A day late, but better late than never right? The Bronze Age is now upon us but what about magic? We are excited to bring the first phase of magic with the introduction of alchemy in the world of TUG. Sacrifice your energy for the love of magic and bring forth some new surprises...didn’t you like our last one?
The Awesome News/Update:
Alchemy System
The early stages of alchemy is in the works and introducing a few new recipes to help you survive or...be eaten. You may see some new crystals spawning around in your world once we have it out.
Trap
What more to say here? Just don’t get eaten alive! Be sure to check the in the works video tomorrow for more details.
Transmute!
Craft the alchemy table or fully utilize the magic tree stumps to convert even more items at the cost of your energy.
Multiplayer [High priority]
A lot of progress have been made on the new network code. Unfortunately, still no confirmation date yet until we make a bit more progress and can provide a better estimate.
Terrain Generation v2 [High priority]
Progress have been made and we finally have some voxel manipulation and placement working. It still requires a lot more optimization. We have some work to do to get the caves in and also recreating existing biomes.
In The Works:
Here are the latest work in progress videos if you missed it.
If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.
A day late, but better late than never right? The Bronze Age is now upon us but what about magic? We are excited to bring the first phase of magic with the introduction of alchemy in the world of TUG. Sacrifice your energy for the love of magic and bring forth some new surprises...didn’t you like our last one?
The Awesome News/Update:
Alchemy System
The early stages of alchemy is in the works and introducing a few new recipes to help you survive or...be eaten. You may see some new crystals spawning around in your world once we have it out.
Trap
What more to say here? Just don’t get eaten alive! Be sure to check the in the works video tomorrow for more details.
Transmute!
Craft the alchemy table or fully utilize the magic tree stumps to convert even more items at the cost of your energy.
Multiplayer [High priority]
A lot of progress have been made on the new network code. Unfortunately, still no confirmation date yet until we make a bit more progress and can provide a better estimate.
Terrain Generation v2 [High priority]
Progress have been made and we finally have some voxel manipulation and placement working. It still requires a lot more optimization. We have some work to do to get the caves in and also recreating existing biomes.
In The Works:
Here are the latest work in progress videos if you missed it.
If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.
Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.
As usual, don’t forget to share any bugs you run into, on the forums here, follow us here, and follow our progress on our trello here.
Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil
New Ores that can be combined to make bronze
Updated textures to the predator
Design
Ores set up to generate from certain rock materials
Material drops from terrain and trees adjusted to match new block digging sizes
Updates to the predator behavior, it now fears campfires and hunts other critters
New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)
Existing tables also received new recipes in line with the new age of tools
Repair and deconstructing recipes added for bronze tools
Rock heads for crude tools have a chance of dropping from terrain materials
Code
You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube. The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.
Eternus API
Modders now have the ability to register and create their own slash commands. RegisterSlashCommand(“command”, “functionToCall”). Arguments are passed over as a table. See Survival:TargetInfoCommand function for an example!
New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.
Known Issues
Proving Grounds has been temporarily disabled.
Multiplayer has been temporarily disabled while we revamp that whole system.
Fruits have durability bars
When a fruit is held in your hand, the voxel ube outline for a tool appears.
Thrown (not dropped) spears stuck in the world aren’t saving properly
Critters don’t save their positions between game sessions
Critters love to get stuck on the terrain and other objects.
The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.
Can place items (right click or Q) through voxels if you are too close to the voxel.
When (right-click) placing a Vine Fence, it places inside of the player.
The game can crash on exit.
Sometimes when resuming the game, the same sounds will play
Weapon/Tools placed in the environment return to full durability between game sessions
The shovel’s animation is not playing correctly. The shovel can still be used to dig.
When digging voxels, sometimes their collision will remain there.
Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
Another day another update. Finally coming out of the stone age… maybe we will be less a caveman simulation now *cough*. It’s our first step to advancing an age in TUG with crafting and a few additional bits, along with an adorable, and also very annoying little surprise.
