Working title: Otherworld
Moderators: Public Relations Department, Players Department
-
- Posts: 36
- Joined: Sat Nov 28, 2015 11:49 pm
Re: Working title: Otherworld
So... any updates? Is this project dead or what?
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
If I stop working on it for two weeks, it doesn't mean that it's dead. If you don't have better things to say then do me a favor and don't post here. I am on vacation and I have told anybody who actually cares about the project that I wouldn't be working on it until I return to Finland. Besides, I've been writing related stuff on paper, I just don't do any programming while I'm out of country.
The things I should work on next is a resource system where resources have values (strings) like wood, stone-lithic, stone-polishable, cuttable-knife etc. and these will define which resources can be used for which project. Which requires rewriting the requirements for the existing manufacturing projects and merging certain items, like flint/chert/basalt/obsidian knife into just stone knife. But the resource used will be viewable when you examine the object, and in the future it will also affect durability. Currently all items last forever but there will be deterioration in the final version.
The things I should work on next is a resource system where resources have values (strings) like wood, stone-lithic, stone-polishable, cuttable-knife etc. and these will define which resources can be used for which project. Which requires rewriting the requirements for the existing manufacturing projects and merging certain items, like flint/chert/basalt/obsidian knife into just stone knife. But the resource used will be viewable when you examine the object, and in the future it will also affect durability. Currently all items last forever but there will be deterioration in the final version.
Not-so-sad panda
-
- Posts: 36
- Joined: Sat Nov 28, 2015 11:49 pm
Re: Working title: Otherworld
SekoETC wrote:If I stop working on it for two weeks, it doesn't mean that it's dead.
Yep. It means you are working on it when you feel motivated, and that's just one step before boredom. That's how reveri.es... wait, basically every project here, ended.
You are working on it since July, asuming you have intermediate PHP/SQL/JS knowledge and you're working 1 day per week, that's enough time to make at least a beta version and invite people to it.
SekoETC wrote:If you don't have better things to say
Sorry for not praising something that I haven't seen yet.
Perhaps I shouldn't care, I'l do you a favor and just stop here.
- MattWithoos
- Posts: 513
- Joined: Tue Apr 14, 2015 12:51 am
- Location: Melbourne, Australia
- Contact:
Re: Working title: Otherworld
It was the Christmas / New Year period. Not even I worked, not even on hobby projects, Cantr, my side business or my day job.
Also, for what it's worth, Seko's game is the most promising I've seen out of all of the games posted in the 11 years I've been part of the Cantr community. I know a lot of games fail on here, and I was (like you) cynical about that. However, I am not cynical at all with Seko's, and that should speak volumes.
Also, for what it's worth, Seko's game is the most promising I've seen out of all of the games posted in the 11 years I've been part of the Cantr community. I know a lot of games fail on here, and I was (like you) cynical about that. However, I am not cynical at all with Seko's, and that should speak volumes.
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
I'm not exactly sure what you mean by beta. If beta means having all the features that are going to be in the final game, there's no way I could whip that up in a short time just by working 1 day a week. If you mean a model that has stand-ins for every feature, I don't see a point in barfing up a half-assed version where nothing reflects how things are supposed to be when they are finished. I've hidden all the links that lead to unimplemented features so that people can immediately see what is possible and what is not.
http://ogreworld.com/index.php?page=status
Link above is the list that shows what has been done and what is needed for each stage. Originally I wasn't even going to take testers before the farming system was implemented because that's one of the key points of the game, but people kept pushing me, so I have created accounts for multiple people and they generally test every feature there is in a matter of days and have no reason to "play" after that, because it's not a finished game. The meaning of testing is to find bugs and report them, not to have the same experience one would have in a finished game.
http://ogreworld.com/index.php?page=status
Link above is the list that shows what has been done and what is needed for each stage. Originally I wasn't even going to take testers before the farming system was implemented because that's one of the key points of the game, but people kept pushing me, so I have created accounts for multiple people and they generally test every feature there is in a matter of days and have no reason to "play" after that, because it's not a finished game. The meaning of testing is to find bugs and report them, not to have the same experience one would have in a finished game.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
I started working on the new resource system and it took me only about two days to complete, if I remember correctly. At first I wasn't going to release it yet, but my computer started doing this thing that it goes to sleep very soon after I leave it alone, even though my power saving options say 30 minutes, so in case it's dying, I saw better to upload the code so I won't lose it if this crashes.
