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 3rd
Still not as smooth as I would like it. Spent today profiling the game to figure out why.
2015 September 2nd
Optimized chunk loading more.
2015 September 1st
Optimized chunk upload to the video card some more in light of the new chunk cache system placing heavier demands on that code.
2015 August 31st
End of another great month!
This month, Brutal Nature is now on Patreon! Pledge your support today as every dollar helps! The voxel size was increased by 100% resulting in huge performance gains. A new chunk cache system was added to help greatly reduce bandwidth servers need. Improved movement code to make walking up stairs easier and removed a movement bug that could result in very high jumps. Also a new translation system was added so that saves can be loaded after mods have changed, this should also allow saves to be loaded in future versions of Brutal Nature.
Today, I optimised game loading time as it was taking a little too long after the new chunk cache system was added.
2015 August 30th
Reduced Wood Planks and Stone Brick terrain materials to mining level 2
Fixed C and Shift+C to work for cubes.
2015 August 29th
Lost power today due to windstorm so I am running on generator. Amazingly internet still working.
Finished up the chunk cache system.
2015 August 28th
Yep still working on the chunk cache system.
So some of you are likely asking, what is a chunk cache? Well, Every chunk you download will now be compressed and saved on the client side. This is so when you reconnect to the same server you won't need to redownload the map.
The trick to making such a system work is having the server know exactly what the client has cached so it does not need to resend chunks it has already sent, but will still resend chunks that have changed.
The end result is servers will need a lot less bandwidth to handle users.
2015 August 27th
More work on the chunk cache system.
2015 August 26th
Chunk cache system roughed in. Still working on it however.
2015 August 25th
More work on the chunk cache system.
2015 August 24th
Still working on the new chunk cache system.
2015 August 23rd
Started work on a new chunk cache system to reduce network bandwidth usage.
2015 August 22nd
Fixed underground NPC spawning to work with the new voxel world.
2015 August 21st
Fixed bugs relating to mining with the new voxel world.
2015 August 20th
Added 'take all' button to amount dialog menus.
Increased Material recovered per voxel by 100%
Increased Endurance to mine voxels by 100%
2015 August 19th
Fixed buttons being 16 pixels too wide on the right side.
Added distance limit to cube editing mode.
Changed Money to be an item, so it can be dropped, put into chests and traded between players.
2015 August 18th
Fixed cubes not casting shadows.
Fixed lighting to work again after voxel rescale.
Increased amount of dirt and sand to make mud bricks.
Handles now are easier to cast in bulk and require 20% as much heat to cast and forge.
Sperrylite and Chalcopyrite moved to forest biome. Pyrite moved to beach biome.
Increased frequency of Hematite deposites.
2015 August 17th
Improved the descriptions for some items.
Fixed bug where some terrain vertices where not being used for collision.
Crafting recipes you can make any of now show up as orange.
Fixed ammo translation problem on save/load.
2015 August 16th
NPC's now work properly with the larger terrain voxels.
2015 August 15th
Getting the NPC's to work with the new larger world.