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:
2014 October 27th
Added Chrome-moly steel armor and Tool Steel armor.
Higher end pickaxes now need more hammers to make. Higher end receivers and barrels now require more tools to make.
Fixed revolvers not needing a barrel or receiver to be made. Fixed typos in 'Wrought Iron from Pig Iron' recipe.
2014 October 26th
Tons of play testing today. Found a few new bugs.
Moved Quick Lime and Calcium Hydroxide to the 'Chemical' inventory category.
2014 October 25th
Got the new models imported and working.
2014 October 24th
Bought two new high quality animated models: a Boar and a Black Bear. Looked into options for player models. Did a lot of research in general into models.
Added hammers and saws to treasure chests.
2014 October 23rd
Lots more play testing.
Made oak trees bigger. Added 100% more surface kaolin deposits.
Client now reads windows double click time setting and uses that for the GUI instead of 0.2 seconds.
2014 October 22nd
Fixed player model not loading the correct textures.
Changed basic chemistry table to need wood instead of wood boards to reduce the difficulty to make it. Doubled the amount of thin kaolin veins near the surface.
Optimized the animation system. Searched for new models to add to the game and found some really great ones.
2014 October 21st
Did play testing today to find bugs and check the balance of the game.
Fixed underground NPC's rising to the surface.
2014 October 20th
Many people have asked when Brutal Nature was going to have animated NPC's and the answer is: Today!
New version of Brutal Nature packed up and uploaded! Go check it out!
Released: 0.48
October 20th, 0.48 is now released:
- Fixed all known bugs
- Added GPU based skinning animation support to engine.
- Importer now loads FBX files with animations.
- Added new bear model with animations.
- Added spiders animations.
- Removed boar.
- Fixed range of steel knife being displayed as 0 feet.
- Fixed attack speed of melee weapons being displayed as 0 seconds.
- Fixed NPC's sliding underground after death
- Fixed NPC's getting stuck in the side of wall
2014 October 19th
Fixed collision bug with rescaled objects.
Fixed bug in model converters animated mesh bounds calculation and greatly reduces its memory usage.
Removed boar as it does not have any animations.
2014 October 18th
Fixed projectile vs model collision to work with the new animation data.
Fixed range of steel knife being displayed as 0 feet.
Fixed attack speed of melee weapons being displayed as 0 seconds.
2014 October 17th
Added an animation splitter to the importer, for models that have one long continuous animation that needs to be split into segments. Fixed a few more minor bugs in the animation code.
2014 October 16th
Was up till 5am last night working on the animation code. Finally got the new bear model rendering correctly.
2014 October 15th
Still working on getting the model imported correctly. Made some progress, found another minor bug or two in the animation code.
2014 October 14th
Bought a very nice bear model with animations today. Started work on getting it working in the game as my model importer code does not seem to read it correctly.
Fixed a bug with animations that had vertices bound to more bones then the GPU skinning shader supported.
2014 October 13th
Finished redundant vertex reduction. Vertex count of models reduced 50% to 80% without loss of triangles.
2014 October 12th
Started work on adding redundant vertex reduction to the model exporter.
2014 October 11th
Got GPU based skinning working correctly. Went much easier then I thought.
2014 October 10th
Started work on implementing GPU based skinning for the model animations.
2014 October 9th
Got projectile collisions with animated models working correctly.