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Re: Adding marriage - poll about how you find its priority I think there are at least two aspects of this,

1. Having and raising a family
This I think this needs to be in the game at a mechanical level anyway, because we're also talking about things like animal husbandry and wildlife having young. It would also be nice to see this for the NPCs; to see children in villages grow up and for them to bond with other village members and also have babies. So ultimately what we're talking about is implementing some life cycle system to the game, which would also apply to human NPCs, and then would also apply to the player. The player should be able to do it, simply because NPCs should be able to do it.

You would find a mate, divide responsibilities, and then I think like others have said, the only real way to manage the baby is for it to happen all of the sudden because there's no good mechanic for it. Perhaps a chance that the wife gets pregnant if you're sleeping in the same room, with the chances going up the more time you spend together, or depending on some emotional relationship between the two of you that is tracked by the game somehow (such as the game determining if you're angry with each other or in positive relations, though I'm not sure how exactly that would be tracked). Then the pregnancy would come to term and there would be a baby.

2. The ceremony
This would be not just finding a mate to bond with, but having some type of ritual to mark the occasion and seal the bond and officially make you married. Generally speaking, I think it would be nice to see things like village festivals and festivities in the game. I can't speak much to what went on in Iron Age Finland, so I'm just thinking of what might go on in a Medieval village, where you might have some festival decorations like wreaths and garlands, and feasts, and music, and singing and dancing. I've been looking at old shepherd's almanacs, and the winter months after the harvest are set aside as a kind of feasting period. Then by May again, you get allusions to festivals again with May wreaths and so on.

The point being that right now it seems that there's no real social life to villages. Like a lot of things in the game, it feels villages exist to be primarily instrumental to gameplay, which is not the wrong focus for the start. But things can be expanded to make villages feel as if they have a life of their own, and then bringing the same mechanics for NPCs to the player also makes sense here.

February 12, 2021, 11:04:40 PM
1
Add something cool to the NE part of the map I feel like the NE part of the map needs some love (north of njerpez.) Maybe this area could be harsher in terms of more wolves, colder winters, more njerpez or robbers? Or maybe more mystical? Or another faction... maybe aggressive or maybe temperamental?
April 02, 2021, 11:39:59 PM
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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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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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Creating Settlements My number one desire for UrW right now would be the ability to found your own settlement. I enjoy outfitting my recruits with gear, but it's always disheartening when they finish their term of service and then vanish into the wilderness, never to be seen again (or be totally unwilling to rejoin me, even if I do find them). Having folk you could outfit and keep around (as they also develop in skill over time, too) would be great. It would also provide more late game content, as after I've outfitted myself in all masterwork gear, with a nice cabin and endless miles of trap fences I always run out of goals beyond raiding the Njerperz until I get unlucky and die.

My proposal for implementation:

In order to invite someone to your settlement, you first have to have a spare habitation flagged as available. So you'd need to construct homes for new immigrants. Then you'd have to find someone willing to move there and ask them to join your settlement. For this, there would need to be a more complex system defining each NPC's demeanor and place in society. Their relationships, personality, personal wealth, and occupation (shopkeeper, nobility, landed/unlanded farmer, so on), and a much broader range of skills would all need to be tracked.

Each NPC would have an assigned value between 0-100 indicating their reticence to move. Randomized within a range depending on personality, and then adjusted based off their age (younger people are more likely to be adventurous and take chances on a new place), skill (individuals with lesser skill will be more likely to seek opportunity elsewhere), personal wealth (a wealthy shopkeeper would be loathe to leave their thriving business, and his firstborn would also be unlikely to abandon the opportunity to inherit that wealth), and relationships (someone with a spouse who does not wish to move will be less likely to do so, or even if their family is willing, they may require a larger habitation). This personal score for each NPC will then be checked against what you're offering. This will be determined by your settlement's overall wealth, as well as the value of the property you are offering (a tiny yurt won't be nearly as enticing as a large, furnished cabin, for instance), how distant the settlement is (depending on personality; a homebody who values family is less likely to move a long distance than someone who is naturally adventurous), how many people are already living there (a town might be wealthy, but if there's already a large population there will be less opportunity for anyone freshly arriving), as well as town policies. A settlement's wealth can be increased by having walls, agricultural fields, livestock, certain communal buildings (public sauna, perhaps a temple, shops, a feast hall, etc), sufficient food stores, accessible water routes (e.g., on the coast or next to a river that leads to a coast for trading purposes), and well equipped warriors to protect it.

Of course, having a wealthy settlement is a double edged sword, as it will also attract the attention of others. While coastal or river adjacent villages are advantageous for trading and agricultural purposes, they will also be accessible to a new villain, "foreign raiders," who can arrive unexpectedly by boat during the late spring and summer. You can pay them off to go raid elsewhere, or fight them. You might receive some warnings a few days or weeks out that there are raiders in the vicinity, if you are in town or visiting nearby villages, but beware if you're out adventuring elsewhere for long periods, as you might come home to a smoldering wreck.