What you can currently do is produce some chopped/diced/sliced vegetables and make salad out of zucchini and ancestral tomatoes. The salad is a test item so it's not edible yet. I picked those ingredients because they were most readily available to my test character without traveling. Also the way items are made has been changed behind the scenes. As a result, a lot of manufacturing projects have been turned off. If you have references to these projects on your activities page, it will cause an error. I might end up wiping all existing projects if this becomes an issue. Also in the future, certain item types will be merged, such as flint/chert/basalt knife into stone knife. In the future it will be possible to see what it's made of, but I'm not that far yet. The chopped/diced/sliced options are near the bottom of the list for stone knife. Currently you can make all the old recipes out of thin air, but I don't recommend that, because they serve no function, and some of them are going to get deimplemented. All the chopped stuff is replaced by one resource called chopped, and it includes the name of the ingredient in the title once it has been finished. Same goes for diced and sliced.
I'm not yet a hundred percent sure how I should approach projects that require an ongoing fire as well as labor. The current system only supports automated change projects, where you put the thing you want to change inside the fire pit and it changes after enough time and heat has been applied. Obviously it's going to get more tricky if you have to place say, iron ore, coal and limestone inside a bloomery and somehow have the system merge them into iron. That sounds complicated. What if there's an incompatible resource in the mix? Will it burn or prevent the reaction? Currently there is nothing that supports change projects with more than one input resource or object.
What you can currently do is produce some chopped/diced/sliced vegetables and make salad out of zucchini and ancestral tomatoes. The salad is a test item so it's not edible yet. I picked those ingredients because they were most readily available to my test character without traveling. Also the way items are made has been changed behind the scenes. As a result, a lot of manufacturing projects have been turned off. If you have references to these projects on your activities page, it will cause an error. I might end up wiping all existing projects if this becomes an issue. Also in the future, certain item types will be merged, such as flint/chert/basalt knife into stone knife. In the future it will be possible to see what it's made of, but I'm not that far yet. The chopped/diced/sliced options are near the bottom of the list for stone knife. Currently you can make all the old recipes out of thin air, but I don't recommend that, because they serve no function, and some of them are going to get deimplemented. All the chopped stuff is replaced by one resource called chopped, and it includes the name of the ingredient in the title once it has been finished. Same goes for diced and sliced.
I'm not yet a hundred percent sure how I should approach projects that require an ongoing fire as well as labor. The current system only supports automated change projects, where you put the thing you want to change inside the fire pit and it changes after enough time and heat has been applied. Obviously it's going to get more tricky if you have to place say, iron ore, coal and limestone inside a bloomery and somehow have the system merge them into iron. That sounds complicated. What if there's an incompatible resource in the mix? Will it burn or prevent the reaction? Currently there is nothing that supports change projects with more than one input resource or object.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
Most newly generated and some old stone items now show what they're made of. In the old system stone items were already named by the type of stone but wood items weren't.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
I checked which resources have been discovered (and gathered) by testers so far.
The "resource-#" ones are obsolete and will be converted. In today's news, it's now possible to pit apricots under the new system.
