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Topics - Sami

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31
Development News / 3.72 hotfix patch #1 for OS X and Linux released
« on: January 03, 2023, 05:36:36 PM »
Hotfix patch for OS X and Linux has been released to address the following issues. The patch is now live on Steam, Itch.Io and at Lifetimers section.

On OS X there were some weird random oddities namely with map rendering and menus. We certainly hope this hotfix clears 'em all.
Because nature of OS X issues seemed to be system related don't hesitate contact if you're still bothered with some weirdness.


Version 3.72 (patch #1) for Linux and OS X
------------------------------------------------------------------------------------

- [os x] fixed: walking through walls

- [os x] fixed: fistful of random oddities with map view and menus

- fixed: character portrait being shown in message log screen

- fixed: character portrait not showing up after using encyclopedia in skills menu

- fixed: arrows picked from villages not tagged as unpaid

------------------------------------------------------------------------------------

Should you encounter any more showstoppers let us know and we'll continue the bug hunting.

And hey, we also wouldn't mind hearing the good news if this patch now cleared the issues on your end, dear OS X adventurers!

Cheers!

32
Development News / 3.72 hotfix patch #1 for Windows released
« on: December 28, 2022, 05:56:33 PM »
Hotfix patch for Windows has been released to address the following issues. The patch is now live on Steam, Itch.Io and at Lifetimers section.

Version 3.72 (patch #1)
------------------------------------------------------------------------------------
- fixed: audio issues

On some systems audio got played wrong, and the audio loading failures also made the game crash prone. The issues were linked to SDL_mixer version in use we've now reverted back to using SDL_mixer 2.0.4.

- fixed: character portrait being shown in message log screen
- fixed: character portrait not showing up after using encyclopedia in skills menu
- fixed: arrows picked from villages not tagged as unpaid

------------------------------------------------------------------------------------

If you had trouble running with 3.72 due to audio problems we dearly hope this patch fixes them for you and for all - and for good.

And hey, if this patch brings you from the unfortunate muffled and crash prone audio league back into proper stable UnReal World again let us know!

Cheers!

33
Version 3.72 has been released and is now live and available on Steam, Itch.Io and for Lifetimers at the designated forum section.

Here's the changelog.
---------------------------

Version: 3.72 (stable)

** Saved characters from version 3.60-> are compatible with this version. **

- improved: NPC archery checks to avoid hitting unintended friendly targets

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

- improved: aggressive NPCs waypointing to their enemy

          Agressive NPCs may now choose to use slightly winding routes to their enemy, instead going for the shorthest and straightest route. These new tactics aim to give NPC archers some free space for shooting, and to increase chances for group of NPCs to nicely encircle their enemy.

- added: vastas can be found in village saunas during the appropriate season

          Villager made vastas will now appear in the village saunas during the season when it is possible to make them. This is mostly an atmospheric addition, but also works as an indication for the player character that the birch trees are now in good leaf for making a vasta.

- added: random character name option

          Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- added: water temperature affecting to spoilage rate of the fish caught in nets

          The colder the water the longer the fish will now keep good in the nets. The effect isn't all too drastic, but still functional. In the coldest waters during the wintertime you can expect a few days longer preservation times compared to the average.

- changed: name/sex/culture character creation selections order -> culture/sex/name

          As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

          Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

          The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

          Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

 - added: watercraft marker icons on zoomed-out wilderness map


          When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

          Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

          You will be asked a confirmation to start a fire in the following conditions:
          1. There are valuable items to be burned down where you are about to build a fire.
          2. You are building a fire indoors at other than fireplace location.
          These confirmations will prevent the unfornate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

         From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

         Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- added: two new character portraits, one western and one sage

- SDL update: updated to newest SDL 2.24.0

          Updated SDL release includes a good deal of bugfixes which may have hampered some systems.
 
- reworded: "The sauna" game course task description

         The task description of taking a sauna bath was outdated. Now it's reworded to feature the current mechanics.

