- Progress Update - 3/3/2017 - 3 March 2017
Hey everybody! Cambo here and Happy Friday! I’ll go ahead and update everyone since Ino is lost in the world of Zelda today. The team has been very busy the past month working on our engine tools and gameplay features, and core experiences. I will personally be working on having more frequent blog posts, dev updates, and videos when they are available. I am aiming for at least twice a month and video snippets from our demo Fridays. Importantly, I hope to shift our blog posts to our website in the future. In the last blog, we mentioned that we would take note of the QA document that was compiled from the community. I got to work and nagged the team leads to answer them, nagging is what I do best. You can find the questions here. Thanks for organizing and bringing this to our attention @Rawr! The leads answered most of the questions but we will wrap up the rest over the next couple blog p…
- Progress Update - 3/3/2017 - 3 March 2017
Hey everybody! Cambo here and Happy Friday! I’ll go ahead and update everyone since Ino is lost in the world of Zelda today. The team has been very busy the past month working on our engine tools and gameplay features, and core experiences. I will personally be working on having more frequent blog posts, dev updates, and videos when they are available. I am aiming for at least twice a month and video snippets from our demo Fridays. Importantly, I hope to shift our blog posts to our website in the future. In the last blog, we mentioned that we would take note of the QA document that was compiled from the community. I got to work and nagged the team leads to answer them, nagging is what I do best. You can find the questions here. Thanks for organizing and bringing this to our attention @Rawr! The leads answered most of the questions but we will wrap up the rest over the next couple blog p…
- Progress Update - 2/10/2017 - 10 February 2017
Ahoy! Our adventure into gameplay prototyping has begun, with big steps towards making our development environment much more seamless and flexible. The benefits to having a small team of brilliant minds, is that we are constantly forced to looking at ways to make our lives, and the lives of our users, easier. We have to find ways of making things accessible, faster, and easier to understand, and while that can take more time than just smashing a system into an engine, the results are exponential, and keep everyone excited. In the coming weeks, we will continue to take note of the QA document the community has been compiling, and aligning our internal leads to address them as appropriate. Without question, it will result in more and more questions, so we are discussing how best to address this. We get a lot of live feedback from everyone involved in our discord channel, and please know i…
- Progress Update - 2/10/2017 - 10 February 2017
Ahoy! Our adventure into gameplay prototyping has begun, with big steps towards making our development environment much more seamless and flexible. The benefits to having a small team of brilliant minds, is that we are constantly forced to looking at ways to make our lives, and the lives of our users, easier. We have to find ways of making things accessible, faster, and easier to understand, and while that can take more time than just smashing a system into an engine, the results are exponential, and keep everyone excited. In the coming weeks, we will continue to take note of the QA document the community has been compiling, and aligning our internal leads to address them as appropriate. Without question, it will result in more and more questions, so we are discussing how best to address this. We get a lot of live feedback from everyone involved in our discord channel, and please know i…
- Progress Update - 1/13/2017 - 13 January 2017
Ahoy! Just wanted to give you guys a quick update on what has been going on this month, and some things to expect coming into next month. We have a big investor milestone meeting coming up on the 19th, and all of our time has been focussed on getting all the systems we shared with you, via youtube, stable and clean. Of course, those systems are not fully fleshed out game features just yet, but it's a strong foundation built on the engine that is allowing us to expand out on things with gusto. Into the coming months, we will be focussing on what is defined as a “minimally viable product”, that is to say, “what does this game experience feel like, with polish, for a short play session”. So while it may not be perfectly balanced, we need to demonstrate polished animations, some competency with enemy AI, and strong visuals (particle effects, graphics, etc). This also means a grasp on what t…
- Progress Update - 1/13/2017 - 13 January 2017
