See likes

See likes given/taken


Posts you liked

Pages: 1 ... 8 9 [10] 11 12
Post info No. of Likes
Log message for skill training Would be nice to have a message in the log when one of your skills goes up.
September 14, 2018, 08:48:36 PM
1
Re: Dont understand how trapping fence works Is this better?
September 25, 2018, 10:42:32 AM
1
Guinness world record for "First open-world survival videogame" The second world record received acknowledges UnReal World as a forefather of the genre.

So...

Back in 2016 we got (and proudly hold) the record for longest update support for a videogame in GWR Gamer's Edition 2017.
And now, in the recently published Guinness World Records Gamer's Edition 2019 UnReal World gets the record for "First open-world survival videogame". Oops, we kind of created a videogame genre, but we do not regret :)

The book happily presented at the end of this post is a Finnish edition, and here's how GWR mentions the record in English:
Quote
    "The second millennial decade has witnessed an explosion of open-world survival games, particularly on the Steam platform with the success of PC tiles such as DayZ, Ark: Survival Evolved and the battle-royale shooter PlayerUnknown's Battlegrouds.
    The genre's trues roots can most likely be traced back to the indie sandbox RPG UnReal World, first released in 1992. Set in Iron Age Finland, player's principal aim was to survive its challenging and harsh environments. Incredibly, the game was still going strong and receiving updates, as of September 2017. The game was developed by two people - head creator Sami Maaranen and programmer Erkka Lehmus (both Finland). As of September 2017, it held the record for longest update support for a videogame."
(Yeah, it's out-of-date info with latest updates as the books live in press-time info. And in case somebody wonders about the near future updates a new bugfix and balancing patch is actually to be released this month.)

Cheers and thanks to all of you for making history and taking part in creation of a videogame genre with us.


Erkka (co-designer) at the left, Sami (creator) and Alli (the cat) at the right.
And if you take a look at our previous GWR post it seems like have started a tradition with these world record promo pictures as well ;)



October 21, 2018, 12:03:14 PM
1
Re: But that villager died Been 3+ years here, and still no one wants to go hunting with me "until we see Tauno who went with you".   I brought Tauno's lifeless body to the village back when he met his end, so everyone definitely saw him...  Perhaps it's Driik sarcasm in action.
January 08, 2019, 04:57:01 AM
1
Re: course reward I always choose attributes, though sometimes I make an archive save before finishing to be able to choose spells, for testing. But for continued play it's attributes.

Attributes generally are most important when creating the character (they govern how much initial skill will be), but some affect it all the time or during special events:

Endurance decreases penalty for encumbrance (and thus indirectly increases Mobility, and most if not all skills), it is also tested for shock (when you lose consciousness from heavy injuries). It's probably tested during swimming trouble (for drowning), though admittedly if this happens you're almost certain dead anyway.

Dexterity is tested with fumble tests (when you fight and drop your weapon it was a failed DEX test, in addition to failure in an attack/defence skill)

Agility is tested with stumble test (when you fight and trip over you failed AGL test)

Speed you mentioned, it increases Mobility directly

Touch is tested when eating for some reason (maybe how long it will take), it's also tested when performing crafting, at the start. It is actually tested when performing item related functions like shootin from bow or felling a tree, but I don't know it this is only to determine if you gain a skill point, or maybe if you don't drop a weapon or axe (something similar to fumble test but not in fight, but that's my speculation).

Eyesight is tested when on overland map, to notice animals and people (it is actually tested more if there are more tiles seen), maybe also when noticing tracks without explicitly involving tracking skill, but I'm not sure on this one.

Hearing is tested when on zoomed in map, for example when tracking unseen animal.

Smell probably too, though I'm not sure how important it is, I SUPPOSE you may detect the readiness of food from further distance with higher smell, but I'm not sure at all.

Also some attributes (probably Endurance, but maybe combination) are tested under certain conditions when deciding sickness or sickness level: for example flu or nausea. When I got influenza TWICE during my first summer, despite being decently clothed and warm, I'm sure it was a failed attribute test, END most probably.

Attributes also govern skill affinity (the asterisks to the right of skill), the higher affinity the easier it is to gain a skill after performing a task. I haven't noticed that affinity changes  when attributes increase though, so maybe it is set only in the beginning. The "resolution" of affinity is too small to be certain.

January 29, 2019, 07:53:58 PM
1
Re: Universal size in URW
Different size of wearables mean increase in number of items.

