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    <title>Nox Futura on Bracket Productions</title>
    <link>https://bracketproductions.com/categories/nox-futura/</link>
    <description>Recent content in Nox Futura on Bracket Productions</description>
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    <language>en</language>
    <copyright>©{year} Herbert Wolverson, All Rights Reserved</copyright>
    <lastBuildDate>Wed, 25 Apr 2018 10:46:50 -0600</lastBuildDate>
    
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      <item>
        <title>Nox Futura - Alert Lighting</title>
        <link>https://bracketproductions.com/posts/noxfutura/alert_lighting/</link>
        <pubDate>Wed, 25 Apr 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/alert_lighting/</guid>
        <description>Alert lighting is now working in the upcoming Unreal engine version. Power is low, so the escape pod is on red alert - and the settlers stand ready to try to build their future!</description>
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        <title>Nox Futura - More Unreal Experiments</title>
        <link>https://bracketproductions.com/posts/noxfutura/more_unreal_experiments/</link>
        <pubDate>Wed, 25 Apr 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/more_unreal_experiments/</guid>
        <description>99% code reuse, but with Unreal handling UI and rendering. It&amp;rsquo;s a LOT faster than my hand-rolled engine, and really pretty! Importing MagicaVoxel models, recoloring (for the procedural generated characters) was fun. The map is also entirely dynamic, just like the main game.</description>
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      <item>
        <title>Nox Futura - Collapsing the World, Eating and Drinking</title>
        <link>https://bracketproductions.com/posts/noxfutura/collapse_the_world/</link>
        <pubDate>Sat, 21 Apr 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/collapse_the_world/</guid>
        <description>Between a very heavy workload, and tax week, I didn&amp;rsquo;t have a lot of time to accomplish anything enjoyable this week. This is definitely the one week of the year in which I hate being an independent contractor!
I did show off Nox to a Facebook indie-dev group, and the reaction was generally positive - with a few suggestions that I need to show more depth and less Minecraft-esque graphics. That&amp;rsquo;s probably true.</description>
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        <title>Nox Futura - Machines and Base Building Walkthrough</title>
        <link>https://bracketproductions.com/posts/noxfutura/machines_walkthrough/</link>
        <pubDate>Fri, 06 Apr 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/machines_walkthrough/</guid>
        <description>Watch the video here
My lovely wife decided to help me make a play-through video. It illustrates a lot of the concepts of the game - building workshops, obtaining resources, and designing/building a machine combining a pulse oscillator, AND gate, lever and retracting spikes.</description>
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      <item>
        <title>Nox Futura -  Traps, Machines and Context Menus</title>
        <link>https://bracketproductions.com/posts/noxfutura/traps_machines_context/</link>
        <pubDate>Fri, 23 Mar 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/traps_machines_context/</guid>
        <description>My Nox Futura work this week has been relatively scattered; the last couple of updates exposed a ton of functionality, so now I&amp;rsquo;m catching up on bugs and missing features that have been exposed as a result. It&amp;rsquo;s slow going, but very satisfying. It&amp;rsquo;s also led to some hillarious bugs.
Silly Bugs  Found a funny issue with work orders. Some critical successes let you make more than one item at a time.</description>
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      <item>
        <title>Nox Futura -  Traps and an epic battle with ant monsters</title>
        <link>https://bracketproductions.com/posts/noxfutura/traps_ant_monsters/</link>
        <pubDate>Fri, 16 Mar 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/traps_ant_monsters/</guid>
        <description>Watch the YouTube video here
To celebrate the newly working traps, I found a world with an ant-monster (Emmett) horde on the other side of a river. I carefully built up a trap corridor and we join the action as our settlers complete the bridge into the ant monster&amp;rsquo;s lands. The ants charge, many perish from our traps, and some more escape to bring havoc and destruction to our ship.</description>
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        <title>Nox Futura -  Workflow and Stockpiles</title>
        <link>https://bracketproductions.com/posts/noxfutura/workflow_stockpiles/</link>
        <pubDate>Fri, 16 Mar 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/workflow_stockpiles/</guid>
        <description>In theory, http://noxfutura.com should now point at my itch.io page. I hope that works, redirects aren&amp;rsquo;t always my friend.
There have been a lot of small changes this week:
 Tweaked some VS settings to make my debug builds a bit more like my publish builds, and suddenly VS&amp;rsquo;s profiler shows me slow-down on a per-line basis. Not sure what I did, but I like it! Fluid dynamics uses a compute shader.</description>
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        <title>Nox Futura -  March 9th 2018 Progress</title>
        <link>https://bracketproductions.com/posts/noxfutura/march_9_2018/</link>
        <pubDate>Fri, 09 Mar 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/march_9_2018/</guid>
        <description>Still working on moving office (it&amp;rsquo;ll be a while - we have a lot of stuff!), but still finding time to get some things done. I put off a couple of large pieces of feature work, and mostly focused on foundational items because I&amp;rsquo;ve not had a lot of uninterrupted time - but lots of small time blocks. (There&amp;rsquo;s one exception - a new ECS!). There&amp;rsquo;s a new pre-alpha build on itch with these changes in it.</description>
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      <item>
        <title>Nox Futura -  Early March Progress</title>
        <link>https://bracketproductions.com/posts/noxfutura/early_march_2018/</link>
        <pubDate>Fri, 02 Mar 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/early_march_2018/</guid>
        <description>A relatively brief update this week (by my standards). Received word part-way through the week that I&amp;rsquo;m moving office (after lightning strikes, unconscious naked girls and vandalism we&amp;rsquo;re glad to move!), so my dev-cycle was interrupted. There&amp;rsquo;s no new pre-alpha release this week, because I&amp;rsquo;m in the middle of things. It also nixed any chance of doing a 7DRL, so I&amp;rsquo;ll just have to be satisfied with the one I already made.</description>
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        <title>Nox Futura - New Update, Farming and Building</title>
        <link>https://bracketproductions.com/posts/noxfutura/farming_building/</link>
        <pubDate>Mon, 19 Feb 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/farming_building/</guid>
        <description>Just occasionally, work is super light, I&amp;rsquo;m inspired, and things come together nicely. So a LOT has been accomplished this week!
