Development blog
This is our development blog! We have been maintaining this blog with updates for over 1000 days now, starting June 10th, 2013. Here you can read about the work that goes into making a game as complex as Brutal Nature:
2015 September 22nd
More work on water physics.
2015 September 21st
Started work on adding water physics. Water will flow until a minimum angle is met. this way rivers and lakes won't all drain out to the ocean and you won't be able to dig holes in water as they will refill from nearby water.
It would be nice to have proper flow but to do so would require flattening all the rivers on the island and would use way to much CPU time.
2015 September 20th
Added random delay between songs. Delay is configurable in 'Brutal Nature.cfg'.
2015 September 19th
Increased price of wood boards by 200%
2015 September 18th
Increased NPC count by 200%
Increased underground NPC's by 50%
2015 September 17th
Increased most plants in world by 400% to reflect the new larger world size.
Added walking and swimming in water sound effects.
Added new underwater visual effect.
2015 September 16th
Added quest objectives display at top right corner of screen.
Disabled quest reminder messages.
2015 September 15th
Increase default viewing range.
Added text under cross-hair pop up for actions and cfg option to show it in the HUD instead.
2015 September 14th
Swimming physics complete.
Added new player stat, 'Air', Air is displayed when it drops below 90%. Air currently only drops when under water. Reaching 0 air results in rapid loss of health.
2015 September 13th
More work on swimming physics.
2015 September 12th
Still working on swimming physics. Want to get it right but not sure exactly what style of swimming physics I want in the game, so trying out a few different styles.
2015 September 11th
Started working on adding swimming physics to the game.
2015 September 10th
Released a new version of Brutal Nature!
Also submitted my games first ever advertisement to Reddit. Hi Reddit users! I hope you enjoy my game!
Released: 0.58
2015 September 10th, Brutal Nature 0.58 is now released:
- Fixed all known bugs
- Added description to all Cases and Case Dies.
- Added chunk cache system.
- Added 'take all' button to amount dialog menus.
- Added distance limit to cube editing mode.
- Added larger fonts to better support 4k resolution.
- Added helpful error message when trying to place material with none selected.
- Added shift click edit mode for cube mode.
- Added GetConfigInt/Bool/Float to gScript so scripts can now read the server.cfg file.
- Added translation system. You now should be able to install/remove mods, items, etc without corrupting saves.
- Changed voxels to be 2x size of previous versions.
- Changed voxel preview box to be slightly bigger so it does not flicker when on top of cube mode.
- Changed how voxels are meshed to help prevent some voxels turning into a super thin line that is near impossible to see.
- Changed Handles to be easier to cast in bulk and require 20% as much heat to cast and forge.
- Changed movement code. Climbing stairs now works much better.
- Changed voxel branch processing to spread out over multiple frames. Branch processing is abandoned after CPU time exceeds 10mS for the frame and continued on the next frame.
- Changed Money to be an item, so it can be dropped, put into chests and traded between players.
- Optimized chunk loading.
- Optimized chunk upload to the video card.
- Improved the descriptions for some items.
- Increased Material recovered per voxel by 100%
- Increased Endurance to mine voxels by 100%
- Increased amount of dirt and sand to make mud bricks.
- Increased frequency of Hematite deposites.
- Crafting recipes you can make any of now show up as orange.
- Reduced Wood Planks and Stone Brick terrain materials to mining level 2
- Sperrylite and Chalcopyrite moved to forest biome. Pyrite moved to beach biome.
- Fixed C and Shift+C to work for cubes.
- Fixed bug where some terrain vertices where not being used for collision.
- Fixed cubes not casting shadows.
- Fixed lighting to work again after voxel rescale.
- Fixed underground NPC spawning to work with the new voxel world.
- Fixed bugs relating to mining with the new voxel world.
- Fixed buttons being 16 pixels too wide on the right side.
- Fixed bug where a low viewing distance could cause all objects to not render.
- Fixed bug when replacing a larger cube with a smaller one.
- Fixed bug where hInstance was not being passed to window code.
- Fixed button hit zone.
- Fixed containers holding small quantities that appeared as 0.
- Fixed bug relating to quest audio being removed from audio validation list by quest end when it should have just been callbacks being cleared.
- Fixed bug when editing cubes on render chunk boarders.
- Fixed tutorial weapon select stage to respond to number hotkeys as well as mouse wheel.
2015 September 9th
Finished up getting the game ready for another release.
2015 September 8th
Did play testing to look for bugs.
Fixed minor bug with editing new voxel grid and endurance.
2015 September 7th
Moved chunk cache compression to game exit for faster world load.
2015 September 6th
Researching what survival aspects makes some of the other survival games compelling.
Fixed bug where hInstance was not being passed to window code.
2015 September 5th
Voxel branch processing now spread out over multiple frames and overall the game is a lot smoother. Branch processing is abandoned after CPU time exceeds 10mS for the frame and continued on the next frame.
2015 September 4th
Found the voxel branch packet processing to be taking too long and causing frame stutters. Spread the processing out over multiple frames to help fix it.