So when we had a stack of 3 linen shirts, for example, which is one line of item.
 Now we have 3 different lines of 1 (small/medium/large) linen shirts.

Which put heavy, heavy demand on cell/map item storage.

I say no change to this. Let sleeping dog lie~
Doesn't actually make much of a difference in practice, because virtually all of the clothing items you bring back from fights are worn to different levels so they don't stack anyway.

However, I agree it's a change that should be a fair bit down on the priority list (placing it for implementation around 2050 or so).

February 22, 2019, 08:57:13 AM
1
[Diary entry] Skiing and tracking I guess we haven't seen any lynx related dev's diary entries here at the new forums. The old forums surely had some. So, how about a little picture story from the real world adventures of unreal world developer - with a lynx involved.

I went skiing the other day, and the ski trip then turned into a tracking exercise. Soon after entering the forest I spotted some lynx tracks, but our paths then departed as I went about my own trails.


Later, when returning home, strange curly tracks caught my attention - and sparkled my tracking instinct. I guessed that this might be the same lynx now dragging its kill, and had to confirm the theory.


I scouted the area, found lots of hare tracks, and then the lynx tracks which eventually turned into sneaking tracks as it approached the location.


The hare's last dance with the lynx went to many directions until finally the place where it ended was found, with some hair and (not too old) bloodscape.


There, the lynx had dragged its kill to a more peaceful location for eating it. That was some twenty meters away, among thick young spruce trees. Not much was left of the hare, but a few hairy bits on the snow.


Afterwards, I had to search for my backpack for half an hour as I had left it somewhere on the snow in excitement. I enjoyed the day and I hope you enjoyed this first, but hopefully not the last lynx related diary entry at these new forums.

March 07, 2019, 08:50:45 PM
1
Re: Kaumolaiset to drik Board makeing GET RICH FAST I couldn’t get this to work anymore. The villagers say “no thanks, we don’t need any boards”. Help please! I’ve always found it very hard to get barter items early game. What else could I make? Is the board method dead?
March 09, 2019, 03:04:25 AM
1
Re: [not a bug] Not all animals available for sale Not a bug, NPCs decide what they are willing to sell, from their currently available flock.

Moreover, in the next version villagers won't never sell all of their animals so even less availability is to be expected.

It's a common false assumption in many cases in UnReal World that we aim to make everything always available for the player character's needs. ;)

March 17, 2019, 11:31:14 AM
1
A bear-hunting trip gone wrong... Hey everyone!

I wrote a twitter thread the other day after playing Unreal World, and thought I'd share the text of it here as well.

The text matches that on Twitter, so everything is a short paragraph to fit into the character limit. But the whole experience was a big 'wow' moment for me, and made me really appreciate just how much effort has been put into Unreal World.

Sami, thank you again for an incredible game!



I'm super fond of simulation games where the mechanics result in good stories. Dwarf Fortress and Rimworld are shining examples.

Recently, I've been playing Unreal World, a roguelike survival game that's been under active development since 1992! It's been *incredible*.
Unreal World is set in fictional Finland, during the iron age. There's hunting, fishing, building, crafting, trading... all the stuff that I love.

Our story here begins in early winter. The lakes are starting to freeze. Game is becoming more scarce...

But I'm well prepared. I've a small dwelling, a stockpile of smoked fish and elk cuts, a single pig, and my trusty hunting dog.

My character, Hawk, wrapped in furs, decides it's the perfect time to explore. Perhaps I can find a shaman to teach me ritual, or even a bear den.

I pack my spear, bow, arrows, tools, and smoked meat. Since I'll be exploring new ground, I also pack some things to trade; a selection of fine axes I've picked up, and some furs from successful hunts.

I leave my dog to keep watch at my cabin, in case predators go after the pig.

I head north, towards my ancestral homelands. After days of cross-country I begin to come across small villages, but they're digging in for the winter as well. Not much is happening there.

And then, climbing a large hill to get a better view of the land, I spot someone.

It's not often I see others in the wilderness, especially this far north as the grass is replaced by snow. They could be a trader, or even a fellow hunter. I only caught a glimpse of them through the trees in the distance.

I make my way through the woods to see.

I get closer and get a better look. It's clear they're not a trader, and looking at their gear they're not a hunter.

I've heard talk of bandits, and while I've not been spotted, I slowly and quietly make my way back out of sight... when I step on a twig.

They turn, and head straight towards me. I try to duck and weave through the trees, but I'm loaded down with trading goods, and they're not. They rapidly close.