Tooling  I only just noticed that my &amp;ldquo;open source developer&amp;rdquo; license with JetBrains includes Resharper C++. I added it to Visual Studio. It&amp;rsquo;s a little sluggish, but it is seriously good stuff. Inline warnings and the improved Intellisense are fantastic. :-) After a Twitter discussion with /u/Kyzrati, I installed Very Sleepy.</description>
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        <title>Nox Futura - Now on Itch.IO</title>
        <link>https://bracketproductions.com/posts/noxfutura/nowonitch/</link>
        <pubDate>Tue, 30 Jan 2018 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/nowonitch/</guid>
        <description>Nightly builds for Nox Futura have moved to itch.io. You can get the game here: https://thebracket.itch.io/nox-futura</description>
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      <item>
        <title>Nox Futura - World Generation</title>
        <link>https://bracketproductions.com/posts/noxfutura/worldgen-explode/</link>
        <pubDate>Fri, 04 Aug 2017 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/worldgen-explode/</guid>
        <description>Watch The Video On YouTube
Nox Futura&amp;rsquo;s world-gen is looking pretty handsome these days. This video shows the first three phases: selecting options, procedurally building the world from noise and biome maps, and starting to progress through history.</description>
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      <item>
        <title>Nox Futura - Improved Renderer</title>
        <link>https://bracketproductions.com/posts/noxfutura/improved_renderer/</link>
        <pubDate>Fri, 07 Jul 2017 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/improved_renderer/</guid>
        <description>The new render system is coming along nicely. The world remains entirely dynamic - this is all real-time. I added a subtle film-grain, high-specular rivers, ramps, and significant performance improvements. Don&amp;rsquo;t worry - you can still go back to ASCII if you like!</description>
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      <item>
        <title>Nox Futura - Improved Workflow Interface</title>
        <link>https://bracketproductions.com/posts/noxfutura/going3d/</link>
        <pubDate>Fri, 07 Apr 2017 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/going3d/</guid>
        <description>The internal game has always been 3D (voxels), but previously we&amp;rsquo;ve used the Dwarf Fortress &amp;ldquo;layer-cake&amp;rdquo; approach. That has changed, and Black Future now supports a series of 3D views. The game still works the same way - build your base, mine resources, and fight baddies - but now you can choose between a top-down, front and perspective view in which to visualize the world you create.</description>
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      <item>
        <title>Nox Futura - Improved Workflow Interface</title>
        <link>https://bracketproductions.com/posts/noxfutura/improved_workflow/</link>
        <pubDate>Fri, 27 Jan 2017 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/improved_workflow/</guid>
        <description>Today&amp;rsquo;s lunch-time enhancement is a new GUI for the workflow interface. Quickly select available jobs, and queue them up for your settlers to perform. It only lists tasks that are possible with available materials and workshops, so it&amp;rsquo;s a very quick and easy way to manage your settlement.</description>
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      <item>
        <title>Nox Futura -  The Architecture System</title>
        <link>https://bracketproductions.com/posts/noxfutura/architecture/</link>
        <pubDate>Sat, 14 Jan 2017 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/architecture/</guid>
        <description>Watch the video on YouTube
A vital feature of base-builder type games is the ability to quickly plan and build your base. The new architecture system lets you plan things out in advance, and then your settlers will build it when materials become available. My wife put together this awesome video to demonstrate the latest pre-alpha architecture feature.</description>
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      <item>
        <title>Black Future - 0.10.0 Technical Preview</title>
        <link>https://bracketproductions.com/posts/noxfutura/010_technical_preview/</link>
        <pubDate>Thu, 22 Sep 2016 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/010_technical_preview/</guid>
        <description>I just posed Windows (32 and 64-bit) and Mac OS X (64-bit) files for the 0.10.0 Technical Preview Release. The game is about 10% done, so this is more of a technical preview than a game.
The vision remains largely the same: take the bits of Dwarf Fortress, Warhammer, Douglass Adams and Civilization that I enjoy the most and mash them together. There&amp;rsquo;s a long way to go, but the current version has placeholders for much of the future content.</description>
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      <item>
        <title>Prepping for 0.10 - UI work</title>
        <link>https://bracketproductions.com/posts/noxfutura/prepping_for_010_ui/</link>
        <pubDate>Tue, 13 Sep 2016 10:46:50 -0600</pubDate>
        
        <guid>https://bracketproductions.com/posts/noxfutura/prepping_for_010_ui/</guid>
        <description>I&amp;rsquo;m working on getting Black Future 0.10 (10% done, tech preview) released in the next week or two. Today&amp;rsquo;s focus is UI clean-up. With today&amp;rsquo;s changes, you can switch to design mode, select Digging mode, and draw out your intended mining with the mouse. You can also place buildings. In the screenshot above, we&amp;rsquo;ve designated a mining area and let the settlers dig part of it out - a decent underground shelter.</description>
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