If you have a settlement within the cultural boundaries of a group, or within a certain distance from one of their cities, they will demand annual taxes, and may ask you to provide troops for campaigns. Failing to do so, or coming up short in either troops or taxes, will reduce your reputation with them, as will attacking anyone they are friendly with. If your reputation is reduced enough, they may request you cede control of the town, or else organize a campaign against you. Their demands will obviously increase with the wealth of your settlement.

Wherever you are, you may come afoul of common bandits or Njerperz, but your odds increase significantly the further you are from any cultural boundaries, especially from the Njerperz. This way, there's no truly "safe" place to set up a settlement, as there will always be someone who will covet your accruing wealth and want it for their own.

As for your townfolk, once they have moved in, you can try to assign jobs for them, which they may choose to accept based off their skills and personality (a brave man may be willing to be a warrior even without strong combat skills, but a coward will not), current duties (if you already have someone tagged as a hunter and hide processor, they will not have time to also be a fisherman), as well as access to the necessary utilities for the job (for instance, you may not have sufficient farmland to assign a new farmer, or have the tools they need to perform their job, such as shovels, sickles, and seeds).

Townfolk will also have their own desires. For instance, an unwed man may at some point request leave to travel to neighboring villages to find a possible bride to bring back, if they do not find anyone suitable in the village. A very religious person may grow increasingly unhappy if your town has reached a certain size and still does not have a temple, or if its temple is too small and unworthy. A village woman may desire for there to be some sheep to sheer for wool, or more warriors to protect them. A warrior may wish for better gear, or a larger house. And so on.

As the founder of the township, you can determine certain basic policies. For instance, it could be a free town, where everyone can do as they please, owing nothing, but can be bargained with to assist with various tasks if they're willing to (provide lumber in exchange for X payment, with less payment requested depending on their personality, skills, and overall happiness). Or you may require a certain amount of labor per year from your occupants. The more you demand, the less happy they will be, naturally. People will also be less likely to move somewhere where the taxes are onerous. However, as your settlement grows, it may be inevitable, as you will require more warriors to defend it than you could hope to feed on your own, so you will need your farmers, fishermen, and hunters to provide some portion of their labor.

Maybe this all goes well beyond the scope of UrW, but I think it would add so much more depth to the game. There would be a much more personal connection with the people who populate the world, as well as more ambitious long term goals available to pursue, that can just as easily be ignored by those from whom it holds no interest.

May 31, 2021, 12:50:53 AM
1
The 30th jubileum, 47th birthday, and sort of a year off This year, in 2022, we are celebrating the 30th Jubileum of UnReal World.
The game was first released in the summer of 1992, so the 30-year milestone will be reached this summer.
Now what will this special year of celebration bring upon us, and the game?

When it comes to coding and development, I will be taking it real easy. It is likely that we'll see some updates to the game, but mostly I'll be devoting my time for variety of other things. So I'll kind of celebrate the 30 years of development by taking a year off from the usual coding flurry. This also allows me to better contemplate on the future of the game as there some challenging overhauls in our sight. One is moving to higher resolution and modern aspect ratio. The year is early, and these thoughts are scattered, so more news on this front will follow later on. But yes, it is truly so that I will take a year off from the usual, practical, hands-on development. Planning, brainstorming and a little something easy paced remains, though.

Nevertheless, during this year of celebration we will be bringing you some recreational content from the North, out and away from the development chambers. What it will be exactly remains to be seen, but I'm sure this year off will bring along many occasions, incidents, experiments or artistic projects to share or publish.  There are some ideas bubbling under already.

On this thursday, 27th of January, it will be my 47th birthday. I started working on UnReal World at the age of 15 and two years later,  at the age of 17, the first version was released to the public. Now the 30th Jubileum, or 47th birthday, may feel like an occasion to offer me a drink or something, and for that purpose I quickly created "buy me a coffee" page.
https://www.buymeacoffee.com/SamiMaaranen
It's a simple support channel I've been asked to allow even earlier.  Now it's up and will remain so at least for this year.  I'll reserve the right to decide the drink to buy with your support :) , but big cheers anyway!
(And surely the regular donations page also works for gifting some squirrel hides.)

So these are the news to start this year with.  Feel free to comment or ask if something comes to your mind.

Yours,
Sami (UnReal World creator)


The developer is currently out the office ...
 

He's skiing in the woods following two elks...


He will be back occasionally and eventually.

January 24, 2022, 03:01:22 PM
1
Autumn nights, coding nights With the diminishing daylight, on the chilly and rainy autumn nights, I have occasionally found myself coding the game again. Nothing too strenuous, but hunting some bugs and tweaking functions here and there
It has felt quite fun, and quite natural.

