See likes

See likes given/taken


Your posts liked by others

Pages: 1 ... 12 13 [14]
Post info No. of Likes
Re: Time for some new paint on these walls... It's touched now.

April 10, 2019, 11:47:42 AM
4
Colorful domestic animal summary A little summary of the latest future additions with screenshots.

We'll be seeing wandering NPC woodsmen and adventurers occasionally having dog companions with them in the wild.

And we'll be seeing village dogs released out of their pens, to roam freely at the village area - in this fashion:


You may ask, is it just me or are the two dogs of different color?
Nothing wrong with your eyes, they are different color, and so are the cows in the pen also - if you look closely.

See, as another new addition all the domestic animals may have subtle varieties in their coat colors now. This adds some flavour to the game world, but also makes it easier to distinguish different colored pets from each others just by their looks.

Lets end the briefing with some pigs showing off their new varying coat colors.


These are future features, not yet functional in current version 3.52.

April 10, 2019, 03:22:55 PM
8
Re: The Snakes of Winter! This legacy issue with snakes has been fixed now, with some additional love for snakes which I'll post at dev.news in a few minutes.

(And at the same time, bears have been given proper hibernation as well.)

Fixed - persists in 3.52

April 13, 2019, 08:15:51 PM
3
Legacy snakes issues fixed, some new snake love added For quite a long time there's been a gutsy fistful of legacy issues related to snakes which are now fixed and balanced as follows:

- snakes now cause point type wounds. (Currently they cause tear wounds, which isn't quite right.)
 
- snakes now hibernate during the winter as they should. (Currently they are active all year around, which isn't quite right.)

- snakes are now slightly more common than previously

- snakes are now venomous, as they should be

 The snakes in the game are vipers. They are venomous species but the bites are usually not highly dangerous.
 If the venom is discharged upon a bite it will take several days for the snake to refill its venom glands.
 However, the snakes can naturally bite without venom too.

These are future additions - not yet functional in current version 3.52

April 13, 2019, 08:21:31 PM
8
Wits for wandering NPCs and companions - the future version focus Things have been cooking and development has evolved up to such an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.

The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.

Actively hunting wandering NPCs

NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area.
   As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after.

Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel.



New companions commands

Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:

* butcher and skin a carcass
* make logs
* make boards

...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity.

The list of companion commands so far:



As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired.

The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition.


Exciting times ahead.
The work continues, more is to follow.

These are future additions - not yet functional in current version 3.52.

April 21, 2019, 01:33:35 PM
11
Re: Wits for wandering NPCs and companions - the future version focus
This looks great, Sami!  I certainly like to see the emphasis on quality over quantity for the new features too.

Has your shoulder healed to the point of using your arm normally now?

See for yourself: :D
https://www.youtube.com/watch?v=-KBvCCMHO0A

Fortunately it's healed very good. They say it takes a full year to see the final outcome, but I can use it pretty much normally already.
Few restrictions and lack of strength remain, but there's 7 months left to workout until the year of recovery is up.

April 21, 2019, 02:28:34 PM
3
"Religion in digital games", lecture in finnish This is mostly of interest to those who understand spoken finnish, but I'll brief it up in english.

University of Turku is hosting course of lectures titled "Katsomukset kartalla: Uskonto tieteessä, taiteessa ja populaarikulttuurissa" (fin) - which can be freely translated as "Views on the map: Religion in science, art and popular culture". All of these can be followed online.

The lecturers consist of Turku based religiologists and folklorists, and among them is Mr. Kyyrö who has paid interested in folk religion and worldview displayed in UnReal World. He did visit me - and also Erkka - earlier this spring. You might remember this post.

Now today, 23.4.2019, Mr. Kyyrö together with Tuomas Äystö are giving a lecture titled "Uskonto digitaalisissa peleissä." which translates as "Religion in digital games". The title is interesting in itself but what might be even more interesting to you is that UnReal World may possibly be referenced in the lecture.

You can follow the lectures remotely online, live or afterwards, via this link. Sign up isn't required either. Here's direct link to find the lectures:

https://echo360.org.uk/section/3f007f2d-1693-465d-bf56-de8bf57e12f5/public

And here's main page for the course of lectures:
https://katsomuksetkartalla.wordpress.com/katsomukset-kartalla-luentosarja/


April 23, 2019, 09:46:08 AM
5
Re: "Religion in digital games", lecture in finnish
Hmm. That's extremely interresting.
Sami, I might have a project where this talk might find its place...

It was interesting, and I'd like to put translation available some day.
But now you also got me interest, drop an e-mail, will you.

May 02, 2019, 10:27:24 PM
2
Roast cooking for NPCs, and also as companion command As we continue with focus on NPCs, which becomes the core content of next release, they have now been given wits to actively roast raw meat or fish in their possession.
This feat is mostly witnessed by player character when meeting wandering NPCs who can now actively cook the meat of the animals they've hunted and butchered.
It now becomes an actual game created scene possibility to meet a wandering woodsman sitting by the fire and roasting the meat of hare he just happened to hunt down.

Moreover, roast cooking is also added as a new companion command. Unlike player character, companions don't leave the meat by the fire and pick it up when it's done, but they stay put by the fire while roasting is being done. Companions roast ten pieces of meat at a time, and if not given another order they try to keep on cooking until everything is roasted.

These are future additions - not yet functional in current version 3.52.

May 03, 2019, 12:44:45 PM
11
Re: Roast cooking for NPCs, and also as companion command
Nice! Does the "active" cooking means they won't process skins of killed animals, or will they do what I do, i.e. first process the skin and then cook (in my case it's typically dry/smoke, but roasting is plenty good enough for the time being) until the skin is ready for the next step? It's a natural extension of the system (as well as something that would be useful to order companions to do), but might be a bit of a scope bloat currently.

Active skin processing ability for NPC is pending to be added, it's not yet there.
Companions naturally do thing in the order you command them, but eventually - when there are more and more tasks - it naturally would be good to have them working self-imposed.

May 03, 2019, 05:35:57 PM
1
anything