UnReal World is a combination of roleplaying game and a survival simulation. In a world inspired by iron-age Finland you can track animals, set traps, hunt with bows and spears, tan hides, go fishing, pick berries, cook food, sleep in a temporary shelter or build a log cottage, trade with the villagers, craft items, etc. It has a randomly generated map, skill development and a detailed wounds and combat system. The item crafting is moddable.
We dreamt of releasing the new version still this year, but after serious considerations about what's still left to do it turns out to be impossible. It's only a month before holiday season and we're hardly at alpha stage. Renewals and improvements we've been dealing with are just plain massive and a month won't suffice to finalize and test it all. So, we'll be releasing the next version as early in 2016 as possible. It's a schedule that allows all the upcoming awesomeness to be perfected even better - as follows:
Long, dirty, oily, sweaty days with hammering the graphics engine into a brand new shape. I don't bore you with details but it's quite a feat to do this big data structure changes and still maintain savegame compatibility. As you can imagine with the current fixed tile-sheet size and fixed tile proportions we've been using lots of code customized solely for the current format. That why the engine gets seriously hammered and the whole logic of map drawing is being renewed to quite extent.
At its' current the stage the version in development probably uses around 60% of new graphics engine and renewed tiles, but the more I keep abandoning the old code the more code replacements there need to be. Nevertheless, the outlook is settling in nicely day by day. Lately NPC redrawing was initiated. Even though the next version is not yet the major graphics update, we're already increasing NPC tile size and giving them proper perspective and two facing directions:
Redrawn NPCs, redrawn cottages:
Housewife, sage and kids:
Notice pigs in the pen. Also the animals have got two facing directions now.
It's been months since the day and night lighting cycle was featured, and back then it was left at "to-do" phase how the light sources (ie. burning fires) would interact with darkened palettes during low visibility times like winter nights. That question and how to handle it has been bugging me every now and then but now it's all sorted out and we've got a bit of eye candy in the darkness.
"It'd be pretty cool if fires and torches gave the surrounding tiles a fire-coloured tint."
That's what Stove said on the forums back then, and many agreed. Me too, as you can see in the screenshots below.
The first one is in the winter forest, and the second one in the autumn forest. It's pitch-dark night in both cases. By the way, that circle of light isn't fixed but keeps flickering too. (Now you can imagine how much more cosy it looks and feels like to sit by the fireside in your warm cottage during the darkest seasons.)
Campfire circle of light in a pitch-dark winter forest:
Two campfires and their circles of light in a pitch-dark autumn forest:
The first snow has come turning the long dark autumn into bright white early winter.
Busy development times continue in a different color-scheme.
I want YOU to remain patient.
As a reward and to thank you in return, our characteristic video greetings can be downloaded after placing a donation of any sum.
If you are a curious, go take a look at our previous Thank You videos at Enormous Elk YouTube Channel.
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Highest Rated (5 agree) 9/10
I am following that game since a few years. And to be honest, it evolved a lot lately (in the good direction) and is always a pleasure to discover what new things have been added after a few calm months. It is one of the most in depth survival games around (not the zombie style, but the one were you are sent into wilderness with nothing but a knife and have to find a way to make your own food, fire, clothes, house...). I love the fact too that it is based on the real finnish medieval era, with an…
Feb 16 2012 by vfabien21