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:
November 17th update
More research on PR and video editing. Did some more work on another trailer.
November 16th update
Lots of research and work on PR today. Made backups of everything on to external hard drives.
November 15th update
Added volume controls to Brutal Nature.cfg. Now you can control ambient and effects volume independently. Made a new movie of Brutal Nature.
November 14th update
Made a new youtube channel. Started work on recording some gameplay videos and making a new trailer. Spent most of the day battling video editing software and codecs.
November 13th update
Took lots of new screenshots and uploaded them to the webpage and indieDB. Packed up new version of Brutal Nature and released it. Updated the how to play page with lots of new info about the changes.
Released: 0.32
November 13th, 0.32 is now released:
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November 12th update
Added new building with new model: Blast furnace and Large Blast furnace. More play testing. Tweaked armor stats.
November 11th update
Added new ceramic armor. Added Light/Medium/Heavy variants of all armor. Armor production all moved to the forge for metal and table for leather. Now you only make buildings in the inventory crafting menu. More recipe tweaking.
Did lots of research into chemistry.
November 10th update
Today marks 5 months of daily updates to the development log! 5 months with new features every day!
Added new table for crafting. Added Case dies, used to turn copper into cases for ammo. Making cases and ammo has been moved over to the table. Your ammo crafting supplies are now vulnerable to theft/destruction while you are making ammo.
More recipe rebalancing. Added 'size' to recipes. Size determines how many of the recipe can be made at a particular crafting station in one batch. Start button now disappears when a smelter is in use.
November 9th update
Added required materials to recipes, these are materials that are required to make the recipe but are not consumed in the process. Added more info to materials descriptions in the help menu. Added party rename button.
Moved all ammo recipes to the forge. Fixed ammo damage modifiers not applying to NPC's. Buffed all armor stats some more. Refactored some of the recipe code. Adjusted how the server deals with large time lags.
November 8th update
Added render distance limit for particle effects. More research into drag of bullets. More play testing and balancing of drag. Added ocean sounds. Adjusted movement 'lag back' code to 1 second.
Fixed minor bug in new floating text. Fixed bug where NPC footstep sounds would play when joining a server until game finished loading.
November 7th update
Added periodic save to announce server. Added popup text when mining to alert you of how many of each type of voxel you have mined. Added popup numbers when damage is done to NPC's or players.
Added drag to bullets, Now gun damage reduces with distance. Based drag on the G7 ballistic curves. This means drag low below mach1 and gets really high at mach1, then drops a little afterwards.
While not the most accurate curve for pistol/round nosed bullets above mach 1, most high speed bullets are rifle rounds. As drag is Speed^2 * Coefficient, high speed rifle rounds lose the most velocity and hence damage over distance. This will make snipers less overpowered at range and provide an interesting non random variation to damages.
November 6th update
Terrain removal effect/sound no longer happens if you don't have enough endurance to remove the terrain. Fixed bug where forges did not return some input ingredients when a recipe was canceled.
Adjusted terrain shader. Terrain color noise blending no longer depends on terrain normal
Fixed bug where 'user has joined your party' message was not showing up for people who joined a party then had the server shut down and start back up again.
November 5th update
Fixed bug where recipe info on a smelter remained from last recipe selected when selecting a new smelter. Unified some server/client voxel editing code. Made mining sounds audible to other players. More play testing and rebalancing.
November 4th update
More play testing and rebalancing. Did research on mortar and quick lime. Added mortar and quick lime to the game. Quick lime is made by burning marble at the smelter. Its used to make mortar and as a flux for the Bessemer converter. Smelters now show all top level categories open when you open them.
Added another randomness factor to ore selection to help avoid veins turning into unrelated ores. Changed region selection to make the island forest in the center and beach on the outside.
Made an IndieDB news release on the version update. Posted some stuff on twitter and facebook.
Fixed bugs with crafting. Now you can use fractional recipes in inventory menu crafting if none of the ingredients are integral in nature. Fixed bug in drop aid item menu that showed wrong item name. Fixed Insufficient ingredients error when double clicking a recipe to automatically craft the maximum amount at a smelter.
November 3rd update
Did lots of play testing and re-balancing. Made hematite more orange so it stands out better from granite. Made created structures have scaling applied. Fixed minor bug with crafting giving insufficient ingredients message when you asked it to craft all it could.
November 2nd update
Add weapons: HK416, Mossberg MVP. Now 50 weapons total!
Did more work on the new help system. Added short descriptions to all materials, products, etc.
November 1st update
Did more work on the new help system and changed edit collision key to L since P was used by party menu.
Added weapons: M4, Beretta CX4, Owen Gun, STEN SMG, Steyr TMP.
October 31st update
End of another great month. 2 new versions of brutal nature released, 24 new weapons and 7 new calibers of ammo. in addition a few new pieces of armor and new ores.
Gone are the chests containing all the weapons and ammo in the game and now there are new mechanics like HSS tools to act as a tech tree to obtain them. Other new mechanics like fall damage, focus aiming, area editing, recipe color coding, sniper scope zoom and scope overlay have been introduced as well.
Weapons and armor now also cause encumbrance and slow you down. Don't carry too many weapons into battle or you will be a sitting target. Weapon hotkeys have been added to improve the flow of combat and general getting around with the grapple pistol and rifle. More info about weapons is now being shown as well.
Today I started work on expanding the in game help system to work with the crafting menu, so you can open a help page on any recipe input or output ingredient by clicking on it.
October 30th update
Fixed bug where dropping the exact amount of material you had might fail due to floating point error. Now can just round up when dropping material if you wish to drop it all. Now you can also eat last fraction of food you own.
Added a fuel quality requirement for recipes. Rebalanced recipes and crafting buildings. Now most recipes are based around 1 recipe quantity = 1 kg of output.
Added a quality to each fuel and a quality requirement to some recipes.