As usual, don’t forget to share any bugs you run into, on the forums here, follow us here, and follow our progress on our trello here.
Metallurgy set with a Furnace, Bellows, Sandcast Mold, and Stone Anvil
New Ores that can be combined to make bronze
Updated textures to the predator
Design
Ores set up to generate from certain rock materials
Material drops from terrain and trees adjusted to match new block digging sizes
Updates to the predator behavior, it now fears campfires and hunts other critters
New recipes added for all bronze tools and new tables (Bellows, Sandcast Mold & Stone Anvil)
Existing tables also received new recipes in line with the new age of tools
Repair and deconstructing recipes added for bronze tools
Rock heads for crude tools have a chance of dropping from terrain materials
Code
You can now dig/place voxel blocks in two different size. You can now place/dig a 2x2x2 cube. The 1 voxel cube size can still be used. Holding down the Shift key + scrolling with the mouse scroll wheel will shift between the sizes.
Eternus API
Modders now have the ability to register and create their own slash commands. RegisterSlashCommand(“command”, “functionToCall”). Arguments are passed over as a table. See Survival:TargetInfoCommand function for an example!
New function on game objects NKIsInWorld(), a simple query to find out if a given object is in the world or not.
Known Issues
Proving Grounds has been temporarily disabled.
Multiplayer has been temporarily disabled while we revamp that whole system.
Fruits have durability bars
When a fruit is held in your hand, the voxel ube outline for a tool appears.
Thrown (not dropped) spears stuck in the world aren’t saving properly
Critters don’t save their positions between game sessions
Critters love to get stuck on the terrain and other objects.
The location to harvest Critter bodies tend to be slightly lower near their feet. When looking at the correct spot, the menu pop up will appear.
Can place items (right click or Q) through voxels if you are too close to the voxel.
When (right-click) placing a Vine Fence, it places inside of the player.
The game can crash on exit.
Sometimes when resuming the game, the same sounds will play
Weapon/Tools placed in the environment return to full durability between game sessions
The shovel’s animation is not playing correctly. The shovel can still be used to dig.
When digging voxels, sometimes their collision will remain there.
Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
We promised to keep everyone updated every 2 weeks and it’s about that time again. There are so many things going down in the Kingdom that we need a dedicated person, @Cambo, running around collecting the goods to keep you informed. These updates will be smaller since we are splitting them bi-weekly instead of monthly but you get news faster, deal?
Importantly, we are working really hard to make sure we bring updates out faster. They will be smaller content updates, but we want to ensure you that we are not holding any goodies away from our community. Your feedback early on, is important and the sooner we can get it out, the better it is for future iterations of that feature!
The Awesome News/Update:
Metallurgy[/*] Our first pass on Metallurgy is in the works and you will be able to craft a furnace in the next update. In addition, early iterations of mining will be introduced to fuel your hole digging addiction. More details rolling out this week!
Bronze Age[/*] The introduction of Metallurgy and mining brings forth a new age as well. We are moving from the crude age towards bronze age with stronger tools and weapons. Higher durability and strength to keep you going. One pick axe to rule them all! I kid, but that would be pretty OP wouldn’t it?
Multiplayer support a high priority[/*] The multiplayer support is currently high priority and we have 2 dedicated code wizards jamming away at it. Lots of technical stuff, I cannot understand, since I would need to be a wizard to decode that information for you all. Personally, I’m a dwarf, so I only care about mining and hoarding all the gold deposits in the mountain biomes. More details will be released in a blog post once it’s ready.
Terrain Generation v2[/*] Terrain Generation v2 is also a high priority and we will continue to update the Indev build as we make more progress. The biggest hurdle for us is to ensure we have terrain manipulation working and is stable.
In The Works:
Here are the latest work in progress videos if you missed it.
If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.
