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:
October 29th update
Added new buildings: Intermediate smelter, small bonfire. Beehive oven, Forge, Large Forge.
Moved weapon and armor recipes over to forge. This means your tools are now vulnerable to destruction and theft while you are making a weapon.
October 28th update
Did more play testing today. Found a lack of mid range weapons that you can make early on. Rebalanced weapon tool costs as a result.
Added weapons: H&R SB2-223, H&R SB2-308, H&R SB2-306, H&R SB2-500, Remmington M7600, Remmington M7615, M24A1, M40A5
October 27th update
Added info about the weapons action and ammo feed system to the inventory menu. Changed Treasure.as script to have two modes. Spawn anything and spawn only basic beginner weapons. Also drasticly reduced the number of chests spawned. Updated how to play webpage with new controls.
Packed up a new version for release!
Released: 0.31
October 27th, 0.31 is now released:
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October 26th update
Added hotkeys to select weapons. This should help combat be much more fluid.
Have been debating this for awhile but I decided to change how armor works. I didn't really like trying to explain how armor worked and it was going to be near impossible to show simplified armor stats. I have changed it so now all layers of armor over a body part essentially act as one.
Fixed a bug where blunt protection of armor was not being applied.
October 25th update
Rebalanced weapon base accuracy, Mainly based on barrel length and action type. Added recoil reduction to all gas operated weapons.
Added color coding to recipe menu for categories and recipe ingredients. Now you can instantly identify what categories contain recipes you can craft, what recipes you can craft and the missing ingredients for recipes you can't craft.
Added a new 5.7x28mm weapon: the AR57.
October 24th update
Lots of play testing today. Tweaking of recipe values and weapon stats. Did a lot of research on recoil and weapons in general. Trying out a new system where the recoil of each weapon is based on the calculated recoil energy.
Added more stats to weapon display in inventory.
October 23rd update
Got tired of trying to decide what ammo types should be in the game, so I decided to just add any I feel like and disable the least used ones later.
Added 10mm Auto, 7.62x51mm (Aka .308), .44 magnum, .50 S&W, .45 ACP, .30-06
Added weapons FN FAL, M60, M14, M21, Desert Eagle, S&W Model 29, Marlin 1894, Colt Delta Elite, M1 Garand, M3 SMG, Thompson SMG, M1911, S&W Model 500, JTL-E .500 Magnum. 14 new weapons in total!
October 22nd update
Console can now execute Angelscript code entered into it. While mainly for admin commands at the moment, I am sure someone will find interesting uses for it eventually.
Also did further tweaking on ore distribution.
October 21st update
Added Zoom aiming feature. Added scope overlay effect for the sniper rifles.
Fixed Server Crash bug. Fixed bug where mashing enter on the login screen could cause the client to crash.
October 20th update
Armor and weapons now have weight that affects encumbrance.
Added noclip permissions to server.cfg
Added Admin username list to server.cfg
Added a noclip restriction mode. When enabled in the server.cfg, users must hold the noclip key for 5 seconds before they can enter or leave noclip mode, during that time they can not move or shoot. While nocliping they are also unable to shoot weapons. Also you can no longer leave noclip mode while inside the ground.
Impacting with terrain now causes pain groan sound effects to be played when it damages your health
Added .357 magnum ammo.
Added Colt Python, a 6 shot .357 magnum revolver
Added Marlin 1894C, a 9 shot .357 magnum lever action rifle
October 19th update
Its been a very busy day:
- Added 2 new smelters: Advanced Smelter and Bessemer converter
- Added 2 new ores: Bauxite and Wolframite
- Added 6 new materials: Tungsten, High Speed Steel, HSS tools, Dull HSS tools, Alumina, Corundum abrasive.
- Added 5 new armor: Iron helmet, Iron breastplate, Iron boots, Iron greaves, Iron gauntlets.
- Renamed existing armor with steel/leather prefixes as needed. Improved defense of steel armor.
- Added many new recipes. Up to 205 recipes now!
- Changed treasure chest spawn count from 100 to 25 and doubled amount of ammo and changed chance of weapon from 20% to 40%
- New mechanic: Tool 'level'. You make HSS out of tungsten and steel. Then sharpen it into HSS tools with Corundum abrasive made from Bauxite. Weapon recipes require a certain number of HSS tools to produce and return most of them, but some of them as dull tools that must be resharpened. Resharpening causes some loss of tools and uses up abrasives. Tools can be traded between players or pooled.
- Added disassemble weapon recipes.
- Rewrote weapon recipes to take advantage of scripting engine.
October 18th update
Rebalanced armor, lower encumbrance and higher protection. Lowered max run/walk speed slightly.
Changed smelters to have 10% previous capacity to reflection reduction in ore needed to refine. Added marble to steel recipe. Changed many of the recipe names to be more descriptive.
Fixed terrain rendering glitch where sometimes chunks would not load. Fixed bug where falling to your death could cause multiple deaths and fall damage did not use blunt resistance. Fixed deaths due to ground impacts sounding strange due to Doppler effect.
October 17th update
Changed ore distribution to be much lower and lowered amount required for most recipes. Did lots more play testing too.
October 16th update
Tweaked the Grapple rifle muzzle velocity from 1500 to 1000. Spent the rest of the day play testing along with about 5 other people. Was a blast.
October 15th update
Added reminder pop-up when in a quest of the current objective every 60 seconds. Fixed up bug in one shot audio system.
October 14th update
Updated IndieDB profile, Made a facebook and twitter account for the game. Did some more PR research.
October 13th update
Worked on getting a new release together today. Last minute bug checking, New screenshots, etc.
Released: 0.30
October 13th, 0.30 is now released:
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October 12th update
Rewrote the 2 sided lighting shader. Now allows light to pass through 2 sided lit objects. Removed two bushes that where not playing nicely with the new shader and rebalanced flora spawning. Also did some play testing.