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Drawings of my travels in UnReal. HI,

I didn't know where or how to post this, so it's going here.

Last Inktober 2016 I did a series of drawings, and from the 16th October to the 23rd they are inspired by UnReal World and a few characters I was playing with then.

Please feel free to comment and discuss. 

http://filiprizov-sketches.blogspot.fr/2017/01/inktober-16.html

Thanks,

Filip

June 08, 2017, 05:23:09 PM
1
"The Challenge" "The Challenge" is simple:

Survive one winter!

But...

...under rules and terms listed below:

1) Character creation
-Custom
-Random culture
-Winter
-Do not re-roll your stats, go with first generated ones
-Improve any skills you like


2) Map generation
-You are lost, do not look where you start, it has to be random. Best you can do is close your eyes and press "r" for random starting location and then "e" for start.

3) Scenario and game course
-Hurt, helpless, and afraid (and naked, explained later)
-The UnReal World

4) Start
-As I said, you are naked, take all clothes off ("T" then "+" then press space)
-You have nothing with you, drop all items on ground ("d" then "+" then press space)
-Destroy all ("D" and keep confirming discard with Enter button until all is gone)
-Yes, you are naked and have nothing apart of will to survive (and few wounds to heal)

5) Rules
-Do not zoom out with Enter, do not even peek, you are lost, remember? Travel only on zoomed in map
-Do not use big map "F6"
-You can peek on a peak (you can use Enter to take a look around only when standing on top of the mountain but you cannot walk on zoomed out map), you can ignore this rule, but personally I think it's fair to take a look from top of mountain.
-If you get to village by any luck, you can start to travel on zoomed out map
-Survive whole winter
-Have fun!


"The Challenge" is doable, I've done well few times but died of my stupidity in half way through like:
-chased big game and get drown under broken ice
-frozen to death as were not enough lucky to get fire started, should have think about fire earlier
-attacked sleeping Njerpez and get killed - what a nightmare!! ;)

Now I've got new char but it's carving for water and I cannot fine any.
I could give you few tips but I don't want to spoil your experience.

Please post below your stories if you ever dare to try "The Challenge".

Edit:
- do not use mods, you can have them, just don't use them during first winter.

(also edited point4.2 to clearly state that you start with nothing at all)

November 02, 2017, 12:40:47 PM
1
Re: Adding marriage - poll about how you find its priority I just put a long post is a separate subject that probably should have gone here:
I have a few comments on the marriage poll and incorporating marriage into URW.  Others can comment on the role-playing nature of an NPC spouse or the ability to have children and have a multi-generational URW experience.  But I am reducing the arguments to two options for incorporating a NPC spouse: 1) the Resource Drain NPC Spouse, or 2) the Resource Generator NPC Spouse.  These options might be considered over simplifications (they are mechanistically not mutually exclusive). 

Option 1: The Resource Drain
For this option, a NPC spouse becomes a drain on player resources.  First, the spouse must be wooed and courted with furs, tools, weapons, valuables, etc.  In this option, a significant expenditure of player time is given to attract and then obtain a spouse.  The "cost" of a spouse would then be proportional to the perceived "value" of that spouse.  In this scenario, the spouse becomes a status symbol for the player through their ability to attract the "best".  It could be even that the spouse gives the player increasingly difficult quests as they become more involved along the wooing path.  Maybe there are differences between an in-culture marriage versus an out-of-culture marriage?

Second, after a marriage ceremony, the spouse must be provided for.  In this option, the NPC spouse is a bystander that consumes the player's food, clothes, tools, and weapons (maybe also armor, cords, bandages, bowls, etc.).  The player must spend time ensuring the spouse is sufficiently provided for so they stay committed to the marriage and alive.  In this option, a NPC spouse likely functions like current NPC villagers.  They wander around a specific location or follow the player around, but have limited utility.

