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 11th update
Server now saves data when the PC its running on is shut down. Made bears explode into gore when you shoot up there corpses.
October 10th update
Fixed recipe info to show name and not editor name. Added description information to client and server to show up under properties>details and in task manager description of running processes.
Added two new weapons: FN P90 and FN Five seven. Added new 5.7x18mm ammo.
October 9th update
Cleaned up the ammo script file some more. Now down to just 235 lines from over 900 initially.
Fixed bug caused from server predicting movement for client after he disconnects but has not yet timed out causing client to log back in somewhere weird.
October 8th update
Added fall damage, both to health and endurance. Armor blunt protection will help reduce health damage. Slightly improved collision detection.
Added mInitialArea to particle effects to specify area for particle emission. No longer do particles all spawn from the same point.
October 7th update
Busy day!
Added FOV setting to Brutal Nature.cfg. Added player running and sprint speed setting to Server.cfg. Added Sleep() call to release CPU time when game is not in focus. Fixed heading on smelter menu to reflect what object you are using. Made 'Scan Object' (C) work on objects instead of just terrain and NPC's.
Made dead NPC's only slow down after death when in contact with the ground. Fixed NPC's to not spas out when they can't reach you because of height difference.
Redid Ammo.as to take advantage of AngelScript and reduced its line count from over 900 to 324. New calibers of ammo can now be added in just 4 lines of code!
October 6th update
More work on lighting. Made the flashlights just a generic light instead of being treated specially and made users able to see each others flashlight. Also slightly optimized lighting and fixed a few minor bugs.
October 5th update
Did some work on the lighting system and did more play testing.
October 4th update
Still more work on the editing system. Now a basic multiple block placement/removal system has been implemented. It makes placing walls, floors and ceilings about 50 times faster.
October 3rd update
More play testing and work on the new terrain editing features. Also had a new logo submitted by SmiteZero for my indieDB profile. Thanks for the great new logo!
October 2nd update
More work on some new editing features. Now I have a larger 'preview' mode working and can start work in allowing different large edit shapes.
October 1st update
More work on the website, New logo image, etc. Also did work on the game itself, working on improving the editing system some more.
September 30th update
End of the month!
Been a great month I must say. Lots of work has been done on improving the game and its website.
Some of the most notable changes:
- A new name and domain for the game! With a new name I can take the website in a slightly darker direction.
- New controls! Now with easy to use context sensitive actions and controls remapped to make more use of the mouse.
- Lighting system! Now you have a flashlight to see in the dark and can place fires to light up areas. Smelters and camp fires also produce light and particle effects when in use now!
- Great performance improvements! New optimizations like early-z and better culling have improved performance by up to 50%.
- Much more documentation! We now have 'how to host' and 'how to mod' tutorials.
Today I wrote a weapon mod tutorial and did a lot of other work on the website in general.
September 29th update
Today I officially rename Worldcrafter to Brutal Nature.
Why the name change you might ask? Well, A few reasons: Picking a good name is hard work and is a tough decision, so it was decided that it would be called Worldcrafter until I found a better name for it. Worldcrafter was also found to be used by another game already for sale and I did not want to create confusion.
Spent the day working on the website, transferring things over and changing logos, etc.
September 28th update
Thinking up names is hard work but I have decided that "Brutal Nature" will be the new name.
Spent the rest of today working on the website. Adding a new 'How to host' section, Merged team onto the bottom of the info section.
September 27th update
Wrote a readme file for Rainforge. Spent most of the day thinking up and researching names..
September 26th update
Worked on a server instructions document. Did more play testing.
September 25th update
Took lots of new screenshots and released version 0.29 on the website and IndieDB!
Fixed particle effect bug with camp fire lights. Fixed bug with crafting multiple objects not saying how many you crafted in the console message. Fixed minor bug in the code that prevents you from getting stuck in terrain.
Released: 0.29
0.29 is now released:
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September 24th update
Added fade in/out of user names when you mouse over a player. Did some play testing and then packed up a new version of Worldcrafter for release!
September 23rd update
More context menu work. Starting to really like the context sensitive pop ups. Fixed user models not being rotated for collision checks on client side.
Went and recoded how the game handled ammo types. Fixed ammo drop selection bugs and fixed click through of ammo drop menu.