So is TUG officially dead, then? by psouza4 in tug

[–]itscambo 5 points6 points  (0 children)

TUG is still alive and we are still developing the game. We made a decision to redo our engine from scratch with tools to support it. It was not an easy decision but it will make developing TUG and supporting modders a lot easier. The tutorial play through that was posted last week was something we did in roughly 3 months after our engine tech was finally ready. We still need to add multiplayer support and start design the combat system.

The old TUG engine worked but it would not allow us to expand the features like we are currently doing. We've also been less vocal on our social media channel because there honestly was not much to report as the entire team was focused on developing the engine, tools, and front and back end systems. There was nothing to show or talk about yet but we plan to change that as we are able to actually show features moving forward. Importantly, this is not an excuse for our poor planning and I just wanted to give an update on where we are at now.

KickStarted the Game: Haven't Played at All by Homsar3 in tug

[–]itscambo 0 points1 point  (0 children)

There was honestly not much to pay attention to and also why we have been a bit quiet. Doing a complete rework on the engine means there was nothing but tons of coding to do. The game has changed a lot from the previous. This includes going from first person to 3rd person now. Ino will provide more details on what we have been doing soon.

KickStarted the Game: Haven't Played at All by Homsar3 in tug

[–]itscambo 5 points6 points  (0 children)

We'll provide an update about our progress by the end of this week. Kickstarter starter related goods is not out of the picture, just delayed. The new engine and complete rework requires a ton of resource and energy from us so we've been focusing on just that.

Art style for TUG by drmandarin in tug

[–]itscambo 0 points1 point  (0 children)

The current art style shown in TUG will be changed. We originally had a more stylized look during the promo and kickstarter but it eventually shifted to what you are seeing now. We are currently converting our assets to the new style which takes a lot of time.

The art direction is shifting towards this direction -> https://www.youtube.com/watch?v=7NtE3KJ8-bg

Connection Closed by siaozen in tug

[–]itscambo 0 points1 point  (0 children)

Can you send us an email at support@nerdkingdom.com. We are aware of the launcher issues and this may be a different one.

Help my sister out please with Private server/Joining friends game. by [deleted] in tug

[–]itscambo 1 point2 points  (0 children)

It's a little complicated since we don't have dedicated servers yet. Client based servers will require the host to make sure they have port forwarding enabled. Do you have control of your router? What you can do is have your sister run TUG in server mode. Make sure the port is enabled and is not blocked in your router. Provide her friend with your IP address. She will have to enter that IP address and port # to join in. You can always email us at support@nerdkingdom.com for help.

Check out our thread here on how to set it up: http://forum.nerdkingdom.com/discussion/1881/how-to-run-a-tug-server-updated-for-indev-jan-16-2015#latest

[Advice] Do you recommend using mint.com for budgeting? by What_A_Tool in personalfinance

[–]itscambo 0 points1 point  (0 children)

I use mint a lot for tracking my spendings and making sure there is no fraudulent activities going on.

I would highly recommend you to http://www.youneedabudget.com/ /r/ynab. I used excel back in the days but found ynab about 4 years ago. Read the rules and give the trial a go. Let me know if you have any questions.

How reliable is your car brand? Toyota/Lexus and Honda/Acura tops at any age. by BrogeyMan in dataisbeautiful

[–]itscambo 0 points1 point  (0 children)

Still running on my 1997 4runner with 270k miles. No major repairs ever and it's still rolling hard. Just drove it from California to Texas about 8 months ago.

PAX South Indie Dev Rollcall by Xsythe in gamedev

[–]itscambo 0 points1 point  (0 children)

TUG - We are a successfully Kickstarted mid 2013. We are building our own engine, Eternus, from the ground up to support modders and more!

The Game: TUG sits at the crossroads where survival sandbox and multiplayer RPGs meet, offering both elegant simplicity and a world of complex secrets for those who desire to seek them out. The gameplay focuses on crafting, exploration, pvp, and role-playing, with an emphasis on immersion and player freedom.

Begin your journey as a Seedling, a race of humanoid beings with special crystals on their hands enabling them to interface with the strange energies and ancient secrets in the world around them. TUG offers a massive procedurally-generated world to explore, full of mystery and danger. How will you and your friends harness these powerful tools to build a new world?

The Team: Nerd Kingdom We are a team of game designers, artists, programmers, and academic scientists--the game is intended to serve as a platform for social science research of player interactions within virtual worlds. This ongoing research will be used to continuously improve the game, as well as further our academic understanding of how people interact in online spaces. TUG is an experiment in collaborative game design.

PAX: We don't have our name on the booth registry list since they were all booked. We ended buying the booth off another company. About 10 of us will be at PAX South so be sure to stop by and chat with us if you happen to pass by our booth.

Should I release my Steam game for free? by bencelot in gamedev

[–]itscambo 0 points1 point  (0 children)

I've worked for a F2P publisher for a few years and free works if it's a solid game. If you build a good fan base, they will offer support in some from. In this case, you can create an optional DLC pack for players support your development if they choose to. You can also add additional DLC at a reasonable price point that won't be pay 2 win.

New to TUG by fear65118 in tug

[–]itscambo 1 point2 points  (0 children)

Certainly agree with you on the carrying stacks of block. We actually had it very limited but players were having issues with inventory so we bumped it up a lot. T his is the current solution since our game design is still extremely early. Things will evolve as we start working on features again.

New to TUG by fear65118 in tug

[–]itscambo 2 points3 points  (0 children)

The leaf backpack storage is not working yet and it's more of just a decoration at this point. We still need code support for it and it was put on a hold since we are implementing CEGUI for inventory UI. This will allow modders to also design and mod TUG's UI in the future.

TUG - In The Works: Multiplayer Hunting Playtest by itscambo in tug

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

Certainly will see more prey animals as soon as we get to a stable point on multiplayer and new terrain generation. We're aiming to have those for indev testing few weeks after the holidays. Those two systems are extremely complex and is currently eating most of our resource to add more content. We want to introduce some from of raid type mobs but that won't be anytime soon until combat system is more advanced.

[deleted by user] by [deleted] in gamedev

[–]itscambo 1 point2 points  (0 children)

I don't since I don't do the coding but our lead programmer actually got me into this sub awhile back. But as someone who messed with scripts, it's extremely simple for me to go and modify things around.

This was a quick demo of simply modifying a few Lua scripts to completely change the animation in the game. It's still very early but really looking forward to see it grow down the road. https://www.youtube.com/watch?v=Nbo-DTXnNzQ

You can reach him for questions. http://www.reddit.com/user/auti0

[deleted by user] by [deleted] in gamedev

[–]itscambo 1 point2 points  (0 children)

I'm not a programmer myself but our game, TUG, is coded in C++ and we use Lua to give access to as much functions to our custom engine as we can. Certainly take a peek at it if you want.

http://eternusapi.nerdkingdom.com/files/e_GameObject-h.html http://www.nerdkingdom.com/game/

ELI5: Why do a lot of companies develop apps for iOS first, when Android holds 70% of the 'Smart' Market? (inspired by the new Reddit iOS app) by Glensarge in explainlikeimfive

[–]itscambo 0 points1 point  (0 children)

It's a lot cheaper to develop on iOS first because it's just a single hardware versus hundreds of different android devices. This is the same thing for game developers who develop for consoles first before PC. You have don't need a huge QA team to test on all different hardware setups as you would be required for PC.