Planet Nomads - Craneballs
As promised, here goes the new episode of Nomadic Journals.

Happy watching!

https://www.youtube.com/watch?v=1w4H02YifgA

If you want to hop on the alpha, now would be the time to check out Planet Nomads website.

We'll also appreciate if you vote for Planet Nomads on IndieDB for its annual awards (Planet Nomads reached #5 last year).

Thank you all and happy holidays from everyone on the Craneballs team.

Next year is going to be a planetary blast!
Planet Nomads - Craneballs
As promised, here goes the new episode of Nomadic Journals.

Happy watching!

https://www.youtube.com/watch?v=1w4H02YifgA

If you want to hop on the alpha, now would be the time to check out Planet Nomads website.

We'll also appreciate if you vote for Planet Nomads on IndieDB for its annual awards (Planet Nomads reached #5 last year).

Thank you all and happy holidays from everyone on the Craneballs team.

Next year is going to be a planetary blast!
Planet Nomads - Craneballs
Hello Nomads and enjoy the new prefab blocks, there's 19 of them and they are big.

We'll have a new episode of Nomadic Journals tomorrow with more details, but for now, enjoy the new construction options.

And if you are eager to help, visit the PN forum and let us now, how building from these big blocks feels and what the new building system should use to make it easier and better.

Oh, and we're going to open the Alpha for a while too, if you'd like to get in too. Check us out tomorrow!

Thanks,
Craneballs
Planet Nomads - Craneballs
Hello Nomads and enjoy the new prefab blocks, there's 19 of them and they are big.

We'll have a new episode of Nomadic Journals tomorrow with more details, but for now, enjoy the new construction options.

And if you are eager to help, visit the PN forum and let us now, how building from these big blocks feels and what the new building system should use to make it easier and better.

Oh, and we're going to open the Alpha for a while too, if you'd like to get in too. Check us out tomorrow!

Thanks,
Craneballs
Planet Nomads - Craneballs
Hello Nomads,

Let's break the silence with a bang. We've updated the developer branch of Planet Nomads to Unity 5.4.2 and its new camera (post-processing) effects are a treat for the eye.

Kubat has fallen in love with the possibilities it provides, he had used everything he could - from the new antialiasing to depth of field, motion blur and eye adaption, improved ambient occlusion, color grading and bloom. Then sensitively toyed with the settings to have a more J.J. Abrams feel rather than Michael Bay. Here's what happened...

Planet Nomads Romantic Sunset



Planet Nomads Desert has gotten less orange and more real.



Planet Nomads jungles now deeper than ever



What kind of life would it be without a visit to the beach



These screenshots are taken directly from the developer branch of Planet Nomads. No photoshop, filters, flashy marketing tricks, this is what you'll see in the game (frankly, we hope it'll be better) and boys and girls does it look stunning in motion.

Developer branch vs Alpha Branch

Which brings us to the question “When will Alpha Nomads be able to play this version?” It won’t be this year. The developer branch is currently unplayable; player controls, world generation, the interface, building, physics, everything is still under detailed scrutiny and rework. The Alpha Nomads are constantly on our mind and we are working to put the dev branch together and release to Alpha Nomads early next year, long before the public release of Planet Nomads on Steam Early Access.

There is an update coming on 1st December though! It will include the big blocks we uploaded on Planet Nomads Trello some time ago. Walls, wall corners, new flooring, ceiling, stairs and more.

Night Building



Planet Nomads Big Floor



Big Blocks Sunset



Thank you for your interest in the development of Planet Nomads, the upcoming PC sandbox game, which ties survival, exploration and building in a way that has never been done before. It’s launching in Q1 2017 straight here on Steam.
Planet Nomads - Craneballs
Hello Nomads,

Let's break the silence with a bang. We've updated the developer branch of Planet Nomads to Unity 5.4.2 and its new camera (post-processing) effects are a treat for the eye.

Kubat has fallen in love with the possibilities it provides, he had used everything he could - from the new antialiasing to depth of field, motion blur and eye adaption, improved ambient occlusion, color grading and bloom. Then sensitively toyed with the settings to have a more J.J. Abrams feel rather than Michael Bay. Here's what happened...

Planet Nomads Romantic Sunset



Planet Nomads Desert has gotten less orange and more real.



Planet Nomads jungles now deeper than ever



What kind of life would it be without a visit to the beach



These screenshots are taken directly from the developer branch of Planet Nomads. No photoshop, filters, flashy marketing tricks, this is what you'll see in the game (frankly, we hope it'll be better) and boys and girls does it look stunning in motion.

