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:
2014 December 13th
Setup running animations to play depending on what direction a player is running in.
2014 December 12th
Changed flashlight effect to not illuminate so much around the player when in use. Selected the 10 animations for my Mixamo Indie subscription.
2014 December 11th
Did more play testing. Fixed explosive weapons to use correct bounding box for animated NPC's and avatars.
2014 December 10th
Majorly optimized the vertex upload of terrain data, game play should be much smoother as the map loads now. Extended script function that add weapons to support weapons with different conditions. Weapons spawned in crates now have lower condition to promote making your own weapons.
2014 December 9th
Finished up preventing NPC's, wiring, etc from being visible past terrain viewing range as the world downloads.
2014 December 8th
More work on preventing NPC's, wiring, etc from being visible past terrain viewing range as the world downloads. Improved world download speeds.
2014 December 7th
Tweaked tutorial slightly and play tested it. Started work on preventing NPC's, wiring, etc from being visible past terrain viewing range as the world downloads.
2014 December 6th
More work on the network code due to the changes of adding an avatar menu. Removed shortcut in basic tools quest that checked if you had a hammer since you can now get hammers from chests instead of crafting them. Added a new scripting function (gMaterials.RecipeMakes) to check if a recipe makes a certain item.
2014 December 5th
Fixed bug where treasure chests with nothing in them could spawn.
2014 December 4th
Fixed bug relating to mouse not updating its center position if the user moved the window.
2014 December 3rd
Made Cassiterite darker so it would stand out more.
2014 December 2nd
Setup avatar animations. Changed avatar scale.
2014 December 1st
More work on the avatar menu. Fixed a few bugs that came up due to the new avatar select stage.
2014 November 30th
End of another great month! This month we got animated avatars, 2 new high quality animated NPCs. Armor and weapons now have condition that degrades with use.
We now have the metals Zinc and Tin. those allow the new alloys bronze and brass. Bronze can be easily cast early in the game and brass is needed for ammo cases. Also added more stats tracking. Weapons now work underwater as well.
Today, more work on avatar menu. Wrote some back stories for the avatars.
2014 November 29th
More work on the avatar menu.
2014 November 28th
Finished new shader for displaying models in the GUI.
2014 November 27th
Started work on a new shader for displaying models in the GUI.
2014 November 26th
Got avatar selection working.
2014 November 25th
Rewrote some of the login code to support the new avatar select stage.
2014 November 24th
Started making the avatar select menu.