We promised to keep everyone updated every 2 weeks and it’s about that time again. There are so many things going down in the Kingdom that we need a dedicated person, @Cambo, running around collecting the goods to keep you informed. These updates will be smaller since we are splitting them bi-weekly instead of monthly but you get news faster, deal?
Importantly, we are working really hard to make sure we bring updates out faster. They will be smaller content updates, but we want to ensure you that we are not holding any goodies away from our community. Your feedback early on, is important and the sooner we can get it out, the better it is for future iterations of that feature!
The Awesome News/Update:
Metallurgy[/*] Our first pass on Metallurgy is in the works and you will be able to craft a furnace in the next update. In addition, early iterations of mining will be introduced to fuel your hole digging addiction. More details rolling out this week!
Bronze Age[/*] The introduction of Metallurgy and mining brings forth a new age as well. We are moving from the crude age towards bronze age with stronger tools and weapons. Higher durability and strength to keep you going. One pick axe to rule them all! I kid, but that would be pretty OP wouldn’t it?
Multiplayer support a high priority[/*] The multiplayer support is currently high priority and we have 2 dedicated code wizards jamming away at it. Lots of technical stuff, I cannot understand, since I would need to be a wizard to decode that information for you all. Personally, I’m a dwarf, so I only care about mining and hoarding all the gold deposits in the mountain biomes. More details will be released in a blog post once it’s ready.
Terrain Generation v2[/*] Terrain Generation v2 is also a high priority and we will continue to update the Indev build as we make more progress. The biggest hurdle for us is to ensure we have terrain manipulation working and is stable.
In The Works:
Here are the latest work in progress videos if you missed it.
If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.
Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn't so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs.
New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch.
As usual, send all complaints to @BrennanPriest42 , Why No multiplayer, bro, harass @camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom
Multiple potions can be created using the Gourd Flask
General animation tweaks
Design [/list]
Added labels to all objects
Objects now have a durability and deliver differing durability damages per tool
The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes
Apothecary system now available with 5 different potion recipes
Tools can be broken down to reclaim resources
Wild alchemy tables allow for basic conversion of some resources
Eating fruit produces seeds; seeds can also still be created at the workbench
Adjusted the drop rates for trees and rocks
Drops from harvesting objects stack and report back the number of items in a stack
Code
Enabled tool tips for inventory items, can be toggled on/off from the options menu
Integrated CEGUI; Reimplemented the main menu using CEGUI
Implemented fall damage for controllers
Crafting and recipe system has been revamped for more control
More game data and logic has been moved into Lua
Restructured game data directories for easier mod support
Added basic mod support and selection through a text file under /configs
Minor Optimizations
Increased stability significantly
Improved jump sequence
Tweaked the logic behind spear throwing
Integrate Lua Debugger
Implement Debug Console for Mod Development
Fixed and expanded the Input menu
Disabled particle-based clouds by default. They were causing too many rendering issues.
Known Issues
Proving Grounds has been temporarily disabled.
Multiplayer has been temporarily disabled while we revamp that whole system.
Fruits have durability bars
Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit
Spears stuck (and not dropped) in the world aren’t saving properly
Cats and Goats love to get stuck on the terrain and other objects.
The location to harvest Cat and Goat bodies tend to be slightly lower near their feet
Can place items (right click or Q) through voxels if you are too close to the voxel.
When (right-click) placing a Vine Fence, it places inside of the player.
The game can crash on exit.
Weapon/Tools placed in the environment return to full durability between game sessions
When digging voxels, sometimes their collision will remain there.
Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
The sprint key (Left Shift) cannot be rebound.
Can’t bind the Mouse 4 and Mouse 5 buttons
The main menu has some placeholder text
Sometimes when resuming the game, the death sound will play
Patch Alpha 0.6.4 is here, and now you finally have something to run and hide from, in game. Something that isn't so bright, but it’s a start. We have a few really neat systems that have come online and its another step towards this big tech demo, actually becoming a game. As per usual, lots of borked stuff, so your feedback is ALWAYS needed to help us squash dem bugs.