Developer branch vs Alpha Branch

Which brings us to the question “When will Alpha Nomads be able to play this version?” It won’t be this year. The developer branch is currently unplayable; player controls, world generation, the interface, building, physics, everything is still under detailed scrutiny and rework. The Alpha Nomads are constantly on our mind and we are working to put the dev branch together and release to Alpha Nomads early next year, long before the public release of Planet Nomads on Steam Early Access.

There is an update coming on 1st December though! It will include the big blocks we uploaded on Planet Nomads Trello some time ago. Walls, wall corners, new flooring, ceiling, stairs and more.

Night Building



Planet Nomads Big Floor



Big Blocks Sunset



Thank you for your interest in the development of Planet Nomads, the upcoming PC sandbox game, which ties survival, exploration and building in a way that has never been done before. It’s launching in Q1 2017 straight here on Steam.
Planet Nomads - Craneballs
Hello Nomads,

As was mentioned in our Thursday blog post the development of Planet Nomads has come to the usual schedule of of monthly feature-plan.

Golden Manager - Complete Rewiring of Planet Nomads Continues

A significant work-time was spent on the Golden Manager, which is a complete rework of how the game code works internally - we are aiming for a module-based code, which enables a seamless addition of features in the future.

It is a somewhat painful period, because on the outside it may seem as no progress is being made, yet the benefits will be tenfold. Especially modders will appreciate the systematic approach used with the Golden Manager. We are trying to approach the dev work as if we were modders ourselves already.

Alpha Nomads are hungry for new updates and content to be added to the alpha. The thing is, everything's changed. It will take time to get the current developer version of Planet Nomads to the level of alpha and then to start building atop of that again.

Visual Sugarcoating of the Sky

Not everyone have their hands tied with the Golden Manager however! We've created a realistic atmospheric scattering. It takes into account the position of the player and the sun angle, so we can realistically portray sunset or sunrise and everything in between, whether you are looking from the ground or from space. We can also change the wave-length of the sunlight, allowing for colorful skies quite different from the Earth experience.





It takes some imagination to see the power of the atmosphere in these static images, but wait till you see it in the game, Nomads.

Visual Sugarcoating of the Ground

Another improvement comes with the upcoming triplanar PBR shader we're going to use on ground textures. It works on spherical planets and uses vertex paint for better blending between voxels. We'll use texture array from Unity 5.4 in addition to our noise textures and distance-based tiling and the final result looks way better than the current ground known from alpha.


Again, the newly gained plasticity and roughness of the terrain is best experienced in the game.

Game Design, Survival, Crafting, Skills

Besides technical improvements, we realize we are first and foremost creating a game and are constantly overthinking how Planet Nomads should play, then confronting all the ideas in team meetings.

Everything is still subject to change, but for now we have settled on activity-based skills which improve as you build, craft, mine and explore and gets reset when you die - in order to minimize exploiting death as a teleportation system.

There will be multiple quality tiers for tools, building blocks and armor, and a special node-based upgrading of equipment. These ideas are still maturing and we'll present them in more detail as we have them.

If all goes well, we'll be showing you a cave system and more diverse topography in the Nomadic Journals next week.
Planet Nomads - Craneballs
Hello Nomads,

As was mentioned in our Thursday blog post the development of Planet Nomads has come to the usual schedule of of monthly feature-plan.

Golden Manager - Complete Rewiring of Planet Nomads Continues

A significant work-time was spent on the Golden Manager, which is a complete rework of how the game code works internally - we are aiming for a module-based code, which enables a seamless addition of features in the future.

It is a somewhat painful period, because on the outside it may seem as no progress is being made, yet the benefits will be tenfold. Especially modders will appreciate the systematic approach used with the Golden Manager. We are trying to approach the dev work as if we were modders ourselves already.

Alpha Nomads are hungry for new updates and content to be added to the alpha. The thing is, everything's changed. It will take time to get the current developer version of Planet Nomads to the level of alpha and then to start building atop of that again.

Visual Sugarcoating of the Sky

Not everyone have their hands tied with the Golden Manager however! We've created a realistic atmospheric scattering. It takes into account the position of the player and the sun angle, so we can realistically portray sunset or sunrise and everything in between, whether you are looking from the ground or from space. We can also change the wave-length of the sunlight, allowing for colorful skies quite different from the Earth experience.





It takes some imagination to see the power of the atmosphere in these static images, but wait till you see it in the game, Nomads.

