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 November 4th
Made some changes that will hopefully help prevent NPC's from becoming so easily stuck in things.
2014 November 3rd
Spent the day thinking about how to adjust NPC behavior to better follow players without falling through the world or getting stuck as easily.
Removed particle effect when mining water.
2014 November 2nd
Fixed a bug where the server could run out of memory due to a ray vs voxel collision check going on forever.
Fixed bug when logging onto a server, NPC's killed before you logged on appeared as alive.
2014 November 1st
Today I decided to work on some of the item names and categories that have bugged me.
Renamed Potash to Potassium Carbonate. Renamed Quick Lime to Calcium Oxide. I believe by using the proper chemical names the nature behind the reactions becomes more apparent.
Changed the category of many materials like mortar, wood boards, casting sand, etc to 'Building Material'.
Changed category of Drill to 'Tools'.
Fixed backward text on ammo box, I forgot to invert the Y axis on model import with the new FBX importer.
2014 October 31st
End of another great month! This month animations where added and the NPC models where replaced. We have a new NPC, the Black bear. Smaller then a grizzly bear, it and the new boar model will make up much of the above ground enemies for the time being in the next version.
This month I also changed a number of textures to stand out more and added 2 new ores: Sphalerite and Cassiterite for Zinc and Tin respectively. Added alloys Bronze and Brass. I have been wanting to add these for awhile now as Bronze will give you more options in early game for tools and weapons. it will also allow trading between players. Brass allows more realistic production of ammo cases.
Today during play testing I ended up with several hundred Sulfur Dioxide after mining pyrite for iron. I decided that mining pyrite as a main source of iron was a little over powered due to the excessive amount of sulfur dioxide/sulfuric acid returned and reduced it:
- Increased amount of pyrite needed in 'Sulfuric Acid from Pyrite' recipe by 100%.
- Reduced amount of Sulfur dioxide produced by 'Sulfur Dioxide from Pyrite' by 50%.
- Reduced size of pyrite veins by 50%.
2014 October 30th
Looked into adding Sphalerite to the game, a zinc ore, but it was just another black crystal. I wanted something more interesting so I looked into other zinc ores. A rarer ore of zinc, Smithsonite comes in many amazingly bright colors in all sorts of interesting shapes, so I added Smithsonite in bright aqua blue.
Added Zinc and Brass. Brass being an alloy of Zinc and Copper.
Changed cartridges to need Brass to be made. Changed ammo types to produce a different number of cartridges per case die and table batch depending on case caliber.
2014 October 29th
Added Cassiterite ore. Added metal Tin and Bronze.
Added Bronze armor, pickaxe, knife and sword. Added bronze bars, plates, etc. Added recipes to cast and forge bronze at the basic forge.
Bronze is a metal between iron and steel in strength, with ease of casting and forging. Cassiterite is however somewhat rare while copper and iron ores are common.
2014 October 28th
Updated website logo. Added 15 character limit for user names.
Fixed bug where pressing escape with the quit confirm menu open would leave the GUI in an invalid state.
Redid the Saltpeter and Cerussite texture so that they stand out more.
2014 October 27th
Added Chrome-moly steel armor and Tool Steel armor.
Higher end pickaxes now need more hammers to make. Higher end receivers and barrels now require more tools to make.
Fixed revolvers not needing a barrel or receiver to be made. Fixed typos in 'Wrought Iron from Pig Iron' recipe.
2014 October 26th
Tons of play testing today. Found a few new bugs.
Moved Quick Lime and Calcium Hydroxide to the 'Chemical' inventory category.
2014 October 25th
Got the new models imported and working.
2014 October 24th
Bought two new high quality animated models: a Boar and a Black Bear. Looked into options for player models. Did a lot of research in general into models.
Added hammers and saws to treasure chests.
2014 October 23rd
Lots more play testing.
Made oak trees bigger. Added 100% more surface kaolin deposits.
Client now reads windows double click time setting and uses that for the GUI instead of 0.2 seconds.
2014 October 22nd
Fixed player model not loading the correct textures.
Changed basic chemistry table to need wood instead of wood boards to reduce the difficulty to make it. Doubled the amount of thin kaolin veins near the surface.
Optimized the animation system. Searched for new models to add to the game and found some really great ones.
2014 October 21st
Did play testing today to find bugs and check the balance of the game.
Fixed underground NPC's rising to the surface.
2014 October 20th
Many people have asked when Brutal Nature was going to have animated NPC's and the answer is: Today!
New version of Brutal Nature packed up and uploaded! Go check it out!
October 20th, 0.48 is now released:
- Fixed all known bugs
- Added GPU based skinning animation support to engine.
- Importer now loads FBX files with animations.
- Added new bear model with animations.
- Added spiders animations.
- Removed boar.
- Fixed range of steel knife being displayed as 0 feet.
- Fixed attack speed of melee weapons being displayed as 0 seconds.
- Fixed NPC's sliding underground after death
- Fixed NPC's getting stuck in the side of wall
2014 October 19th
Fixed collision bug with rescaled objects.
Fixed bug in model converters animated mesh bounds calculation and greatly reduces its memory usage.
Removed boar as it does not have any animations.
2014 October 18th
Fixed projectile vs model collision to work with the new animation data.
Fixed range of steel knife being displayed as 0 feet.
Fixed attack speed of melee weapons being displayed as 0 seconds.
2014 October 17th
Added an animation splitter to the importer, for models that have one long continuous animation that needs to be split into segments. Fixed a few more minor bugs in the animation code.