New terrain gen is just trailing behind and will make it into an update VERY soon. As mentioned in a previous post, we are going to open up a second branch of ALL the things we work on, as we work on them, so content will be more frequently shown on that “InDev” branch. Play this branch at your own risk, its possible to splode… but its at the risk of seeing all the pretty new terrain and content on almost a weekly basis before it gets pushed to the main branch.
As usual, send all complaints to @BrennanPriest42 , Why No multiplayer, bro, harass @camfergusondfw and all compliments and virtual high fives to me, @inoritewtf and follow all our stuffs, in general @nerdkingdom
Multiple potions can be created using the Gourd Flask
General animation tweaks
Design [/list]
Added labels to all objects
Objects now have a durability and deliver differing durability damages per tool
The flat rock at the campfire can be used to grind ingredients into powders and used in potion recipes
Apothecary system now available with 5 different potion recipes
Tools can be broken down to reclaim resources
Wild alchemy tables allow for basic conversion of some resources
Eating fruit produces seeds; seeds can also still be created at the workbench
Adjusted the drop rates for trees and rocks
Drops from harvesting objects stack and report back the number of items in a stack
Code
Enabled tool tips for inventory items, can be toggled on/off from the options menu
Integrated CEGUI; Reimplemented the main menu using CEGUI
Implemented fall damage for controllers
Crafting and recipe system has been revamped for more control
More game data and logic has been moved into Lua
Restructured game data directories for easier mod support
Added basic mod support and selection through a text file under /configs
Minor Optimizations
Increased stability significantly
Improved jump sequence
Tweaked the logic behind spear throwing
Integrate Lua Debugger
Implement Debug Console for Mod Development
Fixed and expanded the Input menu
Disabled particle-based clouds by default. They were causing too many rendering issues.
Known Issues
Proving Grounds has been temporarily disabled.
Multiplayer has been temporarily disabled while we revamp that whole system.
Fruits have durability bars
Some fruit bearing plants are over-producing fruit and not properly despawning “old” fruit
Spears stuck (and not dropped) in the world aren’t saving properly
Cats and Goats love to get stuck on the terrain and other objects.
The location to harvest Cat and Goat bodies tend to be slightly lower near their feet
Can place items (right click or Q) through voxels if you are too close to the voxel.
When (right-click) placing a Vine Fence, it places inside of the player.
The game can crash on exit.
Weapon/Tools placed in the environment return to full durability between game sessions
When digging voxels, sometimes their collision will remain there.
Curved (partial-voxel) surfaces cannot be destroyed at certain angles.
Sometimes grass billboards can pop out of seemingly fully tilled dirt. This is due to an error with the blending; tilling each area around that billboard should remove the grass.
3rd Person camera not fully functional; interactions are not working correctly; use only for viewing the seed.
The sprint key (Left Shift) cannot be rebound.
Can’t bind the Mouse 4 and Mouse 5 buttons
The main menu has some placeholder text
Sometimes when resuming the game, the death sound will play
It’s just about that time again, and we are preparing to launch some major content and engine updates... New terrain system, performance enhancements, predators, apothecary, alchemy, and more in development.
The Awesome News/Update:
We are in the final testing phases for the next update, which should be ready to go really soon. But we have a way to get you guys access to even MORE broken things, much faster than the traditional update schedule. These “Indev Builds” will go up quite a bit more frequently and will be all kinds of not working sometimes, but it will let you all see what we are working on, as we are working on it. This way, we can take what we have from these “Indev Branches”, and push to the main game, as it becomes more stable.
So, what’s coming in the next update?
Crafting refinement Item and objects durability now take effect. What does this mean? You can hit trees with a rock but you’ll have to use a whole bunch of rocks, or you can craft a crude axe and chop it down in a few swings. The choice is yours.