I'm still in for spending the year off from coding but the possibility of a little surprise releases is increasing.

September 13, 2022, 04:59:48 PM
1
Re: [Brygun] The Story of Calle (long story style) Spending the night at Oreland Calle told them of his First Winter challenge. He could only stay the one night, unless in a grievous, way. The town sage knew of this.

“What are things you’ve learned so far?” asked the sage.

“That its hard to live alone in the forest. That we each have different skills. Using my best skills to village lets me trade. The woods can give life but you are closer to death. If things go poorly having a village keeps you well. The woods will task a person in ways they don’t expect. It is a life though full of heart. Among the woods you are among the spirits. Its hard to hear them but when you are happy with each it is great joy.”

“Those are good lessons,” said the Sage, “What if you had gone far out on your own right away?”

“I may have died at any of at least three times,” said Calle.

“Are you open to learning more?”

“Yes,” Calle said, “My struggles humble me. I can be strong and cunning but without wisdom many mistakes are made that the ancient ways would have had me avoid.”

The Sage then had the villagers tell Calle stories they knew. Calle would think on these as he resumed his efforts to hunt. The treasure of “Block heath” also came to mind. Calle didn’t speak of it though, as they might get to it first and none of them had eluded then slain the angry bear nor gave it’s skull a new home to find peace.

Day 1 of the last week before midwinter

From hill top seeing nothing, nothing caught at the Axe Rapids camp nor at the Damn Passage and on the way to Sacred Trail a sneeze burst out of Calle. A new challenge from the spirits or perhaps from one of the village folk?

Sacred Trail itself is bountiful bringing to Calle five birds! That’s a decent catch. Being sick Calle visits the nearest village of Quarrel Forrest. However they have no sage to treat Calle. The southern branch of the settlement doesn’t have a sage either. Nor does Middle Corner. Calle makes for Damn Passage where he can at least bait the new traps there with berries from the Axe Rapids cellar. When he wakes he was breathing clearly again. His sickness had passed.

Returning calmly to Axe Rapids Calle had various foods on hand. There was the trade foods from the south west, birds from Sacred Trail to the north east and a few things still in the cellar here. While doing chores here a squirrel and large hare were caught as well. What really worried him was the deepest cold to come. His cabin plan needed over many more logs and he had only 12 shaped so far. Another 6 had come across the river awaiting shaping.

Taking a break from tanning the hare Calle went out fishing. He did the backwards walk of launching the raft, though it isn’t a punt. This time he caught a trout! Over seven pounds of fish came up. For thanks he launched heather petals as little boats to adrift through the rapids. The next day taking a break from work Calle backwards pushed and backwards paddled the raft. He caught another trout! Now the plan for basing here was looking good.

Calle also debated on his cabin. This place would be left after he moved on. Rather than a full cabin perhaps he could make a heatable space with an L of walls. Then have the slope come down like a lean too. Midwinter would pass with a routine of chores fed by fish.

<CALLE 018 past midwinter>

Day 4 of the 13th week before summer.

Having been at work for many days and hunting south before that Calle makes for the northern trap sets at Damn Passage and Sacred Trail. A long track streams from his long ski accompanied by the waddle pushes of the short. Dotting alongside is the pokes of the ski stick. Calf deep snow would be beyond his ability to transit far for long. Smiling at his progress he remembers the years with his father, grand father and village working wood.

Damn Passage had no catches. Calle would reset their traps on the way back from Sacred Trial. The old reindeer tracks a history of the game that had come through. Game he hadn’t caught.

Skiing east he sees one of the reindeer! Rather than take the first long shot Calle calmly eats and drinks. If the snow would trouble the reindeer an endurance hunt would work. Shooting with panting at a longer range wouldn’t end the hunt either.

The four legged animals do cross the snow easier than a walking person. Its a question of skiing on calf deep snow vs the four legged walking through it. Skiing along the reindeer has soon taking to the woods. Calle smiles, as he sees the reindeer seems slightly fatigued. Skiing on this snow was his advantage. Now the challenge of the reindeer’s tricks in doubling about on its trails against Calle’s tracking.

This one is a smart one. It circled at least twice on the pine moor. It really confused Calle. Calle put down a hunt marker of 1-2-1 markers of branches, or 1-3-1. It shows a path or point of interest without pointing a direction. These let Calle avoid overly sweeping the same area in his hub and rim style searches. It was over an hour to pickup the trail again. Another hour or two still no new sighting. Calle heard it several times. Though frustrating it is best to remain calm. Today that reindeer would get away. Calle wanted to get to the Sacred Trail camp while there was still light.

