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Making sleeping more safe. I have read a few stories about people getting attacked in their sleep, and I don't think it's very realistic.
Wild animals have very light sleep. Even my dog wakes up pretty much always when I just try to just get up from a chair while she is sleeping.
People back then were probably quite a bit more similar to animals, and they probably knew something could possibly kill them in their sleep if they didn't wake up, so I bet they would wake up if they heard something suspicious.
Even I myself wake up every time someone enters my room when I sleep, and I know why I woke up, so I think if something opens door to your cabin in the middle of forest, or gets really close to you it should be 100% chance you wake up (unless you have very poor hearing). Especially if you have seen e.g. a njerpez warrior, or a bear, the day before (or, a few days).
Also I think you should be also able to bar the door. It's not that hard to make something that allows you to prevent door from being opened from outside.
And for now the wake up messages are very general "You think you heard some rustle" or "You think you saw something move in the distance".
Considering, that I myself often know what I am woken up by, I think our character should also know it. Not always, but the closer the sound source is, and the more dangerous it feels to character, the highest chance there should be he knows.
So if you hear another human is close to you, and approaching you in your sleep, you should wake up and get message "You think you hear footsteps". If it's a bear, "You think you hear walking big animal". But if it's either far away, or just a squirrel/some bird, then it would make sense to not know what woke you up, because your mind doesn't put much attention to it.

April 09, 2021, 09:10:57 PM
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Re: Romance/Husband/Wife Quest Mod Idea i mean it would certinly help with getting lost in the Finnish woods
May 03, 2021, 04:14:45 AM
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Re: Does food burn if cooked on the same tile as the cellar? I suspect so. Never tried it though.

When the game creates an item the recipe includes a timer for how long before you can pick it. I suspect the burned code would work the same.

It should be safe from spoiling though, as AFAIK, the spoiling code considers if its on a cellar.

May 07, 2021, 03:46:29 PM
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Re: Does food burn if cooked on the same tile as the cellar? I’m of similar perception as Brygun; the food will burn, but as long as the fire goes out, it’ll be fine and gets checked as “in cellar” for the daily spoilage check.

You can easily test it by roasting a cut of meat, while standing on cellar, with 3 branches. Leave the cooked cut untouched, add considerably more firewood to the burnt out fire, light it up: if you get note stating it smells like it’s burning soon, you’ll know it’ll burn up.
It does do that elsewhere.

And on the other hand, if you drop any cooked and picked foods, say at your fishing shelter, then roast fresh catch, none of the previously cooked foods, including roasted, will give you the message of burning smell.

May 08, 2021, 01:38:27 AM
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Show statistics without needing to die... Hi,

As the title says, only when you die you can finally see some basic stats about your char: distance traveled, days adventuring, etc. Why not implement a "Statistics" screen, to see your current stats? It can have the following info:

- Start date of adventuring
- Days adventuring
- Distance traveled
- # of animals hunted (per species). Don't display zero kills, to have it cleaner, or fish!
- # of animals trapped (per species)
- # of Njerpezs killed
- # of buildings and/or total area of buidings
- # of traps (per kind)
- Total length of fences
- # of quests completed
- Total value of inventory
- # of cultures met
- gain per skill since beginning (ex: +10 bow, +15 hideworking, etc.)
- Whatever other interesting things you desire  8)

Shouldn't be too complex. Thoughts?

Regards,
Utumno.








May 08, 2021, 06:37:43 PM
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Re: Deleting ancestors In your game directory there's a folder labeled ancestors where those files are stored. You can manually delete those whenever you want.

But having an option within the game interface to tidy the list would be nice.

May 08, 2021, 10:53:55 PM
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Re: Deleting ancestors Once you have 50 ancestors, it'll start automatically deleting the oldest ones chronologically.

There's a file in your ANCESTORS directory called lastentry.txt that is just the number of the last character that died. When a character of mine dies, I edit it to be the number before my shortest lived ancestor so that this one gets overwritten instead, because I want my ancestors to be the characters that lived a long time and I put a lot of energy into them, not the characters that died on day 1 because i couldn't escape the njerpez camp.

May 09, 2021, 07:52:21 AM
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wet clothes  I think the addition of wet clothes should make players more disliked by the rain. Wet clothing weighs heavier (especially fur).  Clothes will dry out in warm weather, or by fire. This will also force players to take off their clothes before getting into the water. Also, being in the spring rain can lead to colds or just cold. :-\
May 09, 2021, 04:54:42 PM
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Re: What exactly do the attributes affect? There's a dexterity check for when using weapons in combat too, if your dexterity is low you'll fumble more often.  Not sure if there's ever a dexterity check for performing other tasks.  Same with agility, you'll fall over in combat if your agility is bad, and  more likely to fall from a blow as well I think.
May 18, 2021, 01:50:43 PM
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Open World Sale on Steam & Dev's life picture feed from the real world A special sale focusing on Open World games has started on Steam and lasts until 31th of May.
We wholeheartedly cherish this special event and celebration of infinite exploration. You know, it's very much our genre, since early 90s, and acknowledged with (debatable) merits such as First open-world survival game (GWR Gamer's Edition 2019).

Anyway, it's a special opportunity to grab the game for discounted price from the Steam. Just venture at UnReal World store page.

Since this is very dear topic, genre and approach to game development for us, we wanted to celebrate the occasion with special content.

Those who have followed the development do know that for Enormous Elk game development isn't actually clean indoors job.
We tend to practise what we code, pursue the traditional lifestyle to varying extent, and draw a lot of inspiration from the real world experiments and adventures.

As a special way to celebrate the ongoing Open World Sale we've compiled you this picture feed of the two man dev. team doing their infinite exploration outside the development chambers. This is an assorted collection of dev's life along the way in the real world. Enjoy!


Erkka (co-designer) on the left with frame drum, Sami (creator) on the right with kantele, at gorgeous Orinoro gorge in eastern Finland.


Sami doing elks calls in the woods.


Erkka walking horses in the woods.


Traditional log building with traditional equipment. Erkka on the left, Sami on the right.


Erkka's sauna warming up on a winter day.


Broad beans are flowering while Sami is cooking something.


Sami takes a look at the open arctic world.


Rowing in the summer evening.


Roasting the catch in the rain.


Sami after threshing rye in the barn in all traditional, and smoky fashion.


Erkka after some muddy work.


Find a dev among the sheep.


Sami is getting a feel of the wilderness.


Erkka chopping firewood.


Sami doing mounted archery.


Breakfast for Erkka.


Summery coffee break for the two-man dev. team.


Skiing with a shovel preparing to settle here for a night.


Sami's bicycle trip to gather a bunch of wild greens was a success.


And so was Erkka's fishing trip.


Happy islander.


It's winter. It's open world.


On Hornankallio cliff Sami takes a look at the familiar landscape - not too far away from his development chambers.


The Road goes ever on and on ...

And if the road goes smoothly the next update, UnReal World version 3.70, will be released in June, 2021.


Cheers!

May 27, 2021, 08:27:58 PM
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anything