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Summery summary in the midst of upcoming version hype

Yes, yes. Yet another version is cooking up. That's not news. That's how it goes with UnReal World.

But what it will be about, and when to expect a release?
That would be more like news. And that's what this post is about.

Summer is always a busy season. There's so much happening that it's hard to even summarize what's happening. Many of the warm days and nightless nights get spent on recreational activities, but working hours in the development chambers have been also been busy and sweaty. Now lets take a look at what has happened, and to where all this is taking us. Some of this stuff may have been announced already, but it doesn't hurt to drool once again.

The main focus of upcoming version is laid on NPCs. This applies to both companions you can hire for yourself, and wandering woodsmen you may meet in the wild. But that's not all. I'll cover some of the upcoming new features in the chunks of text below. I won't add screenshots this time, but a few selected historical image sources from Finnish museums and archives. Some of these may not be era-accurate, but mood and theme suitable nevertheless.

Wandering NPCs will actively hunt animals, based on their cultural preferences, and also utilize the kills the best they can.


This opens up possibilities for numerous exciting incidents to take place as the woods with hunters and their game now becomes far more alive and complex than before.
The very act of NPCs hunting is propably rarely witnessed by the player character but traces and remains found in the woods can tell a story of another human hunter at the area.
Wandering woodsmen and adventurers may now also occasionally have dog companions with them. And just like the dogs owned by player characters these will also protect their masters.

"Hunter with his gear"
Photographer: Sirelius U.T. 1898 
National Board of Antiquities / Suomalais-ugrilainen kuvakokoelma / SUK36:263
License: CC BY 4.0


Companion usefulness gets boosted with several new tasks they can do on demand


New companion commands are:
* butcher and skin carcasses
* roast meat or fish
* make logs and boards
Companions skills naturally affect to outcome of the tasks so their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves.
That's cool, you might think. And you also might think of few other tasks companions could do. Indeed. Same here. We actually do have a few more things regarding companions still under construction. Currently we're working on mechanisms to allow unoccupied companions automatically to help you with laborous tasks (eg. building) thus shortening the working time.


Well, we haven't concentrated solely on living things. Here's a few of probably the most interesting additions and features regarding item galore;

Harvesting and utilizing birch-bark


It will be possible to harvest and utitilize birch-bark in crafting. Birch-bark is peeled and removed from a tree in long strips which are then wound to a ball for storage. (As a trivia, this kind of balls are called 'Sommelo' in Finnish.)
It will be possible for player character now to craft birch-bark shoes, caps, boxes, baskets - and also birch-bark ropes.

Ball of birch-bark, 'Sommelo'.
The National Museum of Finland / Yleisetnografiset kokoelmat / VK5354:11
License: CC BY 4.0


Measure of length for tying equipment


Tying equipment such as ropes and cords now have a length property, and tying equipment requirements in crafting are now length based. There will be also options for joining and shorterning ropes and cords as sometimes specific length is desired.

Armour and cloth quality having impact on their protective values


High quality armours and clothes now provide more protection, and the low quality ones provide less. In most cases this covers more than one coverage aspect, but always at least the most important aspect for the item in question.

Footwear wearing out in use


Shoes and boots now wear out in use ie. when walking or otherwise moving around by foot. Footwear material determines their durability.

Reindeer fur boots, 'Nutukkaat'.
The National Museum of Finland / Suomalais-ugrilaiset kokoelmat / SU4724:35
License: CC BY 4.0



Let this be enough for summery summary about what to expect. Now then there's that other question...

When we're done with those "few more things" still pending to be added it is time to start wrapping things up for a beta release. I'm quite reluctant to set or mention any deadlines as they usually don't keep, but if we think it out loud then...
It shouldn't take more than few weeks to finish the most urgent pending to-do's. Then a week of extensive testing and adjusting the latest additions, and then if everything goes fine it's time to start final packaging.
So...
...we could be seeing first beta of the brave new version in early september. And from there on, what has been laid in there will still be evolving and growing, stabilizing and multiplying.

How's that? Sounds like a plan to me. :urw_sage:

Summer Sale... Summer opportunities...

I'm a bit late to announce this but it is live now:
Steam Summer Sale

and you can get
UnReal World for discounted price until 9th of July.