Circling a cluster of pine Calle spots a hare. He moves, fires and lames a leg. Its running though. Calle tries running after it. That was such a mistake. Huffing from exhaustion Calle lost sight of it when forced to rest. Growling Calle wonders if he will ever see that arrow again. An hour or more of searching on the loop backs, making 1-2-1 markers and the annoyance of squirrel tracks intermingling. Calle was thinking of giving up when emerging onto heathland he found rabbit tracks. It did lead him to the hare snuggling among tree. No clear shot this time. More hours of searching to cease when the hare’s fresh trail doubles back onto an hour old section already marked by 1-2-1. An arrow lost.

Calle makes for Sacred Trail getting into the dark so soon. He even collapsed mid transit to sleep. His warm layers were enough to bring him out safely. At Sacred Trail he finds two birds trapped.

“Better to have two birds in hand than a rabbit lose amid the trees!” laughs Calle.

Its soon joined by a third bird then a fourth.

Calle heads out by way of Quarrel Forest. For them Calle fells a tree and makes two tables for a hefty bag of rye grains. A few arrows and torches traded for a thin bag of peas, turnips and nettle yarn. Back to Axe Rapids with a trapped hare.

Day 7 of the 13th week before summer season

This marks the start of Calle’s partial cabin. A week and a half of carpentry and fishing brings the joy of a fireplace fire glowing on Calle’s face. The L cabin is finished with enough room for the fireplace, sleeping bunk and storing areas. It has an access door to the cellar. Similar boards eased the needed logs. In time this could be made into a proper square cabin. For now the sloped roof does what it needs to deal with the deep winter better than the spruce shelter. It is Day 3 of the 11th week before summer season.

<CALLE 019 Made L Cabin>

April 29, 2023, 10:39:21 AM
1
Craftable fishing nets and more The current version 3.80 is now few weeks fresh and working smoothly.
And we've been working on a new update for this summer.
So how about just a little update about the little something upcoming?
Very well. And let's do it with a sneak preview screenshots.

So, what is to be highlighted now and to be featured in the next release is ...

Fishing nets craftable by the player characte

Player characters will be able to make fishing nets.
Thinking of the mere amount of yarn alone it's not all too simple craft to collect the material for.
You'll also need rocks for the weights, and birch-bark to wrap the weights with and to make floats.
And then there is also a special tool required ...



Netting needle. That's the tool you'll need. It's a wooden tool for weaving the net with proper knots. As a curiosity for history enthusiasts, one of the oldest known fishing nets in the world, the Antrea Net dated to 8540 BCE, was laced with knots that indicate use of netting needle. The same kind of fishing net knots have been used by Baltic Finns in much, much later dates. UnReal World takes place around 800-1200 CE.



Netting needle.



Net weight - a decent size rock wrapped in birch-bark.

Introducing pausable crafting

In the next screenshot our character has started weaving the net.
And after 6 hours of work the progress bar hasn't even reached the tenth of the remaining time...



Now what's that about?
Well, that means in the next version we'll be also introducing pausable crafting for making a net - and for few other tasks. This will be the start of featuring a possibility to have a break in long crafting tasks and continue at will later on. After the mechanics have been tested properly it will be expanded to cover wider range of crafting. Which will make quite a difference, you'll see.

So making a net won't be a task of few hours, or even few days, but can easily last for a week or more.
After four or five days of weaving the net our character takes a look at the half-finished work in progress...



Luckily for us all, the upcoming version is already more than half-finished by now.
July 2023 seems like good month for yet another release.

These are future features - not yet functional in current version 3.80.[/i}]

June 13, 2023, 07:44:36 PM
1
Deer/Elk AI should ignore shallow water and run through it, espceially in mires Hello and happy new year! Coming back on one of my favorite games after a couple of years off and immediately had a lightbulb moment!!

I was trying to hunt these days and i was experiencing complete failure, as it should be. The harder this game is the better, that's what survival is!

But then suddenly, after all these years of hunting in this game, something clicked in my head. The animal AI can't differentiate shallow from deep water (or can it these days? in my recent experiences, it still can't), so i took full advantage of it. I stopped hunting except if i could force them to run in mires... And sure enough i had so many kills, so many poor deer and elk going breathless running in circles trapped between single tiles of shallow water, while i was running straight through them. It was comical. So many hundrends of kilos of meat that i didn't have enough time to cook before it goes stale, felt like cheating!

And here comes the suggestion. Obviously animals in real life can perceive when the water is shallow enough so that they can run through it to get away from a predator. So why not in the game too? My suggestion is that big animal AI should just ignore shallow water and ice on shallow water and just run through it to get away from you. Especially those 1 tile water tiles in mires!

This little exploit of their AI i am describing is such a big contrast with the otherwise amazing hunting simulator this game is, that's why i felt like making a post. I tried to very quickly search the forum, but i didn't find any similar suggestion.

January 04, 2024, 11:23:45 PM
1
anything