Code: Select all
acai berry 13697
allspice berries 200
ancestral tomatoes 25787
apricots 4319
avocados 1000
bamboo 2979
bamboo shoots 3283
basalt 9220
bell peppers 2760
blood 12891
camphor 50
camphor wood 500
cashew nuts 788
cashew wood 300330
cassiterite 4000
chert 188664
chilies 100
citrons 3950
citrus wood 4233
clay 132543
coal 101871
cocoa pods 1377
diamond sand 96
diamonds 132
ferns 1633
flint 54117
fresh water 40000
gneiss 34400
gold 634
granite 1715885
grass clippings 28748
gypsum 15000
intestines 11116
junkwood 102904
kitchen waste 640
limestone 1229607
lotus 934
lotus seeds 862
lychees 1000
magnetite 165000
mahogany 16622
malachite 600
mandarin oranges 3000
marble 2200
mushrooms 1869
nephrite 200
nickel 1985
offal 15563
peeled rambutans 140
pine 39
pine needles 3644
rambutan wood 745
rambutans 2800
resource-345 1380
resource-347 200
resource-382 790
resource-422 6000
resource-434 400
rhyolite 20000
roasted cocoa beans 220
salad 200
salt 2795
sand 54000
sapphires 686
shale 42026
shavings 21098
shrubs 735429
silk cocoons 651
silver ore 1063
sinew 160
soft planks 200000
soil 10000
stone dust 3130
stone flakes 1115
thin citrus branches 620
thistles 600
wild cotton 23021
wild pears 9600
wild pumpkins 5500
wild strawberries 555
wild wheat 15773
zucchinis 126631
The "resource-#" ones are obsolete and will be converted. In today's news, it's now possible to pit apricots under the new system.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
I updated some of the map graphics. Also technically fire projects work as a requirement for manufacturing now, so you can't make progress on a project that requires a fire pit or another fire container without there being an actual fire in it. If you invest more AP than the time needed for the fire to run out, you lose the excess AP, so if you're not sure how long your fire is going to last, I recommend dividing the work into smaller bits. Currently the only way to use metals is to first make a bamboo blowpipe, then you can make things in the copper section with gold, assuming you have the necessary tools. I made a dustpan as a test. I'm not sure yet what else is possible.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
Today I added seasons and time of day (dawn/daylight/dusk/darkness). Season depends on latitude while timezone depends on longitude. Also the length of a day depends on month and latitude. Currently dawn and dusk last one hour regardless of latitude and start on minute 0 of the hour they're associated with. I might eventually change it but I figured there's no point in over-complicating it.
I've been working on a new world map but I had to move one of the continents because otherwise logically the northern part should've been desert and that didn't fit my mental image of it, so I moved it southwards to avoid that. I've also been watching videos on what defines weather.
I've been working on a new world map but I had to move one of the continents because otherwise logically the northern part should've been desert and that didn't fit my mental image of it, so I moved it southwards to avoid that. I've also been watching videos on what defines weather.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
There are now temperatures that change based on month, time of day, latitude and terrain type. It's mostly untested, so unexpected results can occur. Currently temperature has no effect on characters but it will play a large role in the finished version.
Not-so-sad panda
- muidoido
- Posts: 1758
- Joined: Fri May 14, 2010 10:00 pm
- Location: Brasil
Re: Working title: Otherworld
WOW! Just WOW!.
Many nice additions to the game! Does the temperature affect the graphics? I mean, do we have snow?
Many nice additions to the game! Does the temperature affect the graphics? I mean, do we have snow?
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
It doesn't yet, but that's a very good idea. The test region is inside the tropical and temperate zones, so the temperature never drops below 13 Celsius if I remember correctly. However, once the cold region is unlocked, it's a very good idea to change the appearance when there's snow. I'll add that to the to-do list, but it will be pretty far down.
What you can expect soon is rain. I just need to figure out how I want to do it, and should it put fires out. Just because something is called a rain forest doesn't mean it should rain every day, because that would be pretty annoying. Also the canopy can be so thick that the water doesn't necessarily fall straight to the ground. Some things to consider.
What you can expect soon is rain. I just need to figure out how I want to do it, and should it put fires out. