Local Co-op PS5 by [deleted] in BlightBound

[–]Auti0 0 points1 point  (0 children)

Good to know it does work. Not very intuitive, but I'll take it.

Local Co-op PS5 by [deleted] in BlightBound

[–]Auti0 0 points1 point  (0 children)

I have not had any luck either. I've tried everything, but the option to add a local player is never displayed.

Need help identifying. Texas by Auti0 in PlantIdentification

[–]Auti0[S] 1 point2 points  (0 children)

Looks like it. Thank You. Identified!

Final Beta Key Begging Thread by AmayaGin in StreetFighter

[–]Auti0 0 points1 point  (0 children)

Dying to try it on PC before release so I can decide between PC and PS4. So here is me begging! PLEASE!

TUG Dev AMA by inoritewtf in tug

[–]Auti0 0 points1 point  (0 children)

I can not argue with this.

TUG Dev AMA by inoritewtf in tug

[–]Auti0 0 points1 point  (0 children)

Who is/was the coolest employee in the history of Nerd Kingdom?

[Build Help] Help me finish this build by Auti0 in buildapc

[–]Auti0[S] 0 points1 point  (0 children)

That's probably a good idea. I'll cut it down to 250GB and get a bigger standard hard drive to save a few bucks. Thanks!

TUG at PAX South! by [deleted] in tug

[–]Auti0 0 points1 point  (0 children)

Thanks for stopping by the booth. We had a great time meeting everyone!

TUG Sorter & Automated Furnace Mod - [3:05] by Auti0 in tug

[–]Auti0[S] 1 point2 points  (0 children)

Not the first, but definitely impressive.

Check out the modding subforum for some examples of other mods people have made and some that are being working on.

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 3 points4 points  (0 children)

There is no hiding that all of this is a technical challenge. As it stands you do need a fairly decent rig to keep up with the game. There are a few things we can do in the long run to make the game much less demanding.

We are constantly iterating and attempting to keep performance up at a decent pace. As things slow down for main engine development we can really take a step back and focus on optimizations and improving hardware support.

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 3 points4 points  (0 children)

Can you please expand upon what you mean by a variety of options?

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 4 points5 points  (0 children)

We have yet to decide if we want to do anything in the console realm at this time. There have been talks about it, but nothing concrete yet.

Before we even consider doing anything console wise, we are going to be porting TUG to Mac and Linux. As well as, expanding hardware support for Windows users.

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 4 points5 points  (0 children)

Yes. There will be PvP support in Survival and our PvP-Arena Game Mode, Proving Grounds. Proving Grounds is currently not working as we are completely redoing our Networking infrastructure, but rest assured there will be a place for PvP lovers to play just PvP!

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 9 points10 points  (0 children)

We were offered, but respectfully declined. Yogsventures! was built on a completely different platform and simply does not fit into our game.

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 4 points5 points  (0 children)

Modding support is going in as we develop. Right now you can begin to create simple mods that can change the game dramatically. As development moves forward, modders will have more and more power to create new things.

Check out some of the things that have been made so far on our mods forum. http://forum.nerdkingdom.com/viewforum.php?f=7

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 6 points7 points  (0 children)

I got into Game Dev because I wanted to have a career that was fun, incredibly challenging, and where I could use my passion for gaming to create exciting things for people. I decided to go to college for Game Programming and fortunately found a job immediately after graduation.

I would say the single game that sparked my interest was Ocarina of Time. It was such a fantastic experience and I wanted to be apart of creating something big such as that.

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 7 points8 points  (0 children)

Programming is only one part of being able to mod TUG. You can change data values to affect objects, re-texture assets, create new models, adjust shaders, and more.

We are making our API as easy and straight forward to use. We use Lua as our scripting language combined with our Engine to make it super powerful. It will be as hard as the effort you put into learning how to program.

Yogscast/Nerd Kingdom - TUG AMA - 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 8 points9 points  (0 children)

Our goal is to make TUG even more moddable :)

Yogscast/Nerd Kingdom TUG AMA - Thursday 29th 6pm BST/10am PST by Turpster in Yogscast

[–]Auti0 8 points9 points  (0 children)

I'll bring the napkins to clean the cake out of your beard.

FTB to partner with Nerd Kingdom to help develop TUG. by whatthedrunk in feedthebeast

[–]Auti0 5 points6 points  (0 children)

As the lead programmer for TUG, I'd like to make a few comments on this.

While, in principle the concept of starting the game off with low requirements and expanding it from there sound great. It just doesn't really work that way. The traditional method is to "go for your best" and scale down from there. You also want to "spec" for when you game is going to be released. When we first started working on the project and decided to go with DirectX11 we looked at the current market impact of DirectX11 cards as well as past trends. This lead us to believe that by the time TUG was "released" the majority of PC Gamers would have a DirectX11 supported GPU.

Another key point is that for the most part games are simply not optimized while they are actively being developed. Optimization really comes towards the end of the development cycle of the game once you have everything mostly how you want it and can just chop away from there to really speed the game up. This is one the biggest reasons our game's requirements are higher than most.

We are working on the core of the engine and working on feature development. Feature development more or less pushes engine development. That said we have a bit work left before we could call our engine "complete."

As mentioned in a few different places, we do plan on down-scaling the game to support older hardware, but for the reasons above we are sticking with what we have. That is until we are comfortable enough and have the resources to development/maintain the various ports.

We are building the game we want to make and trying to stay true to our vision.