Ahoy! Just wanted to give you guys a quick update on what has been going on this month, and some things to expect coming into next month. We have a big investor milestone meeting coming up on the 19th, and all of our time has been focussed on getting all the systems we shared with you, via youtube, stable and clean. Of course, those systems are not fully fleshed out game features just yet, but it's a strong foundation built on the engine that is allowing us to expand out on things with gusto. Into the coming months, we will be focussing on what is defined as a “minimally viable product”, that is to say, “what does this game experience feel like, with polish, for a short play session”. So while it may not be perfectly balanced, we need to demonstrate polished animations, some competency with enemy AI, and strong visuals (particle effects, graphics, etc). This also means a grasp on what t…
- TUGv2 Progress Update - 22 December 2016
Ahoy! After a long period of development with TUGv2, under the new engine, internally dubbed “eternus”, we are proud to share the progress we have made so far. Please do keep in mind, that we are building everything from the ground up on our own, to facilitate a lot of unique future goals, so not all systems have been complete. In order to hit our goals for this month, we had to be sure we focussed on systems that made the most sense, to share something today. So be aware that what you see is incomplete, the systems are not final, and we still have a long way to go until it's “complete” and polished. As for advancements: Art: we have FINALLY been able to define visual consistency to work hand in hand with graphics development. And while we are still lacking some general systems like Particle Effects, and proper animation support, to facilitate polish, the general look of the game has re…
- TUGv2 Progress Update - 22 December 2016
Ahoy! After a long period of development with TUGv2, under the new engine, internally dubbed “eternus”, we are proud to share the progress we have made so far. Please do keep in mind, that we are building everything from the ground up on our own, to facilitate a lot of unique future goals, so not all systems have been complete. In order to hit our goals for this month, we had to be sure we focussed on systems that made the most sense, to share something today. So be aware that what you see is incomplete, the systems are not final, and we still have a long way to go until it's “complete” and polished. As for advancements: Art: we have FINALLY been able to define visual consistency to work hand in hand with graphics development. And while we are still lacking some general systems like Particle Effects, and proper animation support, to facilitate polish, the general look of the game has re…
- Discussion Update - 2/8/201 - 8 February 2016
Hey all, it seems that lots of people are taking bits and pieces of information from different places, so here is a breakdown of something with specifics, so there is not any hearsay involved. Please note, we will update this list as discussions advance a bit further as well. Strongly considering giving TUG away for free, but don't know what that looks like yet monetization for TUG is all about aesthetic, not gated content design and experience are not changing with this consideration game is playable offline and moddable, so not really something that allows for us to gate or control content, since you could just mod around it discussion is needed with community over next year to figure it out. focus on getting into as many hands as possible, both dev and player Mod monetization/support important to give modders a way to earn living from amazing work quality control is first priority, n…
- Discussion Update - 2/8/201 - 8 February 2016
Hey all, it seems that lots of people are taking bits and pieces of information from different places, so here is a breakdown of something with specifics, so there is not any hearsay involved. Please note, we will update this list as discussions advance a bit further as well. Strongly considering giving TUG away for free, but don't know what that looks like yet monetization for TUG is all about aesthetic, not gated content design and experience are not changing with this consideration game is playable offline and moddable, so not really something that allows for us to gate or control content, since you could just mod around it discussion is needed with community over next year to figure it out. focus on getting into as many hands as possible, both dev and player Mod monetization/support important to give modders a way to earn living from amazing work quality control is first priority, n…
- Help us improve TUG - 27 January 2016
Hey everyone, we are in the process of testing some data bits for TUG, it would be a huge help if you could help us out a bit by playing for a while. Just install our VakariMod and play on our dedicated server. Server info is in step #3 just in case you miss it. http://devotus.github.io/TUG-VakariMod/.
- Help us improve TUG - 27 January 2016
Hey everyone, we are in the process of testing some data bits for TUG, it would be a huge help if you could help us out a bit by playing for a while. Just install our VakariMod and play on our dedicated server. Server info is in step #3 just in case you miss it. http://devotus.github.io/TUG-VakariMod/.
