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:
2017 October 6th
Doing research into cloud rendering for the new day/night cycle.
2017 September 29th
Still refactoring engine code.
2017 September 22nd
Started refactoring some of the engine code to be more reusable.
2017 September 15th
Finished work on a basic day/night cycle.
2017 September 8th
More work on day/night cycle.
Improved the water shader effect to be more realistic.
2017 September 1st
Rewrote some of the shadow code to properly support a moving sun.
Optimized the normal mapping code in the pixel shader.
2017 Augest 25th
NPC's now follow the terrain a lot better, including tilting upward/downward when going up/down hills.
Started work on adding a day/night cycle to the game.
2017 Augest 18th
Gave NPC's the ability to swim through water instead of walking on the bottom of the ocean/rivers.
2017 Augest 11th
Redoing the NPC pathing/wander code to try and make the NPC's behavior a little more realistic.
Released: 0.67
2017 August 7th, Brutal Nature 0.67 is now released:
- Fixed all known Bugs
- Added shadow update setting to graphical options.
- Added grass rendering.
- Added animation interpolation.
- Added Nat punch through support.
- Added basic weapon reload animation.
- Added basic weapon change animation.
- Increased FPS by an average of 100% by improving shadow rendering method.
- Reduced manhunter events spawn count.
- Converted game from UTF16 to UTF8.
- Updated Angelscript, the scripting library we use in Brutal Nature to support modding.
- Fixed issue with OIT rendering on ATI video cards.
- Fixed bug where confirm to exit menu would appear behind the avatar on the selection screen.
- Fixed issue preventing game from running on DX10.0 hardware. IOT transparency is now disable under DX10.0.
- Fixed issue where grass was blocking out the visibility of particle effects.
- Fixed bug where confirm to exit menu would appear behind the avatar on the selection screen.
- Fixed game not confirming if you wish to overwrite when you start a new game with the same name as an existing game.
2017 Augest 4th
Fixed a bug in the animation interpolation code.
2017 July 28th
Fixed game not confirming if you wish to overwrite when you start a new game with the same name as an existing game.
2017 July 21st
Fixed bug where confirm to exit menu would appear behind the avatar on the selection screen.
2017 July 14th
Fixed issue where grass was blocking out the visibility of particle effects.
2017 July 7th
Fixed issue preventing game from running on DX10.0 hardware. IOT transparency is now disable under DX10.0 as well as grass.
2017 June 30th
Brutal Nature has moved its webserver! If you have noticed any disruptions to the website that is why. Made some other tweaks to the website and took down the forums as discord has pretty much replaced them.
Added a basic weapon reload animation and weapon change animation. This should make combat look a lot smoother.
2017 June 23rd
Fixed a minor glitch in animation interpolation to do with not interpolation the position of the root bone.
Finished up basic NAT punch through support.
2017 June 16th
Animations are finally working with interpolation. Had to do the animation interpolation in bone space and reset the bone positions based on parent bones to keep everything lined up.
Started work on adding Nat punch through to make hosting your own server easier.
2017 June 9th
More work on animation interpolation. I got it working for Avatars but for some reason the way I am doing it does not work for the NPC models. Back to the drawing board.
2017 June 2nd
Started work on animation interpolation. This will result in much smoother animations as it will blend between animation key frames and between multiple animations when animations change.