Visual Sugarcoating of the Ground

Another improvement comes with the upcoming triplanar PBR shader we're going to use on ground textures. It works on spherical planets and uses vertex paint for better blending between voxels. We'll use texture array from Unity 5.4 in addition to our noise textures and distance-based tiling and the final result looks way better than the current ground known from alpha.


Again, the newly gained plasticity and roughness of the terrain is best experienced in the game.

Game Design, Survival, Crafting, Skills

Besides technical improvements, we realize we are first and foremost creating a game and are constantly overthinking how Planet Nomads should play, then confronting all the ideas in team meetings.

Everything is still subject to change, but for now we have settled on activity-based skills which improve as you build, craft, mine and explore and gets reset when you die - in order to minimize exploiting death as a teleportation system.

There will be multiple quality tiers for tools, building blocks and armor, and a special node-based upgrading of equipment. These ideas are still maturing and we'll present them in more detail as we have them.

If all goes well, we'll be showing you a cave system and more diverse topography in the Nomadic Journals next week.
Planet Nomads - Craneballs
Hello Nomads,

Version 0.3.2 is live!

We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!

Here's the complete list of:

New Features:

Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes.
BuildVision Electricity Toggle - You can connect multiple blocks at once now.
New wider Cockpit added.


Bug Fixes (an exhaustive list):

-Performance optimizations
-Memory leaks fixed
-Hugely improved physics - minimal space flights now, good traction, no skidding
-Fixed lights screwing vehicle physics
-Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting
-BuildVision changes to make the states more clear
-Fixed arrow directions on wheels in BuildVision
-Fixed the occasional invisible blocks in huge structures
-Hinge and rotor blocks behavior improved (including colliders of connected blocks)
-Less darkness during rainstorms
-Beacons no longer disconnect from generators when traveling far away
-Heavily optimized grass to eat way less memory and CPU power - try upping your settings
-Added more variability to spawning position when entering New Games
-Fixed key freeze during driving
-LINUX: Locale problem and Steam overlay issues fixed
-Cleaned control inputs to avoid interference from various devices
-Arced blocks placement fixed
-Not being able to place blocks in empty spaces fixed
-Rotation of window blocks improved to be more logical
-Light colliders in Buildvision increased for easier setting
-Crashing during saving fixed
-Invisible cacti made visible
-Flashlight no longer works inside the cockpit
-Jetpack no longer jets inside the cockpit (hovering sound bug fix)
-Pressing E in menus/during paused game no longer makes you leave the cockpit
-Beacon size increased to match its actual build-size
-Flooring size increased to fit the grid
-Increased the range of 3rd person building




Planet Nomads - Craneballs
Hello Nomads,

Version 0.3.2 is live!

We have been following your bug reports closely. And fixed what we could at this point. We've also added a few features that will make you building life and exploration ambitions a lot easier!

Here's the complete list of:

New Features:

Magnetic Jack block - used to raise a finished vehicle for further modifications and fixes.
BuildVision Electricity Toggle - You can connect multiple blocks at once now.
New wider Cockpit added.


Bug Fixes (an exhaustive list):

-Performance optimizations
-Memory leaks fixed
-Hugely improved physics - minimal space flights now, good traction, no skidding
-Fixed lights screwing vehicle physics
-Leaving cockpit further reworked to avoid getting stuck between wheels and teleporting
-BuildVision changes to make the states more clear
-Fixed arrow directions on wheels in BuildVision
-Fixed the occasional invisible blocks in huge structures
-Hinge and rotor blocks behavior improved (including colliders of connected blocks)
-Less darkness during rainstorms
-Beacons no longer disconnect from generators when traveling far away
-Heavily optimized grass to eat way less memory and CPU power - try upping your settings
-Added more variability to spawning position when entering New Games
-Fixed key freeze during driving
-LINUX: Locale problem and Steam overlay issues fixed
-Cleaned control inputs to avoid interference from various devices
-Arced blocks placement fixed
-Not being able to place blocks in empty spaces fixed
-Rotation of window blocks improved to be more logical
-Light colliders in Buildvision increased for easier setting
-Crashing during saving fixed
-Invisible cacti made visible
-Flashlight no longer works inside the cockpit
-Jetpack no longer jets inside the cockpit (hovering sound bug fix)
-Pressing E in menus/during paused game no longer makes you leave the cockpit
-Beacon size increased to match its actual build-size
-Flooring size increased to fit the grid
-Increased the range of 3rd person building




...

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