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 August 2nd
Got stair climbing working nicely but it caused other movement problems.
2015 August 1st
Still fiddling with the movement code. Trying to get walking up stairs to work better and it is proving problematic to do without causing other issues.
2015 July 31st
End of another great month! This month we finally saw release of the new cube building system! We also added bullet for the physics engine, added better edit functionality to cube mode and fixed a number of bugs.
Today, I am still working on movement code.
2015 July 30th
More work on movement code.
2015 July 29th
Started tweaking movement code again.
2015 July 28th
Fixed bug where a low viewing distance could cause all objects to not render.
2015 July 27th
Fixed bug when replacing a larger cube with a smaller one.
2015 July 26th
Fixed bug when editing cubes on render chunk boarders.
2015 July 25th
Changed how voxels are meshed to help prevent some voxels turning into a super thin line that is near impossible to see.
2015 July 24th
Made (voxel) preview box slightly bigger so it does not flicker when on top of cube mode.
2015 July 23rd
Finishing up work on the new edit mode.
2015 July 22nd
Still working on the new editing mode.
2015 July 21st
Still working on shift click edit mode for cube building mode.
2015 July 20th
Still working away on shift click edit mode..
2015 July 19th
Still working on shift click edit mode.
2015 July 18th
More work on porting shift click edit mode.
2015 July 17th
Started work on porting shift click edit mode to cube building mode.
2015 July 16th
Fixed bug relating to quest audio being removed from audio validation list by quest end when it should have just been callbacks being cleared.
2015 July 15th
Tracking down bug related to quest audio.
2015 July 14th
Did play testing.