TUG Update Alpha 0.6.4

Greetings! 

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. 

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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 

*high five* 

Patch Notes: 

Art 

  • Powdered apothecary reagents 
  • Saber Cat predator 
  • Hollowed Pumpkin Shell 
  • Pumpkin Cauldron 
  • Gourd Shell 
  • Gourd Flask 
  • Multiple potions can be created using the Gourd Flask 
  • General animation tweaks


Design 

  • 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 
  • Cats and Goats don’t save

TUG News & Update 8/25

Greetings!

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.

Apothecary and more

Hostile Predator

Potions and Predator

Alchemy & Terrain Gen v2

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.

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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

To follow our development go to our 2014 Dev Board on Trello
Tweet Tweet? @TheUntitledGame
Like TUG? Like TUG on Facebook!
Bloggity bloggity, Al~right~ The Nerd Kingdom Tumblr!
Forum Junkies Unite! The TUG Forums!
Join our circle on Google+ here.

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.

Dev Blog #22: TUG Multiplayer Phase One

TUG multiplayer is in development and it is a high priority for the Nerd Kingdom team to deliver it to our players in the upcoming months. Tim and Cameron are our two wizard coders focused on making multiplayer happen!

It’s currently 3am. I am sitting at IHOP because my AC is out and my apartment is a sweltering 87F! Gotta love the Texas summers. So what better way to pass the time unable to sleep but to tell you guys a bit more about multiplayer in TUG!

Tim Ullrich and I have been crazy busy getting Eternus ready for an expansive and fully capable networking component to support you and your friends in the same environment, building, farming, and hunting those poor innocent goats together. However this is not a simple process and believe me when I say that we have a lot of work to do.

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As most of you know, TUG already has a multiplayer component in it. So why are we replacing this? There are two reasons. The first is so we can merge the other powerful Eternus components better through a multiplayer environment which will allow for us, the NK team, to expand the engine much more easily in the future (which let’s us deliver more content to you faster). The second reason is to give the modders a vastly more capable and expansive setup to truly code for the server and client. The road to get Eternus where we want it to be with multiplayer is going to be bumpy and will be developed over the course of several public updates, each one giving you guys more and more functionality and efficiency.

This first phase of multiplayer in TUG that we plan on delivering to you has 4 major sub-phases on our end that Tim, myself, and the rest of the NK team need to complete before it’s releasable to you.

The first sub-phase that we are currently working on is gutting the current network code out of Eternus and porting over some TUG game play elements that relied on that networking code to get the game back to simply single-player. As of this blog we are making very good progress so far!

The second sub-phase, which will require the most work, will be to fully centralize the current game’s state in one easily expandable container that will open us up for client and server synchronization later on. We dub this the “World State Controller”. This will change a lot of core components in Eternus, but won’t cause any regression of current capabilities. We are essentially just giving Eternus a supercharged face-lift to help expand its beauty even further!

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The third sub-phase is to take the new World State Controller and implement the key piece you guys are all waiting for! The goal of this phase is to start synchronizing the “World States” between the client and server. This means when you kill a goat with a spear or dig a hole with a shovel, the data is propagated through the network in a smooth and efficient manner. The new World State Controller will easily give us the ability to develop authorities on certain game play events depending upon if you are the server or client. Once the fundamental networking core is in place and connections are made, then game play code can start being rewritten to use the new network and World State Controller architecture!

The last sub-phase is where Tim, myself and the rest of the NK team will test, polish, and tweak everything to get it working just right! Once we are confident that everything is in working order, then we will release multiplayer to the masses!

Right now Tim and I are in the middle of the first sub-phase. We hope to be done with it soon as we are both excited to start tuning Eternus toward getting ready for all your multiplayer desires!

I will try and keep you guys apprised on our progress via Twitter @camfergusondfw

Follow Tim via Twitter @tjullrich

Don’t hesitate to drop me a line via Twitter if you have any questions. I will do my best to answer them. I will try to do another blog once we are going strong on sub-phase 3, maybe I will even give a few hints on Phase 2 of multiplayer and what we have planned for the future!

Now it’s time for me me to leave IHOP and go back to the sweat lodge.

