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:
2015 September 30th
End of another great month!
This month, Water physics was finally added to the game. Both in the swimming in water sense and water is now able to flow on its own. Harvesting trees and berries has been improved.
0.58 was released with a new voxel scale to greatly improve performance and a chunk cache system to reduce bandwidth.
Today, I fixed air to be 100% on respawn and fixed air reading to disappear when dead.
2015 September 29th
Did some work improving the website today.
2015 September 28th
Quantity produced harvesting berries and mushroom now depends partially on your endurance level at the time you harvest them. This simulates care taken while picking vs hurried picking.
2015 September 27th
Prevented edge of map water voxels from being calculated. Further optimized the water physics.
2015 September 26th
Fixed and optimized branch cache on set/getvoxel.
2015 September 25th
Added a branch cache to set/get voxel. This allows the octtree look up to be skipped when a voxel is within the same branch as last accessed.
Harvesting trees/bushes/rocks/etc now always causes endurance lost, even if it fails due to too low of endurance. This means just mass clicking on things will result in loss of endurance but no item. You now must time your clicks for when you have enough endurance.
2015 September 24th
Water physics now work quiet well. Server has to spend a little while on startup/new map to settle all the water but once done water updates amazingly fast.
Will look into optimizing it further later.
2015 September 23rd
More work on water physics. Got it roughly working.
2015 September 22nd
More work on water physics.
2015 September 21st
Started work on adding water physics. Water will flow until a minimum angle is met. this way rivers and lakes won't all drain out to the ocean and you won't be able to dig holes in water as they will refill from nearby water.
It would be nice to have proper flow but to do so would require flattening all the rivers on the island and would use way to much CPU time.
2015 September 20th
Added random delay between songs. Delay is configurable in 'Brutal Nature.cfg'.
2015 September 19th
Increased price of wood boards by 200%
2015 September 18th
Increased NPC count by 200%
Increased underground NPC's by 50%
2015 September 17th
Increased most plants in world by 400% to reflect the new larger world size.
Added walking and swimming in water sound effects.
Added new underwater visual effect.
2015 September 16th
Added quest objectives display at top right corner of screen.
Disabled quest reminder messages.
2015 September 15th
Increase default viewing range.
Added text under cross-hair pop up for actions and cfg option to show it in the HUD instead.
2015 September 14th
Swimming physics complete.
Added new player stat, 'Air', Air is displayed when it drops below 90%. Air currently only drops when under water. Reaching 0 air results in rapid loss of health.
2015 September 13th
More work on swimming physics.
2015 September 12th
Still working on swimming physics. Want to get it right but not sure exactly what style of swimming physics I want in the game, so trying out a few different styles.
2015 September 11th
Started working on adding swimming physics to the game.