The entire purpose of a resource drain NPC spouse is to add a monumental achievement to the URW experience.  That is, the player can not only provide for them-self, but they can attract and maintain the NPC spouse as a status symbol.  The resource drain NPC spouse then would "unlock" PALU's generational feature...
It can also be noted that there are probably very few people who play their characters for 17+ years so that they could have had "adult" offspring. This means you could potentially start a family, but any children would be unlikely to be adult when your character expires, so if a generational feature would be introduced it would probably have to be able to skip a number of years, which would require some kind of logic to advance the world (which should include repopulating village animal stocks, at the least, and probably replace some of all those villagers who died fighting robbers with your ex character as well).

Option 2: The Resource Generator

For this option, a NPC spouse would need to function differently than other villager or companion NPCs.  The NPC spouse in this scenario would need to be a productive member to contribute to living in URW.  For example, the resource generator NPC spouse would need to actually engage in meaningful labor around a settlement or while on a hunt.  This means they would need to accept and execute commands that take advantage of skills.  A resource generator NPC spouse is likely more accurate (they help contribute to life), but much more difficult to develop.  This option could also lead to players gaming the system or to unexpected results (or danger to the NPC spouse) due to poorly issues commands and limitations of the AI. 

A wooing process would need to take place.  However, while a resource drain NPC spouse would be a status symbol, a resource generator NPC spouse would be valued to complement the player.  For example, if a player is unskilled in something, woo a resource generator NPC spouse to compensate so they can perform those skills for you.

Once the courtship is completed, the resource generator NPC spouse would need to be functionally helpful to a player.  For example, if a player provides the necessary items (tools, weapons, seeds, pots, cords, etc.) and key instructions (location of a field to prepare/tend, trap fence to monitor, materials to process, etc.), the resource generator NPC spouse could process through a que of instructions.  For example, a resource generating NPC spouse could contribute to agriculture, hideworking, fishing, food preparation (smoking, salting, drying meat or making flatbread, stews, grinding flour, etc.), hunting, building, monitoring a trap fence, checking traps, making clothes, tools, or weapons, etc..  A resource generator NPC spouse would need to have skills that would affect their ability to perform all of these actions/functions. 

The entire purpose of a resource generator NPC spouse would be to expand a players skills set, provide a companion in shared activities, and/or help reduce the tedium that can occur when surviving in URW (i.e. division of labor).   I can imagine scenarios where the resource generator NPC spouse...
  • prepares the soil, plants seeds, harvests crops, threshes for grain/seeds, grinds flour
  • skins a carcass, cleans the skin, tans furs and leather
  • butchers and smoke the meat or cooks any of the other food recipes
  • prepares logs, blocks of wood, boards, etc.
  • builds a wooden building or kota if the player outlines the walls and doors
  • follows a circuit of traps, or a trap fence, to collect the trapped animals, reset the traps
  • being sent out into a delineated geography and asked to harvest all the berries or herbs of a given type
  • wanders a geographical area to actively hunt
  • joins the player and sets traps in a designated place
  • joins the player on an active hunt
  • follows the player to a village to trade and carry items
  • etc.

I've said too much...

Option 1 would be easier and provide for "end game" objectives.
Option 2 would require the player to spend a great deal of time managing the NPC spouse.

December 18, 2017, 11:03:31 PM
1
Re: Adding marriage - poll about how you find its priority While I usually don't vote the middle choice in polls because the vote doesn't sway it one way or another, this time I did. Here is the reason: Sami has been developing the game very nicely for a quarter-century and I'm constantly impressed with each new version.

Implementing spouses sounds like a massive task that includes many other game developments, the biggest of which, IMHO, is an A.I. that can play like a complex bot in order to make a believable spouse. Because a spouse that behaves like village NPCs wouldn't really be worth it.

Keep up the good work with your own priorities, Sami :-)

December 19, 2017, 01:41:05 AM
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Re: Adding marriage - poll about how you find its priority I like the idea of having a partner and children.

I think it would be a nice extra challenge to need to provide extra food, clothing etc for children.


I like the idea of being able to continue the game playing as your oldest son, once the father dies.
(Aging of characters would be interesting.)

Depending how well fed your children are affects their starting stats when they come of age, so keep their bellies full so they become strong and smart.


Its obviously a huge thing, not just a little tweak, but id love to be able to one day create my own village.


trading/buying weapons and armour for all the men. Setting tasks for each person.


