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 July 25th
Changed how voxels are meshed to help prevent some voxels turning into a super thin line that is near impossible to see.
2015 July 24th
Made (voxel) preview box slightly bigger so it does not flicker when on top of cube mode.
2015 July 23rd
Finishing up work on the new edit mode.
2015 July 22nd
Still working on the new editing mode.
2015 July 21st
Still working on shift click edit mode for cube building mode.
2015 July 20th
Still working away on shift click edit mode..
2015 July 19th
Still working on shift click edit mode.
2015 July 18th
More work on porting shift click edit mode.
2015 July 17th
Started work on porting shift click edit mode to cube building mode.
2015 July 16th
Fixed bug relating to quest audio being removed from audio validation list by quest end when it should have just been callbacks being cleared.
2015 July 15th
Tracking down bug related to quest audio.
2015 July 14th
Did play testing.
2015 July 13th
Fixed containers holding small quantities that appeared as 0.
2015 July 12th
Worked on IndieDB release news for latest update.
2015 July 11th
Added helpful error message when trying to place material with none selected.
2015 July 10th
Added larger fonts to better support 4k resolution.
2015 July 9th
Fixed button hit zone.
2015 July 8th
Tutorial weapon select stage now responds to number hotkeys as well as mouse wheel.
2015 July 7th
Added description to all Cases and Case Dies. Description includes where to make them.
2015 July 6th
Took screenshots of the structure NEKSUS has built on the official server. Uploaded to the media page.