- fixed: minimum number of fibre plants required to extract one bundle of fibre

          Previously 15 plants were always required, which was a result of failing math. Now the amount depends on the plant and its' fibre yield, and the minimums are 5 flaxes, 8 hemps or 15 nettles.

- fixed: flowering plants providing also seeds when treshed

          The seed production code apparently has gotten broken somewhere in the earlier versions, and you got them upon treshing even if the plant was still flowering. Now it's fixed back as it was and you get seeds only after the flowering period.

- fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

          This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

 - fixed: extracting fibre from bundles of nettle fibre was possible

 - fixed: carried weight statistics not updating immediately after cancelled crafting

 - fixed: character's height in metric units displayed wrong


         This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

         Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.

- fixed: heavy missile weapons getting stuck to small animals

         This is a legacy issue which is hopefully fixed for good now. The bug manifested itself eg. in a situation where you threw a javelin at a bird, the weapon got stuck and the bird flies away carrying it.

---------------------------------------------------------------------------------------------------------------------------

Cheers! Enjoy the release.

34
Every now and then the many unique elements of UnReal World do arise academic interest.
Folklore, mythology, historical ambition, recreation of traditions, long history or the mere depth of it all.
Now we're highlighting a fresh book in Finnish and shortly upcoming conference in Paris for you to have a closer look at will. Both can be witnessed also online.


The Finnish connection ...

Back in 2019 mr. Kyyrö, PhD from University of Turku School of History, Culture and Arts Studies first interviewed me, and then Erkka separately, for his studies and projects regarding computer games and religion.
There's a forum post (with a picture) about it here.

Now mr. Kyyrö has written a chapter about UnReal World and its approach and relation to the field of new spiritualities in recently published compilation work titled "Uushenkisyys" (in Finnish).
The title of the book translates as "New spiritualities" in english, and quoting the english abstract:
"The book shows the multiple ways in which new spiritualities intertwine with different sectors of the society and blur spirituality’s boundary with religion, health care, art, and popular culture, for example. The book is the first book-length presentation in Finnish of the field of new spiritualities."



In his research mr. Kyyrö analyzes both the game and the interviews of me and Erkka. The chapter is titled "Dare to hear your voice, dare to follow your spirit" - which is a line you may have spotted from the game end screen. For me, quoting this very line means a lot. I don't exactly remember if it appeared into the game 20, or even 25 years ago - but it's been there for a long time and the underlying attitude behind it still stands strong even though it was first made up by a far less experienced coder and a human being.
The book is freely available online, in finnish. So take a look, you finnish speaking players.
https://directory.doabooks.org/handle/20.500.12854/93482




The French connection...

Earlier this month I had a pleasure of receiving contact and talking online with monsieur Efrati, a doctorate student at EHESS (School of Advanced Studies in the Social Sciences) in France, where he works on the representations of Prehistory in video games. We had a great and interesting talks which may lead into further research or co-operation, but he already gathered some UnReal Worldish background material to be utilized at the following event.

Tomorrow,  28th of november,  he's organizing a conference at the French national library dedicated to a 1986 survival/proto-open-world game called Sapiens. The subject may be interesting to many of you on its own, but now also the UnReal World is going to be mentioned in the context as well. To what extent, I don't really know, so you have to witness it by yourself. Luckily the conference can be watched online too: Monday, 28th of nov., 18:00 - 20:00.

Unfortunately, it will be in French only but our french speaking player base is not a small at all - so go check it out.
Here's the conference web page, and at the bottom you'll find  a link to watch it live (and afterwards) on YouTube.


Screenshot from Sapiens game

35
Version 3.72 beta is now available for all the supported operating systems now - Windows, Linux and OS X.
OS X build was the last in line and considering the stability of earlier released Windows and Linux betas there's no need to hesitate of getting into 3.72beta.
Version 3.72 (beta) is available at Steam, Itch.Io and for lifetimers.

With no showstoppers having been noticed we're adding up a few more features and then wrap things up for a stable release -
which is destined to be released still this year.

