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 May 15th
Started work on a container GUI menu.
2014 May 14th
Players now drop carried object on death. Removed Colt Python and Winchester Model 1897 from starting inventory and replaced with Beretta PX4. Did some play testing.
2014 May 13th
Added support for armor to be used as recipe ingredients. Added recycle recipes for armor.
2014 May 12th
Did play testing and took screenshots for media page.
2014 May 11th
Did last minute checks and packed up a new version of Brutal Nature for release!
May 11th, 0.41 is now released:
2014 May 10th
Today marks 11 months that I have worked on Brutal Nature every day.
Fixed weapon recycling recipes. Limited player inventory crafting to a max of 1 recipe quantity. Recipes with smaller then size 1 could still have multiple be made however.
2014 May 9th
Tracked down and fixed some minor rendering bugs. Gave the NPCs client side collision/gravity prediction to prevent NPCs from flying all over the place.
2014 May 8th
Made a DX10.0 fallback for the water shader when multisampling is enabled. Added better error reporting when a user tries to run the game on a DX9 card.
2014 May 7th
Did some research into other sandbox games and what players are saying about them. Server wipes and cheaters where both often complained about. Did some play testing.
2014 May 6th
Did some research into network code for FPS games.
Change electric smelter to produce tier 4 tech. Moved ceramic armor to tier 4 and steel armor up to tier 3. Moved steel sword/pickaxe to tier 3 and HSS sword/pickaxe to tier 4. Moved several guns up to tier 4.
2014 May 5th
Added server description to server browser. Did some more work on the games login procedure.
2014 May 4th
Added ping display to server browser. Fire rate of semi-auto weapons increased to 240rpm. Updated fmod version. Turned on fmod distance and directional filtering.
2014 May 3rd
Users now updated if spawn point is moved or destroyed. More tweaks to terrain generation and textures. Added some additional security to the login procedure.
Started work on adding a ping display to the server select screen.
2014 May 2nd
Bed spawn points restricted to 1 player per bed. If you try to use a bed someone else is using, it will tell you its occupied and who is currently occupying it. It will also refuse to allow you to move it.
This is to prevent the tactic of rushing into someones base and tagging their base as your spawn point, resulting in an endless spawn/shoot each other loop.
2014 May 1st
Added saving/loading of objects 'stored' by inventory crafting.
Fixed bug where NPC's would spawn with line of sight to player. Prevented NPC's from spawning within 200 feet of player regardless of line of sight.
2014 April 30th
End of another month! Major additions into electricity! You can now build generators, electric smelters and lights and wire them all up!
Single player mode has been added! If you just want to build without worry about people messing with your stuff, this is for you! With our full modding support, tweak the game however you like.
Movement and the grapple hook has also been overhauled and is better then ever. Terrain has been reworked and is looking much better.
Today I worked on crafting. Crafting in the inventory now takes time instead of being instant. The hope is to make crafted buildings feel more important, encourage thinking ahead and working together.
2014 April 29th
Objects now retain there health value when picked up and placed again.
Some objects can no longer be picked up into inventory after being placed. You can pick them up but you are forced to place them again. Logging out will place the object where you stand.
2014 April 28th
Added text to tell you when you enter/exit wire editing mode. Wire editing mode and terrain editing mode are now mutually exclusive.
Added ability for electric powered smelters to make some fuel based recipes, having a PowerPerHeat variable that determines if they can produce heat from power and how much.
2014 April 27th
Fixed bug where NPC attack code still considered users to be logged in after they logged out. This should help reduce the number of times you log in to find yourself swarmed by waiting animals.
Made chat text and join/quit messages yellow for better visibility. Changed size of forges to be smaller.