nerdkingdomofficial:

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…

If you’re a content creator for YouTube, and you like the game TUG, please check out this thread.

nerdkingdomofficial:

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

nerdkingdomofficial:

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

 

SOME AMAZING BIG NEWS, EVERYONE!

nerdkingdomofficial:

What’s up everyone? It’s Edward aka Noesis again with this week’s blog on some more behind the scenes of Nerd Kingdom! Some of you may know that the Kingdom spreads far and wide. From CA to NY…Seriously. I spent the past few months in the lovely land of the Lone Star state and I’m now back in sunny Southern California. But Ed, how does Nerd Kingdom function with you guys being so spread out? Well, the simple answer is… THE INTERWEBNETZ! The more complicated interesting answer is through lots of planning, emailing, video chats, text chats, mobile, social media, and well, when we can, face to face. Oh yeah, coffee.

There are only a few of us here in California and we generally will work from home, coffee shops, and wherever else we can so kindly borrow *cough* steal *cough* a Wi-Fi connection. Every once in a while, we meet at the Starbucks in Downtown Disney. But as fun as it may sound to be able to work where ever you want, there is a lot involved. Side note: For those who do work remotely, please take time today and thank your baristas. Without them, you’d be a zombie.

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For one, scheduling is crucial. Our team in LA/OC is pretty spread out and trying to get everyone together actually requires a lot of planning. Figuring out a place that can handle all of our bandwidth needs is important. And at this point, standard protocol is now to run a speedtest before beginning the work day; we have our favorite spots figured out for the most part. Scheduling is also super important because of elements such as time zones, start times and end of day. An example would be usually at the beginning of the month when there are planning meetings, we usually login a little earlier to “sit in” on those meetings.

Another very important element to working remotely is lots and lots of communication. Have you ever had a situation where you got a text message and you interpreted it one way, but the sender meant it another way? Yeah, we run into that situation here and there. We communicate constantly through email, voice calls, video calls, and sometime we need to go old school and we send morse code. Not really but it might be a cool idea. Wait. No. No it’s not. Sorry. One of the cool things that happens is that when we work on documents we are able to collaborate live through Google Drive. Whoa. Google Hangout has been a very important tool…when it comes to bothering the art director for stuff.

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All in all, the Nerd Kingdom team works hard to make sure we are working together towards putting out a quality game. Teamwork is important and we all have each other’s backs. Through lots of communication, hard work, with a sprinkling of fun, we’re able to stay connected even though we are far apart. Ok I’m stopping it here before I go into some super sappy “I love these people” motivational/inspirational blog post. Till next time!

Edward (@n0es1s)

BTW: Another tool we use to keep in touch and on track is Trello, so go check out our Dev Board. And we like talking with you all so hit us up on Twitter @TheUntitledGame and @NerdKingdom