36
Development News / NPC archery AI tuning
« on: November 20, 2022, 07:14:33 PM »
As you may know, NPC archers in the game have been quite careless about accidentally shooting to their own party members.
This has been especially problematic, sometimes even frightening, when having eager archers as companions.
Now NPC archery checks to avoid hitting unintended friendly targets has been adjusted as follows.

          Before shooting an arrow NPCs can now consider the risk and possibilities of hitting an unintended friendly target, ie. members of their own party. Depending on their risk assesment the shooting NPCs may then choose to take or not to take a shot. The higher the risk, the less often you'll see the NPCs using their bows.
          These improvements will change NPCs archery behaviour to quite an extent, especially if there are several NPCs being engaged in a fight or hunt, and moving within the risky zone. In general you will see NPCs being more careful with archery than before.
          Now you can also feel more relieved about your own archer companion's behaviour. They won't be taking seriously foolhardy shots which might put you, your dogs or anyone else in your party at risk of being wounded by an unintended arrow hit. This will also sometimes make hunting with companions to proceed differently than before. See, if there's is a pack of dogs, or melee armed companions, running in front of capable archers it might be that they have difficulties to find a spot to make a safe shots to the target. Many new scenarios may arise, and occasionally you may need to build new tactics based on the new NPC behaviour.
          Lastly, in the heat of the archery combat accidents can still happen. That possibility hasn't been excluded, but now these things should happen way, way more rarely than before.

These are future features - not yet functional yet in the current stable 3.71 or beta 3.72

37
Development News / Version 3.72 (beta) for Linux released
« on: November 12, 2022, 08:05:16 PM »
Version 3.72 (beta) for Linux is now available at Steam, Itch.Io and for lifetimers. OS X version is still pending to be finished and built, but shouldn't take all too long anymore.

You'll find the full changelog later in this post, but let's highlight some new features first.

Random character names

Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.

Harvest and pick agriculture option

The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.

Watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

Version 3.72 (beta) changelog

- added: random character name option

Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- changed: name/sex/culture character creation selections order -> culture/sex/name

As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

- added: watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

You will be asked a confirmation to start a fire in the following conditions:
1. There are valuable items to be burned down where you are about to build a fire.
2. You are building a fire indoors at other than fireplace location.
These confirmations will prevent the unfortunate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- SDL update: updated to newest SDL 2.24.0

Updated SDL release includes a good deal of bugfixes which may have hampered some systems. - fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

- fixed: carried weight statistics not updating immediately after cancelled crafting

- fixed: character's height in metric units displayed wrong

This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.



That's all, dear adventurers.

38
Development News / Season's Kekri greetings
« on: November 06, 2022, 03:08:04 PM »
Kekri is an ancient Finnish turn-of-the-year and harvest festival celebrated when the annual agricultural activities were all accomplished.
It carries similarities to celtic Samhain, and the later halloween. Those who follow us on Steam probably noticed our kekri goat boogie man contribution there,
and now it's time to bring out the Season's Kekri greetings here as well.

During the Kekri there was a custom of dressing up as a masked character called kekripukki (kekri goat).
I do follow that tradition so here's my kekri goat character wishing you all good turn-of-the-year and approaching wintertime.


Some of the Kekri goat characters from the past years have made their way into the game as a sage portraits.
Now this photoshoot also consisted of varying shots and poses, so maybe in the near future you might end up discussing with a sage with striking similarity to this fellow.


Take care everyone, despite of the darkness!

--

For those who want to take a look deeper into the Kekri customs - and behind the scenes - there's also more verbose post about it all at my BuyMeACoffee page:
https://www.buymeacoffee.com/SamiMaaranen/kekri-harvest-festival

39
Development News / Version 3.72 (beta) for Windows - a surprise release
« on: October 10, 2022, 08:20:43 PM »
Surprise, surprise!

The autumn has come, and there's hint of winter in the air. The nights have gotten darker and longer, and there's been rainy days too.
Perfect weather for coding, one might say. And you know what, that's what's been happening in the silence of the coding chambers lately.

So here we are, flexing our coding and release muscles with a little surprise release packed with a dozen of new features and a fistful of fixes.

