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:
2016 July 1st
NPC's now have proper attack animations and attack delay has been changed to depend on the animation played.
2016 June 24th
Started work on adding NPC attack animations.
Fixed bug where NPC animations where playing at 2x speed.
2016 June 17th
More work on NPC behavior. NPC's now interact with each other based on faction. Some NPC's will attack others on sight, while only attacking others if they are hungry. some NPC's run away from other NPC's.
The same behaviors have been extended to npc interaction with players as well.
2016 June 10th
Started work on improving NPC behaviors.
2016 June 3rd
Did last minute finishing touches and released another version of Brutal Nature today!
Also its my Birthday. Get me a gift by buying my game!
2016 June 3rd, Brutal Nature 0.61 is now released:
- Fixed all known bugs
- Added normal mapping to all terrain textures
- Added normal mapping to all avatars
- Added normal mapping to most NPC's
- Added normal mapping to most objects
- Limited ram consumption under X64 to available physical ram
- Fixed Grapple sticking to center of cubes.
- Fixed server timeout on single player avatar select screen.
- Fixed shooting at terrain with cubes behind the terrain.
- Fixed spawning inside cube wall
- Fixed getting stuck in cube wall by building cube wall
- Fixed disabling GUI with menu open not hiding mouse.
- Fixed quest callbacks still being called after skipping quest.
2016 May 27th
Fixed connection timeout when selecting player in single player mode.
Fixed ray/model collision bug caused by new vertex format for meshes to support normal mapping.
2016 May 20th
Fixed bug where you could spawn inside of cube buildings.
Fixed bug where you could get stuck inside of cube buildings by building one around you.
Fixed bug where shooting at terrain with cubes behind it, would hit cubes.
Fixed bug where shooting grapple at cubes would result in grapple stuck to center of cube and not the surface.
2016 May 13th
Fixed issue with turning off the GUI rendering not hiding the mouse if it was enabled, resulting in strange effects if GUI was closed then turned back on.
Added ram consumption limit to limit ram consumption to physical free memory on X64.
2016 May 6th
Fixed some quest callbacks still being called after a quest was skipped.
Fixed gamma correction for particle effects to compensate for the new gamma correction of the game.
2016 April 29th
Ok so it turns out Photoshop's Nvidia DDS export plugin does not correctly export 3dc compressed textures as it messes up the mipmaps badly.
Figured out a new image export chain using 'The Compressonator' for 3dc export.
2016 April 22th
More messing with normal maps. Found some strange bugs related to 3Dc normal map usage that I am investigating.
2016 April 15th
More work creating new normal maps for the terrain and sorting out terrain assets.
Added detection of normal map format for models and using the correct shader path. Engine now supports uncompressed and 3Dc compressed normal maps. as well as R8G8 format and a few other similar formats.
2016 April 8th
Optimized terrain normal mapping.
Fixed some bugs in terrain normal mapping.
Fixed bug where game would ignore errors in terrain vertex/pixel shader.
Added support for 3Dc compressed normal maps.
2016 April 1st
Terrain normal mapping now works. Looks pretty good. More tweaking needed to normal maps. Some optimizations needed as well.
Researched normal map compression techniques. 3Dc seems the highest quality.
Improved DDS loading code to handle all DDS loading for the game instead of relying on D3DX functionality as RGBA normal maps where not being loaded correctly by D3DX.
Applied proper gamma correction to textures/lighting/framebuffer. This was a side effect of writing my own DDS loader is I had more control over how textures where loaded. Some tweaking had to be done to make the game look similar to how it was before.
2016 March 25th
Started work on adding normal maps to terrain. Will require a slightly different approach then models as the terrain is triplaner projected.
Fixed bug causing willow trees not to show up.
Fixed bug where some campfires would not cast light if user logged in next to a lit one.
Fixed sprinting failing to work at low FPS.
2016 March 18th
User contacted me this week about the game not running on their computer. Found out why rather fast via the logs, apparently their built in video card reports 0MB dedicated VRAM. All VRAM was actually shared VRAM. Now the game uses dedicated+shared VRAM when the game detects <512MB of dedicated video ram.
Also, I softened lack of VRAM warning to be non fatal.
2016 March 11th
Finished adding normal mapping to models. Added normal map textures for most of the models in the game.
Game looks a lot better now. NPC's and avatars are much more detailed. However VRAM requirements have increased again slightly and game is bigger now.
I may need to add graphics options for texture quality and normal map quality soon.
2016 March 4th
Models now support normal maps and quite a few models have had normal maps added to them.
Most NPC's and all avatars now have normal maps.
Tweaked the NPC's weapon attachment points. Not really happy with the differences in hand sizes and such between avatars. May need to do more work on this, or redo the avatars.
Fixed bug where some objects would bounce up an down in use.
2016 Febuary 26th
Packed up and released a new version of Brutal Nature this week.
Fixed treasure only spawning on one corner of the island.
Started work on adding normal maps to the game. This should help improve the visual quality greatly.