Tool Tips & Name Plates Tool tips are back and refined so you can see durability/health status of objects now. Oh yea! Name plates!
Predator We showed you the art concepts about 6 weeks ago. Now they are in the world of TUG. We cannot guarantee your safety any more as we accumulated over 1000s of deaths just testing it. Good luck!
Apothecary Early stages of apothecary are in the next update. The Pumpkin cauldron and everything needed to make the potions are in. With an important one, you’ll need to consume to sprint your way out of danger. There are 5 potions being added, but we will leave it up to you to figure out what they do.
Mod Support We have exposed more of our API engine and it is now easier than ever to mod. Mods can now be installed by simply copying it to your mod directory. More information will be posted on our forums soon. Be sure to check out the Eternus API here.
In The Works: Here are the latest work in progress videos if you missed it.
The Not-So-Awesome News, but added typical PR spin to negate potential rage!
The new terrain is NOT going into the main build with this update, HOWEVER since we are going to be pushing “Indev Builds” out, as well as this major update, you guys will be able to explore the new terrain and see what is going on. And as usual, you guys are free to stream and post videos on this branch as well, we just ask that you make it VERY clear that you are working off an exceptionally unstable build we use to work from, internally.
Importantly, you guys rock (OMG did we just say that?) and thank you for supporting TUG and Nerd Kingdom. We will try to make sure these news and updates are out more frequently (bi-weekly).
Shoot us an email at support@nerdkingdom.com if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p
If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.
It’s just about that time again, and we are preparing to launch some major content and engine updates... New terrain system, performance enhancements, predators, apothecary, alchemy, and more in development.
The Awesome News/Update:
We are in the final testing phases for the next update, which should be ready to go really soon. But we have a way to get you guys access to even MORE broken things, much faster than the traditional update schedule. These “Indev Builds” will go up quite a bit more frequently and will be all kinds of not working sometimes, but it will let you all see what we are working on, as we are working on it. This way, we can take what we have from these “Indev Branches”, and push to the main game, as it becomes more stable.
So, what’s coming in the next update?
Crafting refinement Item and objects durability now take effect. What does this mean? You can hit trees with a rock but you’ll have to use a whole bunch of rocks, or you can craft a crude axe and chop it down in a few swings. The choice is yours.
Tool Tips & Name Plates Tool tips are back and refined so you can see durability/health status of objects now. Oh yea! Name plates!
Predator We showed you the art concepts about 6 weeks ago. Now they are in the world of TUG. We cannot guarantee your safety any more as we accumulated over 1000s of deaths just testing it. Good luck!
Apothecary Early stages of apothecary are in the next update. The Pumpkin cauldron and everything needed to make the potions are in. With an important one, you’ll need to consume to sprint your way out of danger. There are 5 potions being added, but we will leave it up to you to figure out what they do.
Mod Support We have exposed more of our API engine and it is now easier than ever to mod. Mods can now be installed by simply copying it to your mod directory. More information will be posted on our forums soon. Be sure to check out the Eternus API here.
In The Works: Here are the latest work in progress videos if you missed it.
The Not-So-Awesome News, but added typical PR spin to negate potential rage!
The new terrain is NOT going into the main build with this update, HOWEVER since we are going to be pushing “Indev Builds” out, as well as this major update, you guys will be able to explore the new terrain and see what is going on. And as usual, you guys are free to stream and post videos on this branch as well, we just ask that you make it VERY clear that you are working off an exceptionally unstable build we use to work from, internally.
Importantly, you guys rock (OMG did we just say that?) and thank you for supporting TUG and Nerd Kingdom. We will try to make sure these news and updates are out more frequently (bi-weekly).
Shoot us an email at support@nerdkingdom.com if you still haven’t claimed your TUG early access key on Steam. They have been sent out since April :-p
If you think we have not done a TERRIBLE job so far, please share our project and news with your friends. As usual, every penny earned in Alpha and Beta goes right back into development.