- TUG AMA Today @ 2:00PM - 4:00 PM CST - 15 January 2016
We will be taking down the buy button for TUG, so nobody will be able to purchase the game until we are ready to release TUG version 2 (openGL) after a lot of testing with all of you, who already own TUG. AMA today at 2-4CST, for everyone and anyone who has any questions about what's going on with TUG, where it's at, and where it's going. We will be doing it at /r/tug https://www.reddit.com/r/tug Lots of current discussion about no longer charging for access to TUG in the future. Some general outlines of this thinking in ino’s vlogs below… same game, no gimmicks, just free for everyone to try, with a few aesthetic bits to let people choose to support what we are doing. https://www.youtube.com/watch?v=XDOr8EtGSvg https://www.youtube.com/watch?v=WMPS4XApXNo
- TUG AMA Today @ 2:00PM - 4:00 PM CST - 15 January 2016
We will be taking down the buy button for TUG, so nobody will be able to purchase the game until we are ready to release TUG version 2 (openGL) after a lot of testing with all of you, who already own TUG. AMA today at 2-4CST, for everyone and anyone who has any questions about what's going on with TUG, where it's at, and where it's going. We will be doing it at /r/tug https://www.reddit.com/r/tug Lots of current discussion about no longer charging for access to TUG in the future. Some general outlines of this thinking in ino’s vlogs below… same game, no gimmicks, just free for everyone to try, with a few aesthetic bits to let people choose to support what we are doing. https://www.youtube.com/watch?v=XDOr8EtGSvg https://www.youtube.com/watch?v=WMPS4XApXNo
- TUG Update Alpha 0.8.9 - 12/15/2015 - 15 December 2015
Greetings! The patch we’re releasing today is largely focused on improvements for modders. For a full list of changes, check the details below. Also, in an effort to knock out some of the smaller bugs and annoyances, we have added in an option in the video settings that allow you to adjust your gamma correction! No more dark nights! (and days!) Big thanks to one of our newest members on the gameplay team, Viridian, for that little change. Give a shout out to him @nerdkingdom and give us a follow if you haven’t yet. If you want to know about future updates and release builds, follow us @theuntiltledgame. Modding Improvements Added more advanced NKParseFile (NKCreateParser) Removed Index variable from crafting files Added a way to override crafting recipes Added warnings to crafting files parser Separated submesh definitions from Human Seed.txt to /Data/Gear/3P/ Separated submesh definiti…
- TUG Update Alpha 0.8.9 - 12/15/2015 - 15 December 2015
Greetings! The patch we’re releasing today is largely focused on improvements for modders. For a full list of changes, check the details below. Also, in an effort to knock out some of the smaller bugs and annoyances, we have added in an option in the video settings that allow you to adjust your gamma correction! No more dark nights! (and days!) Big thanks to one of our newest members on the gameplay team, Viridian, for that little change. Give a shout out to him @nerdkingdom and give us a follow if you haven’t yet. If you want to know about future updates and release builds, follow us @theuntiltledgame. Modding Improvements Added more advanced NKParseFile (NKCreateParser) Removed Index variable from crafting files Added a way to override crafting recipes Added warnings to crafting files parser Separated submesh definitions from Human Seed.txt to /Data/Gear/3P/ Separated submesh definiti…
- Alpha Patch 0.8.8 [HOTFIX] - 17 November 2015
Hi everyone, this is just a small patch to address some feedback we’ve received from the last release. You can now drop full stacks of items when in z-placement, and we’ve addressed several stability issues that have been sporadically affecting users. Updates Updated z-placement so that holding the place key (default right mouse button) will place a full stack of whatever is in your hand. Fixed a save corruption if the client closed (or crashed) the game while interacting with any type of container Fixed an issue with containers being unloaded improperly Fixed an issue with players leaving when holding an item that isn’t visible Fixed a crash with players looking at invalid objects
- Alpha Patch 0.8.8 [HOTFIX] - 17 November 2015
Hi everyone, this is just a small patch to address some feedback we’ve received from the last release. You can now drop full stacks of items when in z-placement, and we’ve addressed several stability issues that have been sporadically affecting users. Updates Updated z-placement so that holding the place key (default right mouse button) will place a full stack of whatever is in your hand. Fixed a save corruption if the client closed (or crashed) the game while interacting with any type of container Fixed an issue with containers being unloaded improperly Fixed an issue with players leaving when holding an item that isn’t visible Fixed a crash with players looking at invalid objects
- TUG Update Alpha 0.8.7 - 11/4/2015 - 4 November 2015
Greetings! Another big update for TUG! Let’s get right into it! There are two big changes to look for with this update the first being the loot system. We are always on the lookout for areas where we can save on performance and help out the player. In past versions of the game, drops from items and characters were physics enabled which meant they could get lost in the terrain, slide or bounce all over the place and otherwise be a nuisance to deal with on the server as well as for players. Now loot objects are much easier to see, interact with, and much more friendly on performance. Along with this change we have also separated how you pickup and place objects. Loot can be picked up using the F key and holding the key down will attempt to pick up all loot objects near the player. To quickly drop items out of your hand, use the Q key and holding this key will drop every item in a stack. S…
- TUG Update Alpha 0.8.7 - 11/4/2015 - 4 November 2015
Greetings! Another big update for TUG! Let’s get right into it! There are two big changes to look for with this update the first being the loot system. We are always on the lookout for areas where we can save on performance and help out the player. In past versions of the game, drops from items and characters were physics enabled which meant they could get lost in the terrain, slide or bounce all over the place and otherwise be a nuisance to deal with on the server as well as for players. Now loot objects are much easier to see, interact with, and much more friendly on performance. Along with this change we have also separated how you pickup and place objects. Loot can be picked up using the F key and holding the key down will attempt to pick up all loot objects near the player. To quickly drop items out of your hand, use the Q key and holding this key will drop every item in a stack. S…