burner a short while longer while we clean up networking and give some sweet sweet love… attention *cough* to Survival Mode in TUG.

We still have some pretty big stuff on the way, like more modding functionality and new sparkly terrain gen and manipulation tools. So be sure to keep up to date and follow us on the twitters @Nerdkingdom. And if you are into what we are doing, or like what we are about, or want to help feed starving indies; tell your friends, share our work and maybe share some love, because why not? And also, ANY bugs you run across, PLEASE share them with us here (TUG Support Forums), its nearly the entire reason we are on early access, to get your help to make this game all kinds of not suck. And make no mistake, there will be bugs.

If you have any general nerdrage or need some inspirational words or bits of life changing advice, feel free to follow me @inoritewtf.

Disclaimer: advice… not so great.

xoxo

ino

Please be sure to keep up with us on our development on our Trello Dev Board. You can read up on different aspects of development and other topics of interest on our blog.

Old save games will no longer work!

Art

  • Red Root, Paddlesnip, Pakroot & Iceroot added to generation and set up with resources

  • Resources set up for the small and large mushrooms

  • Small sapling version of the fruit tree added to generation

  • Small bud and shoot version of the gourd vine and the berry bushes added to generation

  • New texture resources for building materials

  • Ponsai tree added to generation

  • Model representation for voxel blocks added for each terrain type

  • Models for fruit seed resources added

  • Crystal shard models added to represent each of the crystal resources

Design

  • New refined voxel blocks for cobblestone, thatch & leaf patches

  • Survival Mode now active in the main menu; it is currently only a single player mode

  • New biome generation added specifically for Survival Mode

  • Jungle biome added

  • Swamplands biome added

  • Resource spawn rates and objects adjusted for the rock pebbles, the flint spear head and the knapped rock blade

  • The amount of time for a seed to become hungry has been extended to 3 in-game days for Survival Mode

  • The duration of stamina has been extended in Survival Mode

  • Crafting stumps and boulders added back into generation

Code

  • Renewable fruit added to fruit producing trees, including the apple, orange, cherry, coconut & apple.

  • [Physics] Fixed an issue that would prevent the physical world from following the player.

  • [Physics] Fixed a stability issue with rapid terrain manipulation.

  • Fixed shadow alpha-transparency.

  • Fixed in-view culling issues.

  • Fixed additive particle “black-hole” issue.

  • Fixed bug where water existed.

 

Known Issues

  • If you starve and die in Survival Mode, tools will no longer work. So go eat some food to not die, but reloading the save should also resolve the issue.

  • Old save games will no longer function; the game will still attempt to load them but stall at 0 percent.

  • In Proving Grounds, the hit animation is not playing correctly

  • The default inventory button key will  not close the inventory.

  • When a resource/object first appears it takes a second or so to load in

  • When your inventory slots are full, additional stackable items aren’t being added into any available stacks

  • Proving Grounds games don’t end correctly if new players join an in-progress game and stay in the lobby or spectate. Game will end if these players disconnect (and reconnect after the game ends)

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

  • Game can crash if USB headphones are plugged in while TUG is running

  • Saved World list doesn’t update properly after a world has been loaded/created

  • 32 bit and 64 bit clients cannot play with each other

  • Sprint cannot be currently remapped

  • Certain world generations have terrifyingly high/deep columns of ground types which can also cause large performance hits

  • Some special characters do not display properly when entered into chat

  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed

  • The staff cane attack animation isn’t synchronized to the actual hit and sound

  • When starting a game as a spectator you will be stuck as a spectator for the next game unless you exit the client and restart

  • When breaking down world resources spawned items can become stuck together and misbehave

  • Physics GPS is based from the camera’s position in the world – not the character

  • When cells are being generated there is a small chance that Physics will run out of triangles for that cell’s collision shape and cause a crash

  • Double jumping to get into fly mode is too sensitive / misses input

  • Player mass to world object masses has not been balanced. Many objects move like “styrofoam” giving the character an unhealthy amount of “Wrecking Ball” syndrome

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Posted by on May 15th, 2014

Hey TUG Community!

The new TUG build is here! Please take a look at the patch notes below and for further discussion please visit the the TUG Forums.

For NON-STEAM users, please make sure you have “FORCE” checked in the launcher to update TUG.

NOTICE: This build is for 64-bit users only; the 32-bit build will be coming out in a few days.

We are also excited to announce that “Survival Games” is now called, “Proving Grounds”! This means that… Survival Mode is now going into development!

TUG Alpha 0.6.1

NOTICE:

  • This build is for 64-bit users only; 32-bit will be released in a few days.

  • “Survival Games” is now “Proving Grounds”

ART

  • Rock pebble color adjustments for resource and weapon textures to match variations

  • New green thorny vine variation added

  • Corpse pitcher resources added

  • Lotus teeth resources added

  • Reeds resource added

  • Bark strips resource added

  • Lilly pad and lilly nut resources added

  • Double cap stem and cap resources added

  • Daisy petals resource added

  • Daisy clusters have more geometry

  • Updated daisy flower texture maps

  • Watouwr tree added to red cliffs biome

  • Young trepod plant and resources added

  • Mushroom hand added

  • Updating wisps

  • Fixes for mushroom FX – ambient and on hit

  • New resource FX

  • Cypress tree model and textures added

  • Hostas: green, spotted, & edged; plants & resources

  • Ferns: peacock & paisley; plants & resources

  • Broadleaf plants: banana plants & elephant ear plants; plants & resources

  • 2 handed weapon animations added to the cane staff

  • Added damage states to the two-handed cane staff weapon

  • Environmental ambient FX added across all biomes including drifting/gusting sand, snow, and fog

  • Fly FX (The buzzing insect type)

  • Unique destruction FX added to many items

  • New large torch

  • New small torch

  • A banana!

