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 February 21st, Brutal Nature 0.60 is now released:
- Fixed all known bugs
- Added 1st person animations for one handed melee weapons and pistols.
- Added sword, pickaxe, knife and pistol weapon models.
- Added new flags to smsher import.
- Added muzzle flash
- Added new health bar graphics.
- Added ability to add custom data to models via smsher scripts.
- Added engine feature to mix multiple animations on the same character.
- Added user edited map by Globalny-Chaos as default map.
- Improved smsher and model rendering code.
- Changed GUI textures to a black and gold flat theme.
- Changes to model format: Models now inverted on the X instead of Z.
- Changed compiler from MSVC2010 to MSVC2015
- Reduced server map generation time by 95% (2000% faster)
- Reduced spider walk/run animation speed considerably.
- Fixed spider model animations.
- Fixed cached chunks causing world corruption by increasing the hash to 64bits.
- Fixed scale and offset to no longer apply twice to non animated models on import.
- Fixed tunnel generation failures caused by not taking into account region distortion noise when picking starting chunk to generate tunnel.
2016 Febuary 19th
Getting ready to release a new version.
Final tweaks to muzzle flash, Bullet, Table and a few other effects.
Took a long overdue look at map generation. The old method for caves/tunnels was taking too long to generate tunnels/caves. It turns out the radius for the region search when creating caves was a little too wide and the method of adding branches to be checked for tunnels/caves was rather inefficient, adding a lot more branches then needed.
End result is map generation is now 20 times faster, making it much more practical for users to generate their own maps instead of the default included map.
2016 Febuary 12th
Added ability to add custom data to models in the import scripts so I could add attachment data and then decided to put it into Avatars.as instead so it could be tweaked by 3rd parties if desired.
Added a new system for entering/tweaking values in the program to help with setting up attachment point data. This should help me finish up the attachment settings.
Fixed a strange bug with zippers on Maria and Deon avatars.
2016 Febuary 5th
Ran into a fun problem today that by shifting the camera forward to fix the arms clipping into your legs while running and jumping, that you could look through walls by walking up to them, so had to move the camera back where it was.
Instead I found a trick using the depth buffer to always render arms correctly even when they are physically clipping into other things
Added a system where only parts of a model can be rendered, depending on what bone is the primary deformation bone.
Added a new feature to smsher where animations can be tweaked on a per bone basis by the import script to help fix up the pistol animations.
Decided the 2 handed pistol animation didn't look good enough and went with a 1 handed animation instead. It was too hard to get the fingers of the left hand to line up properly with multiple avatars all needing individual adjustments.
More tweaking of weapon attachment points... Never ending tweaking.
2016 January 29th
A few people have been suggesting I move to a flat GUI like most modern games use, so this week I redid most of the graphics used by the GUI to a new flat black and gold color scheme.
I think it looks pretty good. Most of the health bars have been replaced by solid color variants as well as a number of people did not like the rainbow style health bars.
2016 January 22nd
Keep finding little bugs in Smsher and having to change how it works.. then I have to reimport all the models only to find several broken and fix them.. then I find another bug while fixing the models, fix that one and it changes the models again.
2016 January 15th
Fixing up all the model import scripts for the new way smsher handles things.
Added a bake first frame of animation flag to smsher, for static objects that only draw correctly when their animation data is used.
2016 January 8th
Finding and fixing new little bugs in smsher. Changing how it behaves to resize and rotate objects.
2016 January 1st
A new year. Brutal Nature has advanced a lot in the last year. We have gone from version 0.50 to version 0.59 and a lot has been added. Cube editing mode has been added, chunk caches, water physics, swimming. 64bit versions of client and server have been released and several new avatars have been added. A new barter menu and cash have been added.
The accessory programs Smsher for importing models and Rainforge for making new maps have been released.
Animations and such are still being worked on.
2015 December 25th
Found some models but having trouble getting some imported correctly.
Fixed problem with smsher where it wouldn't calculate the bounds correctly for split meshes with animations.
Add ignore animation flag to smsher.
2015 December 18th
So, have somewhat of an acceptable knife/attack animation now. Need to find new weapon models now.
2015 December 11th
More work on animations. Its really hard to get them to feel right.
2015 December 4th
Fixed the problem with cached chunks causing world corruption by increasing the hash to 64bits.
2015 November 27th
More work on animations. Trying to get the gun and arms to align properly to the camera has proven hard. Decided to allow animation overrides to override instead of merge two animations.
It should look much better for 1st person animations as otherwise sway from a walking animation moves the gun around on screen, Ok for normal running, not good for aim down sights mode.
Decided to project the camera position through the head bone of the model. That has greatly helped keeping the gun on the correct spot on screen relative to the arms.
2015 November 20th
Still working on animations. Tried messing around with a few different ways of combining animations.
Settled on combining the bone to bone changes of each animation in global space.
2015 November 13th
Animations are hard. Work continues.
To provide better updates I have decided to change the format of this blog. From now on it will be weekly, updated on Friday.
This way hopefully I can write something more interesting then just what my day to day tasks are, and keep the blog more condensed.
2015 November 12th
Still working on getting overrides of individual animation bones.
2015 November 11th
Still working on animations.
2015 November 10th
More work on animations.
2015 November 9th
Adding additional override systems to animations to make it better for first person views.