Best regards,

Ghost

Cameron Ferguson

FTB + Nerd Kingdom

A message from Ino: 

As many, or very few, of you may know, this project is all about modding. Even the start of this project was much less to do with Minecraft, and more to do with the amazing things people created, and giving them the power, and support needed to take things further. Our own game is built on the API that sits on the engine, utilizing this same tools that you all have access to (or at least will by this next update)… idk how much more modder friendly than that you can get… well, yea, actually I have a pretty solid idea how you can do that, you put the founder of Feed The Beast as the director of mods, on the project - *high five* 

The value in community and integrity that FTB holds is astounding. Their very existence came from a desire to give recognition to modders in the community, while others did not even ask permission for things like map packs. This consideration of modders, as developers, has lead to a deep connection between player, developer and content creator; and everything learned from this is invaluable to us and this project as a whole. 

While the founder of FTB, Slowpoke (@slowpoke101), will be a formal member of Nerd Kingdom, FTB will of COURSE remain independent and Nerd Kingdom will give no directive to how they do things. As a matter of fact, we will find ways to support and expand on their work, even for the Minecraft community. And the first major steps in doing this, is open dialog and discussion to get to the bottom of what people actually need to get things done on their own projects. We will be actively looking for ways to help support modders and their projects. We will share more details on the “how” in a later update. 

On the game and tech side of things, we are in the bug squashing process, getting ready for another big update that will hit early next month. We will post some more videos on things to come on our youtube channel. And as always, if you are interested in keeping up with development, we post progress reports to our trello here.
https://trello.com/b/rW2Xc2bj/2014-development-board


And you can see FTB official announce here.
http://forum.feed-the-beast.com/threads/ftb-to-partner-with-nerd-kingdom-to-help-develop-tug.49545/


If you guys have any questions about stuff n things, hit me up @inoritewtf, or mod stuffs @Slowpoke101 or someone to yell at for things being late @BrennanPriest42 or general game updates @nerdkingdom @TheUntitledGame 

Dev Blog #21: What is Magic?

An early introduction about TUG’s early magic interactions. How is apothecary and alchemy introduced in the world of TUG?

Thus far in TUG we have seen a lot of beginnings to systems including the crafting, cooking and hunting systems.  Each of these have used a very basic principle in its design, the idea of crudeness and early experimentation.  Now we are entering into another new system, our magic system and it also follows that same design principle of early crude uses with the potential of great refinement as the game progresses.

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What is magic?  In our real world, magic is a universal umbrella covering anything that is misunderstood or not quite explained.  I’m sure several of you have heard the Arthur C Clarke’s third law stating: “Any sufficiently advanced technology is indistinguishable from magic.”  Let’s break down this law a little bit.  When Clarke made that statement, I don’t think he was saying that technology and magic are similar or that all magic is just advanced technology but more of what he meant is that to someone who has never seen a technologically advanced device, its operation would seem like something magical.  When comparing this to how we want magic to operate in the world of TUG, magic is a “shortcut” to powers or abilities that become readily available through more advanced tools and devices as the Seedling’s progress in their technology levels.

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Keeping this in mind, our first forays into the realm of magic are coming in two forms that match up to the Seedling’s crude level of current tools and we have chosen apothecary and alchemy to represent these first forms of magical interactions.  Much like how early human civilizations progressed, the process of gathering roots and herbs veered into creating poultices and crushed concoctions.  Likewise, hunting and cooking meat left bones and other products that could be ground into powders.  

 image

Potions created through apothecary provide us with our shortcuts to aid in other systems.  From a potion that helps your plants grow faster to a potion that extends the amount of hunger or fuel that the Seedling runs on!  That last one is a perfect segway into discussing our second element of magic, alchemy.

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Alchemy is truly one of humankind’s mystical arts.  Alchemists believed in finding that one transmutation that could turn lead into gold but in TUG our alchemy system is a little more grounded on helping Seedlings find easier routes to goals.  Early alchemy systems in TUG are all about finding a return on investment as well as exchanging one product for another product that will be more useful to the player.  Alchemical experiments can be conducted both in the wild as well as at a crafted station made by the player.  Wild alchemy is a little bit more costly but doesn’t require the Seedling to return to their home base when they really need to make some conversion of resources.  The alchemy table the player can craft doesn’t take as much of a toll and also offers more types of conversion experiments.

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But what is this cost?  While potion making in apothecary is more based on the player’s skill at gathering and brewing up mixes, alchemy is about a new type of interaction with the Seedling and his environment.  Performing magic, even at its most basic comes at a cost.  The Seedling will sacrifice a little bit of his fuel for each alchemical exchange.  This is the price of forcing energy in the world in new and unusual ways.  As magic progresses as well as the Seedling’s technology and understanding, new ways to offset this cost will become available as well as stronger uses for magic.  Exciting new mystical paths will begin to open for the Seedling but every tap into the energy flowing through the world has a cost!   