DESIGN

  • Added rock knapping to the crafting process; players must use the round stone to break off jagged stones from small rocks and then use the jagged stone to cut down plants and tree saplings for the next level of crafting resources

  • Adjustments to player health and game balancing of weapons, tools & food

  • Missing ambient sounds added to game objects

  • Recipes added for weapon and tool variations based off new resources

CODE

  • Converted all asset files to work with exposed LUA engine scripts

  • Fixed ambient sound not looping correctly

  • Overhauled the engine and transitioned to a component based architecture. Which provides our designers (and modders) a more data-driven way of creating GameObjects

  • Fixed lighting, shading & bloom bugs for all FX

  • Script- The Eternus Engine has been integrated with Lua support! LuaJit has been selected for maximum performance.

  • Script – Added the first iteration of the Eternus Lua API. This api exposes numerous systems and classes for use in LUA gameplay code.

  • Script – Added an OOP Lua framework (available to modders) that supports complex class hierarchies- including prototypical inheritance, class/member variables, and constructor/destructor hooks. RTTI and Mixin support will soon follow.

  • Script – Added Lua scriptable GameObjects and GameStates that provide standard gameplay hooks into the game.

  • Script – Began porting existing gameplay code to lua.

  • Physics – Replaced Bullet physics with Havok

  • Physics – Added mesh decomposition. Allows for higher accuracy collisions without a massive hit in performance. Auto generated from Static meshes being used with GameObjects and a Rigidbody Component

  • Physics – Added “Level of Detail” collision shapes. Shapes at further distances will collide with less precision whereas shapes closer to the player will prefer to use a decomposed shape

  • Physics – Added collision shape caching that allows for much faster load times of physical bodies. A cache is represented by the extension “.hkt”

  • Physics – Added the “Gamer Position Supervisor” to provide specific details about the player’s position in the world. Saves players who fall through the terrain and also detects when a player might be stuck in terrain. lots of other functionality coming to lua

  • Physics – Added a world wide physics rule: The backface of a collision shape does not produce collisions. This means if you spawn in a tree, end up flying under terrain or somehow end up “inside” of any object, that you will be able to walk out

  • Physics – No longer using a discrete kinematic controller. The new Character Controller is a much more sophisticated implementation that allows for finer tweaking. No more running up hills spamming jump or any other weird behaviors

  • Updated compiler from vc++ 2010 to vc++ 2012. May require reinstall

  • Re-enabled Third Person DEBUG camera. Press X to enable

Known Issues (incomplete as we are still testing/fixing)

  • Proving Grounds games don’t end correctly if new players join an in-progress game and stay in the lobby or spectate. Game will end if these players disconnect (and reconnect after the game ends)

  • When loading into Creative Mode, some objects and terrain changes may not load properly. The changes/objects are still there, and additional loads may display these properly.

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

  • Game can crash if USB headphones are plugged in while TUG is running

  • Saved World list doesn’t update properly after a world has been loaded/created

  • 32 bit and 64 bit clients cannot play with each other

  • Sprint cannot be currently remapped

  • Certain world generations have terrifyingly high/deep columns of ground types which can also cause large performance hits

  • Some special characters do not display properly when entered into chat

  • If you try to pick up the same tool/weapon tier of what you are holding in your hands, you will swing and potentially destroy the one on the ground

  • There are some performance hitches when moving through the world. To help compensate for this, objects will pop in small bunches. Reducing your view distance should help

  • 3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed

  • Falling deaths aren’t sending death messages to other players

  • The staff cane attack animation isn’t synchronized to the actual hit and sound

  • In Creative Mode, if you move the mouse cursor across the quickslots, the inventory can become unclosable. Move the mouse cursor out of the game (or switch windows) and then back into the game to fix this for now

  • When starting a game as a spectator you will be stuck as a spectator for the next game unless you exit the client and restart

  • When breaking down world resources spawned items can become stuck together and misbehave

  • Physics GPS is based from the camera’s position in the world – not the character

  • When cells are being generated there is a small chance that Physics will run out of triangles for that cell’s collision shape and cause a crash

  • Sometimes the Physics world stops following the player

  • Rarely, complex objects can cause physics collision cache generation to take much longer than expected

  • Double jumping to get into fly mode is too sensitive / misses input

  • Player mass to world object masses has not been balanced. Many objects move like “styrofoam” giving the character an unhealthy amount of “Wrecking Ball” syndrome

  • To help stabilize physics behavior the game Engine’s internals have been temporarily tweaked to keep from updating faster than 60 fps

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Posted by on July 25th, 2013

7/25 Patch Notes

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Posted by on July 13th, 2013

IT’S HERE! Almost… We know you guys have been chomping at the bit trying to get information on release, and we are happy to finally announce that we will be officially launching the early Alpha of TUG to all of you Alpha Backers this coming Monday, July 15th in the later afternoon/early evening (mind you, we are on PST). We will be sending out an email to all of you in the Alpha tiers with a link to a new account setup page where you will be able to register your key, activate your account, and download the TUG launcher. This email will also contain information on how we’ll be handling bug reports and tracking.

This account page will be your go-to place to change your password, send your gift copies to friends, and even check the status on reward items you’ll be receiving over the course development. The account is also the foundation of a new site and community infrastructure that will eventually be a home for the TUG community and any other big projects we get to work on with you guys in the future!

Read more 

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Posted by on June 1st, 2013

Update #28. A New Beginning

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