I get told I can hand over my valuables, or they'll take them by force.

But one guy? Surely I can take one guy.

I respond with a thrust of my spear, but he dodges out of the way, and strikes at me with his axe.

I don't succeed in dodging, and the blade slices my knee, and I'm instantly down on the ground.

Then I see it's not a lone bandit, there are *three*.

I can't fight three with a knee injury, and I try to surrender, but it's too late. Two more blows fall, and then everything goes dark.

I awake, sometime later... My tools are gone, my weapons are gone, even the furs I was wearing are gone.

It's dark, and snowing...

A few of my possessions are still around. My food, a bandage, some arrows, and a fine squirrel skin they must have missed.

A wound on my leg is bleeding profusely. I bandage it up, and try to get a fire started using fallen branches. Somehow I succeed.

I take stock of my situation. A gash on my head looks bad, but doesn't seem serious... I try to stand, but my knee isn't going to take it...

I have enough strength to pull some branches off a nearby tree, and skill to fashion a crude stone knife.

Getting a fire running I eat some of my smoked meats, drink from my waterskin, and fall asleep.

I awake, cold, but alive. The bleeding seems to have stopped.

But I'm injured, in the middle of nowhere, with almost no tools, valuables, or even clothes...

My rations assumed I could hunt or trade for food, and now both of those aren't possible... Somehow my fishing rod is still okay.

Rather than crawl south, I head north, to a small lake I camped by two seasons ago.

I move slowly, having to stop for fire, food, and rest.

I make it to the lake. My food is gone, and I've been eating late season mushrooms and lingonberries I've been foraging along the way.

Water is life. I can't hunt, but I *can* fish. Dragging a small stack of firewood to the lakeside, I knock a hole in the ice, and hope...

The lake does not disappoint. After an hour I hook an enormous pike, weighing seven pounds, and a few smaller fish follow.

Despite my gnawing hunger I set one fish down as an offering of thanks to the spirits, and begin roasting the others.

In other circumstances, I would consider settling down here while I heal. The lake provides fish. The forest has mushrooms. I can build traps to catch the odd bird or hare.

But I'm in the north. I have almost no clothes. I know I won't survive the winter.

So I spend a couple of days by the lake, treating my wounds, crafting a stone axe, resting, and catching more fish than I eat.

My knee still won't support my weight, but I've stabilised. So I head off south, slowly, and harvesting any plants and mushrooms I see along the way.

After what feels like forever, I arrive at a village. I'm cold, and starving, but the villagers are good people, they give me food and shelter. A shaman applies a poultice to my wounds.

One villager asks if I'd take a message to the next village over.

I'm not sure he really looked at my injuries, but the next village is very close, and he says he'll pay five squirrel-skins of goods if I do it soon.

That's not much, but it's a fortune in my current state. I accept. Normally it'd be a few hours walk, it takes me a day.

I return, and ask for some of my reward to be more food, which I devour hungrily.

There are fires in the village, but everyone else has winter furs, and I do not. I start to fell a small tree for wood, and am promptly told that I'm not to do that in the village.

I figured I'd stay a few days to gain my strength and heal, but it seems anything I do to stay alive gains the ire of the villagers. I can't set traps. I can't light fires.

I'm told I'm no longer welcome, and asked to leave, even without the rest of my reward. I don't argue.

I continue south. Each day feels like it's nothing but harvesting wood, lighting fires, tending to my injuries, and being unable to sleep from the hunger.

I'm far from any lakes, shivering from cold, and slowly wasting away. I'm sure I'm done for.

But one day, I test my knee, and while painful, it holds my weight. I can stand enough to swing my stone axe. I can walk at a hobbling pace.

The days are dark and cold, but I think I might actually get through this.

I make it to another village, and I'm literally weak with hunger. I hand over that squirrel skin in trade for food.

I know these people don't let me light fires, but I can add firewood to their own fires. I do so, and they seem pleased.

I eat and rest. I feel hope.

The next week is rough, but I have dried food from the village, I can walk, I can harvest wood.

The land starts to look familiar.

I make it home.

My dog is still here, and delighted to see me!

I crawl into my cabin, light the fire, and collapse.

This was an *incredible* experience that had me up until 2am. I was so engrossed I lost track of time. All because Unreal World has *so much* attention to detail and game mechanics.

If you like survival roguelikes, and don't mind a learning curve, it's superb.

March 27, 2019, 12:01:14 AM
1
anything