Dev Blog #20: Animation Part 2

TUG Animation Information for the Masses

More on planning, with a hint of Predators

Hey all, Skittles here again, and today we are continuing our exploration into Animation in TUG!

Last time we chatted about the my focus on planning, gathering information on restrictions/requirements (like needing things to move at a certain speed or hit on certain frames to keep certain beats), and just overall working with the team so as to get the most of of each animation.  This week, before we get down to the nitty-gritty of taking an animation from planning to something closer to what you see in-game, we are going to chat a bit more on the planning side of things.

After having gotten done determining movement speeds and sound information, the last bit of planning before starting an animation is “how many states will this character/critter have”. Now, to better illustrate this, allow me to use you, dear reader, as part of this example.  You have many states you go through during the day; one of which is sitting, another sleeping, and yet another is walking.  Now for you, you might consider that you right now are just sitting there reading this, while for me, your state is the “sitting” state, and you are performing the “reading” action at this very moment.  Now that I have hopefully illustrated what I mean by “state” , let me proceed with my animation explanation.  After determining the state, I then must conclude what sort of animation it needs to be.  There are two types of animation I tend to use to get the variety of animations we have in game, the animations are either an action, or a loop set.  These two can either be used to transition from one state to another (A), or to simply complete an action and return back to it’s previous state (B).

A.

B.

On top of these two, there is also the determining factor of should this animation be combined with one or more of state’s default animation? If it can, this is then called a mask (both images above use a mask for only applying the animation from the hips up, thus allowing from the hips down to either walk, run, idle, or crouch).  Last, but definitely not least, is the action frame.  The action frame is the frame in which the important piece of the animation takes place: the strike of the weapon, the contact of the pick, etc.  The action frame is something determined and balanced by the game designers, and then it is up to me to take their timing adjustments and make sure I hit the correct timing.

So yeah, with that all in mind, I open my 3D program and load up the rig Shotgun Ninja has so awesomely put together for me, and then go to town.  It is here at the first animation for the character/critter that I choose either to animate the walk, the idle, or the run animation.  Now the idle animation will most likely have the most animations branching from them, but the walk and run cycles give me the chance to explore the personality of the character/critter.  I normally choose to start with the walk, that way I can get into the character’s personality faster and use it to influence the rest the animations.  The predator was a fun one to work on because it needed to be fierce, stealthy, and powerful.  Starting with the stalking animation, I immediately brought his head down so as to give a more ominous feel stealthy feel, while having his tail whip from side to side to show his excitement in the hunt.  I tried to keep his head as centered as the movement of his body would allow, to give the impression of focus and determination.

Alrighty good peoples of the internet, it’s been fun sharing this time with you, but now I must get back to actually putting these tips and tricks into practice and giving yall new animations to play with.  *high five*

… hmm… would a “high five” be loop set or an action… action I think… unless… unless we wanted to have the hand stay up in the air WAITING for another person to participate… Then a loop set it is… the high fiver would wanna be able to move around or stand still, so it has to work with idling, walking, and running… now which hand shall I apply this to… I think the Gem hand, that way the high fiver can still be productive…

Yeah… *waves* bye now!

@Nk_Skittles

Dev Blog #19: Lua Scripting!

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

Dev Blog #18: Prey & Predator: AI and Meaningful Decisions

Gameplay is all about decisions.  Designers offer interesting choices in their levels which in turn causes the player to make a decision.  In a shooter, the placement of things such as weapons or ammo elicits the decision by the player to risk their safety to get an advantage over their opponent or the decision on whether they must conserve their shots or freely lay down a shower of bullets on their enemies.

This idea of interesting decisions is what players enjoy about games and gives them a feeling of accomplishment when they have made the right decision or an even greater sense of triumph when the decision leads to even more meaningful decisions.  Even when it is not the player making the decision but merely observing other players or NPCs in the environment making choices, it still leaves people with a sense of wonderment and a more solid grounding in the world the designer is trying to create.  Think of how many times you’ve seen an enemy in a game look broken due to bad AI.  Granted this makes it easy for the player to get an advantage on the enemy but at the same time it breaks down the illusion of the game world.  The suspension of disbelief is broken and the player’s experience is lessened.

AI can never be perfect, nor would we really want it to be.  While seeing huge imperfections in a system breaks the player’s immersion, so does a robotic, systematic pattern.  Human players have imperfections or do things erratically so we would expect our AI NPCs to mimic some of that same level of pattern differentiation.