Arranging groups of 2-3 men to go hunting. Give them weapons, and a few days worth of food. They go hunting and return a few days later with meat and unprocessed skins.


Have the boys go fishing - returns X fish per day.

the women can make clothing and smoke meat etc. Not automatically but something along the lines of handing a elk fur to a woman and having a "'what do you want me to to with this"'menu.

select - make cord.

Hand her a 100 cuts of elk - Please smoke this


A decent village would need alot of meat per day. Alot of clothing, alot of weapons, and many many many logs to build houses. You would have to scale up slowly.

The same way we hire assistants you could also offer a "'would you like to come stay in our village"' option.

"'im sorry, it doesnt look like you have room for me" (please build more houses)



Its fun to think about but i guess it kinda turns into AGE OF EMPIRES if you go too far down this path.








December 31, 2017, 06:37:58 AM
1
A new short film by Enormous Elk This is not strictly UrW-related, but a stand-alone production by Enormous Elk.

We made a short film called "Shaman Duel". It's a variation of a classic theme in Finnish folklore; two sages meet on a narrow path, they both refuse to give way to the other, so they end up having a magic duel to see who has to step aside.

You can watch it on Vimeo

January 14, 2018, 04:14:57 PM
1
Re: "The Challenge" I'm 0/1 on this challenge, injuries to hands prevented making stone tools, found water on day 3 but had no means to break ice. Fell through ice to get a drink and froze to death..
February 20, 2018, 07:58:31 PM
1
Re: "The Challenge"     Hi everyone, I've been trying The Challenge for a few days and I liked it very much. I was very lucky in my random character, only a little less than what I usually play with, she could walk at 6 km/h which is very good for me since I like to run big game to exhaustion also, the initial wounds weren't serious and I could make tools right away, even better, I started by a river so cleaning wounds and running big game against the not yet frozen river provided me with clothes fairly soon.
    What I really liked was that since I couldn't zoom out except in hills and such I had to memorize my surroundings and the location of my traps and shelters which is a very realistic challenge, and that I noticed I could play a whole life without meeting anyone and I would be fine, I wouldn't have clothes or tools above rough and crude quality but I could make a living (a very important realization since I couldn't find a single village in 120 days), also I used traps in large scale for the first time and it was exciting to find animals trapped in them and wonder if I could make them more efficient.
    In the end that was my undoing, a lynx was roaming around my traps to take the birds in it so I baited a big deadfall trap I made for a previous lynx doing the same and the next day it was caught I moved in to kill it with blunt blows and it clawed me into unconsciousness and death  :(, next time I'm going to stone them to death.   

April 07, 2018, 10:24:25 PM
1
New look of rain a bit hard on the eyes I find rain looks great in 3.50 but makes it really hard for me to see enough details to be able to play comfortably. To the point of eye strain actually.

At first I was pleased to be forced to stay indoors crafting, from a roleplay perspective. But then I realised that autumn kept progressing and there were weeks were it was raining more than it wasn't. I found myself waiting for the rain to break to do anything, just because it wasn't comfortable moving and looking around, let alone trying to hunt. The thing is, I'm definitely not advocating against the feel of realism it adds to the game. Same as it makes perfect sense not being able to see at night, an occasional heavy rain shower that completely blocks visibility would also make sense. But sometimes rain is just a little bit of water. It seems to me that the kind of rain that impedes visibility as much isn't all that common most of the time.

Of course it could just be me, I don't see anyone else complaining. In which case, I'll be doing some heavier roleplaying. :) But if not, maybe there is a way to soften the visual a bit?

April 10, 2018, 12:31:49 AM
1
Re: What's Going On In Your Unreal World? Was going home from nearby village. Just bought 2 big bulls.  8)

Taking a nap in the middle of the trip. Wake up to strange sound. Saw a pack of wolf trying to eat my big bulls.
Went into berserk mode. Bring out the masterwork longbow and superior broadhead arrow.
Keep shooting at all wolf. Kill the entire wolf pack. Even enough to get the message "The forest seem hostile."
In the end, 1 big bull and 8 wolf was KIA.


June 18, 2018, 06:42:50 PM
1
anything