Version 3.72 beta is now available at Steam, Itch.Io and for lifetimers. For the time being there's only Windows version available, but OS X and Linux versions and more features will follow in time.

You'll find the full changelog later in this post, but let's highlight some new features first.

Random character names

Upon character creation you can now randomize culturally relevant names for them at will. Here a Kuikka-tribe female is being created with a random name of her culture.

Harvest and pick agriculture option

The good old harvest option only cut down the crops, but now there's an option cut and pick the crops to character's inventory at one go.

Watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

Version 3.72 (beta) changelog

- added: random character name option

Upon creating characters and choosing their name you can now randomize a culturally relevant names for them. Pressing tab or asterisk (*) will bring up random names which you can then confirm with enter, or modify at will.

- changed: name/sex/culture character creation selections order -> culture/sex/name

As the random character name option needs to know the culture and sex to pick up a relevant names these selections now come before choosing the name.

- changed: "quick and easy" character creation mode now randomly chooses also the culture and sex

Previously there was no randomization in that regard, but Kaumolais male was always chosen. Otherwise this character creation mode mode remains the same assigning rest of the options automatically and starting nearby a village.

- added: "Harvest and pick" agriculture option

The good old harvest option only cut down the crops, but this newly added option also automatically picks up the harvested plants to character's inventory. For clarification the existing "Harvest" option is now renamed as "Harvest down" in the Agriculture menu.

- added: domestic animals in the villages will withdraw from player character's way

Moving towards a domestic animal will now make it to withdraw from your way. This is to prevent the character from getting jammed eg. in small buildings with village dogs.

- modding: increased maximum number of character portraits in each category up to 250.

- added: watercraft marker icons on zoomed-out wilderness map

When leaving punt or raft on the zoomed-in map the corresponding marker icon is now shown on the zoomed-out wilderness map.

- enhanced: message about the markers at wilderness location

Instead of given information about each marker with their own message now a summary of all the markers is given in one sentence. For example: "There is a shelter, set traps and a punt at this location."

- added: confirmation to start a fire on some occasions

You will be asked a confirmation to start a fire in the following conditions:
1. There are valuable items to be burned down where you are about to build a fire.
2. You are building a fire indoors at other than fireplace location.
These confirmations will prevent the unfortunate cases of accidentally setting your house or valuable belongings on fire.

- adjusted: party members fire making safety checks

From now on your companions won't ever start a fire at a location with items on the ground. Previously they might accidentally set a pile of items on fire.

- enhanced: rendering of the portraits

Character portraits are now rendered directly to the screen using the available resolution. This makes the portraits appear more crisp and clear. This enhancement affects to various game screen where portraits are being used; quest info display, list of ancestors, character profile, chat screen, etc.

- SDL update: updated to newest SDL 2.24.0

Updated SDL release includes a good deal of bugfixes which may have hampered some systems. - fixed: sacrificing food in a container mistakenly removed the container too

- fixed: auto-cut yarn weights calculated wrong

This bug manifested itself eg. in smoking and drying cookery recipes. After retrieving the auto-cut yarn you found it heavier than expected.

- fixed: extracting fibre from retted but not dried nettles was possible

- fixed: carried weight statistics not updating immediately after cancelled crafting

- fixed: character's height in metric units displayed wrong

This was a conversion issue within character profile screen.

- fixed/adjusted: squirrels won't climb to safety in saplings

Previously they were mistakenly considered being high up in a tree even if it was a mere sapling.



That's all, dear adventurers. Cheers and enjoy the surprise!
And please allow some time for rest of the platforms to follow. You know, my "year-off from coding" still continues :)

40
Development News / Autumn nights, coding nights
« on: September 13, 2022, 04:59:48 PM »
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.

41
Development News / The real world paddling adventures
« on: August 23, 2022, 12:15:41 PM »
You see a canoe here.
The paddle wielded as a primary weapon.
You push the canoe into water and jump aboard.


And there, in the real world, 120 kilometer long Kokemäenjoki ("Kokemäki River") awaits...



