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 April 26th
More work on terrain generation:
Added new rock type terrains: Dacite, Quartzite. Added Grass Flowers surface terrain. Added meadow sub-region.
Removed muddy grass terrain
2014 April 25th
Fixed basic smelter not having enough fuel capacity for a full charge of wrought iron. More tweaks on the terrain generation code.
Tons of tweaks to the actual terrain generation system.
2014 April 24th
Added a basic simple player mode to the game. It spawns a server in the background that will close when you disconnect. Single player mode does not use the central authorization server and just connects directly. Single player maps can be loaded by multiplayer servers and vice versa. Single player mode has its own unique player so username/password authentication is not used.
2014 April 23rd
Rewrote the file system to allow the client to use files from the data\shared directory if the hashes match. This will allow the server and client to share the same file structure and be distributed together in one archive.
Added compression to files send to client. Added compression to server map save, reducing its size by 90%. Removed requirement for server to have a second port open.
2014 April 22nd
Did a lot of work on movement. Can no longer climb up very steep mountains but can walk along the side of mountains if you have a grapple to keep you from sliding down. Also now slide down the side of mountains. Fall damage is now configurable in Server.cfg.
2014 April 21st
Fixed bug where drag was cubic instead of squared with speed. Tweaking drag for players and projectiles. Increased amount of wood that tables need to make. Fixed electric smelter recipe.
Bullet drag and gravity is now a server.cfg setting.
Player drag, gravity and jump height is now a server.cfg setting.
2014 April 20th
Packed up another version of Brutal Nature for release and took screenshots for the release!
April 20th, 0.40 is now released:
2014 April 19th
More tweaks to recipe balance and terrain generation.
2014 April 18th
Added a forge model from http://opengameart.org/
Cleaned up some of the terrain code so that flora selection can be separated from ore selection in the configuration files. Lots of tweaks to terrain generation and recipes.
2014 April 17th
Added 'Kaolin' clay as a new terrain material. Added 'Mud Bricks' and 'Fire Bricks'. Added Refractory mortar. Removed Alumina requirement from building recipes.
Lots of play testing to balance the new items and see if they feel right.
2014 April 16th
More work on electric smelters, added a stop button to smelters.
Changed fuel to be consumed gradually instead of at once. Double clicking a fuel now adds the exact amount needed if a recipe has been selected. Better handling of low FPS movement.
2014 April 15th
Started work on adding an electric powered smelter to the game.
2014 April 14th
Added new intermediate table and basic forge. Each recipe now has a min/max tech level to make it and each building has a tech level.
Rewrote how crafting is handled. Now smelters store all items while crafting is in progress.
2014 April 13th
Finished up generator menu. Server now saves/loads spawn points.
Fixed Extra ammo click when out of ammo and loading up individual cartridge weapon like the shotgun. Fixed Players/objects/etc disappearing under water
2014 April 12th
Reduced running speed slightly. Halved speed of mining. Added depth dependent sub regions and moved the majority of ores underground.
Left/Right arrow keys now change tab in GUI. Fixed enter key not working in crafting amount select box.
2014 April 11th
Added 5 new terrain textures. Changed the grass texture and added 2 new grass textures. Increased texture scale on the terrain by 2x.
Added stone and mud bricks to the game. Both made at the table.
Fixed bug where subregions where not being loaded properly.
2014 April 10th
Well today marks 10 months that I have worked on Brutal Nature and updated this development blog every single day without fail.
Added sound effect for running generator, along with start up and shutdown sounds.
Fixed a small movement bug where it was sometimes preventing you from entering narrow caves and door ways.
Added wiring junctions! Now wires can be split to power multiple loads and other wiring junctions.
Added wiring junction model from TurboSquid.
2014 April 9th
Finished up the basic functionality of the generator menu. Generators now consume fuel depending on how much power is drawn plus idle consumption when on.
2014 April 8th
Generators now produce a limited amount of electricity. Updated Angelscript to 2.28.2.
Started work on generator interaction menu.