Why the announcement is late is because while the sale was launching I was busy attending to 'science-art-forest' themed seminar and workshops at Koli in eastern Finland - a location famous of its hills and cliffs which are well-known national sceneries of Finland.

In addition to presentation about working with the game I also performed an archery demonstration in the most awesome location I have ever shot a bow.

Summer is full of opportunities. Let's not hesitate. Cheers!


Archery demonstration, shooting with Japanese bow.

Giving a presentation about UnReal World and the related stuff..

The highest summit of Koli; "Ukko-Koli".


NPCs and companions... sneak peek at the future version focus

Things have been cooking and development has evolved up to an extent where a sneak peek of what to expect in the future is in place. We don't have a deadline for the upcoming release, it's a work in progress, but we do know what the core content will be about.

The core content of the next release will focus on NPCs. The most important additions will concern the wandering woodsmen you may meet in the wild and the companions you can hire for yourself. They'll be given a bit more wits, tasks, and meaning for their existence in the game world as follows.


Who let the dogs out?


Let's start with few a introductory features regarding NPCs and dogs.

  • Wandering woodsmen you may encounter in the wild may occasionally have dog companions with them - and their dogs will also protect their masters.

  • Village dogs are now released out of their pens to roam freely at the village area. This allows dogs to truly protect the village from possible threats. Intruders may be now first greeted with alarm barks and approaching watchdogs.

  • Moreover, all the domestic animals may now have subtle varieties in their coat colors. Adds some flavour, but also makes it easier to distinguish different pets from each others just by their looks.
Free roaming dogs and domestic animal color variety.


Actively hunting wandering NPCs


NPCs who roam the woods can now actively hunt animals. They seek the game based on their cultural preferences, and within their hunting possibilities. The very act of NPCs hunting, or running after a game, is probably rarely witnessed by the player character but bones and remains found in the woods can now tell a story of another human hunter at the area.

As we know, the hunts can end in unimaginable ways, so many different scenarios may arise from the NPCs now taking their chances with the wildlife - and occasionally maybe even the very same wildlife that you were after.

Witnessing an NPC hunting scene. Seal-tribe woodsman has been met in the wild, and he's busy trying to shoot down a squirrel.


New companions commands


Companion usefulness gets boosted with some new tasks they will be able to do on demand. Currently it's been added:

  • butcher and skin a carcass
  • make logs
  • make boards


...and the list is likely to grow with a few more crucial tasks. There's a great level of complexity to make companions proceed these tasks with similar detail than the player character so tasks to be added are prioritized with the quality over quantity.

The list of companion commands - so far:

As companion skills naturally affect to outcome of the tasks their expertise can be sometimes used to obtain higher quality goods than what the player characters could produce by themselves. We also need to add an chat option to ask NPCs about their general skills and expertise so you know what kind of craftsman you've hired.

The companion was commanded to butcher and skin one of the reindeers we managed to hunt down. We got meat now, and a fine reindeer skin, which is way better hideworking result than what Jurks could have done in his current condition.


Exciting times ahead.
The work continues, more is to follow.
Stay tuned.


These are future additions - not yet function in current version 3.52

Goto Sauna; a new video greeting is up as DLC for UnReal World Steam players

Once again it is time for new video greetings to thank you, dear UnReal World Steam players.

For more than half a decade already we've had a habit of creating characteristic video greetings with varying themes to thank and delight the supporters. These video works have been brought on Steam as a free DLC for UnReal World Steam players.

A fresh video greeting "Goto Sauna;" is now up in the video greetings DLC package.




Feel free to add Video Greetings to your cart if you like. The package now contains six video greetings in total, and more will follow in time.

https://store.steampowered.com/app/505100/UnReal_World__Video_greetings/

If you grab the Video Greetings DLC you'll find the videos within your local UnReal World files in BonusMaterial/ folder. And the game main menu also shows BONUS MATERIAL option which guides you to the right folder.

If you're curious about what the video greetings may be about you can browse the older stuff at:
Enormous Elk YouTube channel.

Cheers!

Lynx tracking picture story

For the sake of inspiration and related interest how would you like a little picture story from the real world adventures of unreal world developer?

This is what may occasionally happen behind the scenes outside the development chambers.


So, 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. :urw_tree: