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 April 19th
More tweaks to recipe balance and terrain generation.
2014 April 18th
Added a forge model from http://opengameart.org/
Cleaned up some of the terrain code so that flora selection can be separated from ore selection in the configuration files. Lots of tweaks to terrain generation and recipes.
2014 April 17th
Added 'Kaolin' clay as a new terrain material. Added 'Mud Bricks' and 'Fire Bricks'. Added Refractory mortar. Removed Alumina requirement from building recipes.
Lots of play testing to balance the new items and see if they feel right.
2014 April 16th
More work on electric smelters, added a stop button to smelters.
Changed fuel to be consumed gradually instead of at once. Double clicking a fuel now adds the exact amount needed if a recipe has been selected. Better handling of low FPS movement.
2014 April 15th
Started work on adding an electric powered smelter to the game.
2014 April 14th
Added new intermediate table and basic forge. Each recipe now has a min/max tech level to make it and each building has a tech level.
Rewrote how crafting is handled. Now smelters store all items while crafting is in progress.
2014 April 13th
Finished up generator menu. Server now saves/loads spawn points.
Fixed Extra ammo click when out of ammo and loading up individual cartridge weapon like the shotgun. Fixed Players/objects/etc disappearing under water
2014 April 12th
Reduced running speed slightly. Halved speed of mining. Added depth dependent sub regions and moved the majority of ores underground.
Left/Right arrow keys now change tab in GUI. Fixed enter key not working in crafting amount select box.
2014 April 11th
Added 5 new terrain textures. Changed the grass texture and added 2 new grass textures. Increased texture scale on the terrain by 2x.
Added stone and mud bricks to the game. Both made at the table.
Fixed bug where subregions where not being loaded properly.
2014 April 10th
Well today marks 10 months that I have worked on Brutal Nature and updated this development blog every single day without fail.
Added sound effect for running generator, along with start up and shutdown sounds.
Fixed a small movement bug where it was sometimes preventing you from entering narrow caves and door ways.
Added wiring junctions! Now wires can be split to power multiple loads and other wiring junctions.
Added wiring junction model from TurboSquid.
2014 April 9th
Finished up the basic functionality of the generator menu. Generators now consume fuel depending on how much power is drawn plus idle consumption when on.
2014 April 8th
Generators now produce a limited amount of electricity. Updated Angelscript to 2.28.2.
Started work on generator interaction menu.
2014 April 7th
Wires now saved/loaded to disk. Worked on making the wires look much better in game.
2014 April 6th
More work on the wiring system. Wire joining/merging/etc is now working properly. Added wire removal.
2014 April 5th
More work on the wiring system. Getting wire segments to join to each other properly, etc.
2014 April 4th
Added basic wire placement system.
Fixed grapple billboarding to properly face the camera.
2014 April 3rd
Started work on an electrical system for the game so I can add generators and electric powered lights and such.
2014 April 2nd
Added a better building placement system. Moved Esc menu buttons around.
2014 April 1st
Fixed bug where water required for certain recipes was the wrong type. Took screenshots and did lots of play testing.
2014 March 31st
End of another month! 2 releases this month! Major features including new transparent water with fancy animated wave shader, new options menu, tunnels and caverns, rewritten the movement and grapple physics, added beds and chairs, rewritten the AI and a new installer for the game!
As for today, packed up another version of the game and released it!