So, as mentioned in the previous post I went for a lengthy river canoeing trip with a friend, and here comes a little photo greetings from that magical journey.
We travelled with an indian canoe through the whole Kokemäki River in southwestern Finland, all the way to the Gulf of Bothnia, and on top of that some 10 kilometers out to the Reposaari island at Bothnian Sea. The whole journey was about 130 kilometers long.









































It took six amazing days of adventuring, and there are a lot more sceneries to show and stories to tell.
For those who are keen to see more I will go through the whole journey day-by-day in series of posts at my BuyMeACoffee page, with some video footage as well.
Take a peek, all the content there is available for everyone:
https://www.buymeacoffee.com/SamiMaaranen/posts

But should you then feel like buying a coffee for a weary paddler one of the upsides is that every supporters gets e-mail notifications when future posts are up.



Let's keep adventuring.

42
Development News / Going canoeing - from Koivula to Driik, so to speak.
« on: August 12, 2022, 06:19:47 PM »
The year off from coding has truly brought my way something else than sitting in front of the computer.
Next up is sitting in a canoe instead - and paddling some 120 kilometers through Kokemäki River all the way to reach the sea at Gulf of Bothnia.
Well, luckily I get to stand and walk as well as we'll be camping outdoors.
This expedition is about to start tomorrow, and I'm sure you'll be hearing more about it when I come back.


Everything's packed and I'm off to canoe - for a week or so.

This is is river a route which you can paddle in UnReal World too.
The world map of the game is always somewhat randomized, but you can still find some river floating from Koivula to Driik.
This can be imagined as being the Kokemäki River.
In reality the route is 120 kilometers long, but the game world map scale is smaller.
When put on the game world map the route would be like this.




Our destination is an island in the Gulf of Bothnia about 10 kilometers from the mainland.
If everything goes okay we'll reach it in a week.
And who knows if this inspires me to tweak the paddling code in the game just a little bit - when it is time to sit in front of the computer again.

43
Development News / Summer Sale on Steam - and a few pics
« on: June 28, 2022, 07:15:29 PM »
Steam Summer Sale is going on for those you seek an opportunity to enter into Far North for a discounted price:
https://store.steampowered.com/app/351700/UnReal_World/

Otherwise, I just wish everyone a good summertime, and share a few photos around the development chambers.





Cheers!




44
Development News / A new piece of primitive music by Enormous Elk
« on: June 12, 2022, 05:30:12 PM »
We're happy to present you a new piece of music and a video.
"Illalla, lammella" (In the evening, by the pond) can be viewed at Enormous Elk YouTube channel:
https://www.youtube.com/watch?v=jdSW9Z46DhE

Like mentioned earlier this was recorded and filmed while I was visiting Erkka last month. You'll also see the authentic setting of the live recording, by the pond.
Post-production took a little longer than expect because my right hand is still in a cast, but even though this was mostly edited with left hand we're happy with the mood and result.

Cheers!

45
Development News / Greetings from a grove
« on: May 30, 2022, 09:03:17 PM »
Greetings!

As you may know I'm spending sort of a year off from coding and concentrating more on the real world stuff. But the absence from the development chambers doesn't mean a radio silence. I'm happy to post a little news and photo feeds occasionally to stay in touch with You adventurers out there, and that's what people have wished for too. So here we go ...

I recently had a minor accident with my right hand and now need to keep a cast for a month, but that's not stopping the roaming in the woods. Hehe, you know this from the game too - the many activities might be slower, but doable.
So here's a photo greetings from one beautiful May day in the grove forest. These woods are half an hour walk away from UnReal World development chambers. This is a very special place since there are lot's of conifer forests to see here in Finland - as you may have noticed in the game too - but this kind of grove like leaf tree habitats are more rare.















And by the way, if peeks into these 2022 real world endeavours is your cup of coffee I'm building up a habit of more regular posts at my buymeacoffee page:
https://www.buymeacoffee.com/SamiMaaranen
It's kind of like an alternate media channel to see and support not the game development, but the game developer's lifestyle. Or whatever.

Take care everyone,

-Sami (UnReal World creator, gap year adventurer)

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