When working with AI in a system, we want to start off with the basics.  As with any game system a lot of complexity at the start also means a lot of complex bugs to work out as the system is being built.  For TUG, we started prototyping the prey AI first.  This AI system had the easiest set of requirements for the AI to function.  Prey needed to be able to roam its environment, graze or idle and avoid danger, mainly the player.  Our first prey model is the goat.

Goat0.jpg

The goat’s basic AI decisions should all have a meaningful choice behind them.  Deciding whether to graze or roam around is a fairly 50/50 choice.  Neither decision really affects the goat’s well being but can be driven by two factors; am I hungry or am I near danger?  The player represents the goat’s main threat at this stage, so adding in a check for the player’s distance provides an influence on the goat’s decisions.  With this little bit of logic, the goat can begin to make more intelligent choices.  Is the player near me?  I should go into alert and search for the player.  Is the player dangerously near me?  RUN!

Goat1.jpg

Hunger is the other driving influence on the goat.  Adding in a hunger range on the goat influences his choices as well.  Once a goat reaches certain thresholds of this hunger level, his decisions begin to drive him more towards grazing and not just the casual type of grazing but seeking out his favorite foods like crops grown by the player!  Adding in this conflicting type of decision tree, the goat may now override his fear of the threat to satisfy his hunger.  This type of meaningful choice makes the goat’s actions seem more real and adds a level of gameplay for the player.  They can now choose to hunt the goat based on luring it toward food or find ways to prevent goats from destroying a field of crops.

Goat2.jpg

So with a few control points in his decision making we’ve created the prototype for the prey.  The prey can occur in certain biomes which is handled through our generation system, it can wander and graze the land, it actively searches for threats by the player and it has an insatiable hunger for player’s crops.  So now what about the predator?

Well at first glance, it would seem the predator is a whole different beast from the prey.  But with careful analysis, the predator is not that much different in his decision making.  We want the predator to live or at least start off in certain biomes.  We want the predator to actively search for food, in this case, the prey but also the player.  Finally, we want the predator to, well, act like a predator once it has found its prey: stalk the prey and take it down!

So with a few tweaks to the prototyped system in place for prey, we can have the predator searching based on his own hunger meters.  The more hungry, the more actively they search for food.  But also we want an alert system for their decisions as well.  When the player gets too close, the predator would be alerted and immediately switch to his attack phase.  Finally a decision path of what to do when it is hungry and near food would need to be in place, is it stalking the prey or has it closed enough distance to switch into its attack phase.

And with that we now have two AI prototypes that benefit from the same decision trees to make a basic cast of Critters to fill out the world and add to the player’s experience.  Further tweaks to the exposed controls for these systems can add variety and expand on the functionality to create new Critters in the future.  So enjoy hunting goats and watch out for that sneaky predator lying in wait just behind you!

predator0.jpg

 John aka (@x_nekochu_x)

TUG Update Alpha 0.6.3

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

YUGscast?

It’s arguable that the Yogscast has been one of the most influential groups in the Minecraft community. Many of the mods or maps I have played to date have come from watching them on their Yogscast channel. I even learned Tekkit and Thaumcraft from Duncan and made an attempt at my own factory after the Yogs creation of their own Jaffa Factory, to which I failed miserably. Aside from general geekness, they were also a testament to our own academic ideals of social learning (gross, academics!), which is an incredibly powerful and disruptive statement in the world of “academia”, its this crazy idea that we, as gamers, can often more effectively teach and share complexity better than any single teacher or textbook, I’m a big fan.

I always would create those, “what if” scenarios early in our development, as most developers do. What if we had modders and map makers who could use OUR tools to make things fun enough to share by the Yogscast, someday. It turns out, we have this opportunity now, and a bit more…

So, I am REALLY excited to announce our official partnership and collaboration with the Yogscast… *gimme a second, barfing rainbows of excitement right now*. We met for dinner back at GDC in San Fran and we have become pretty close over the months, geeking out about things we can do, build, and share, and we cannot be more excited about the future of this project as we are right now. Their insights and experience working with modders and map makers will be invaluable, and its going to be a lot of fun making some content for their community as well. So certainly do expect some subtle influence from them in the project as well. Hmm… how many ways COULD we craft a viking helmet or diggy diggy hole tools?

Our vision for this project is in sync, and nothing changes in our development path, so we could not have asked for a better partner on this project. They are the best at what they do and we look forward to building a platform with them. There are some AMAZING things on the way with our game and the technology behind it. SO much cool stuff, but we will roll out more details of what we are working on together over time, in the form of videos and blogs, as per usual. Overall, this is a huge step for our community and project, and we hope you guys are as excited about this as we are!

 

Peter - Ino - Salinas

@inoritewtf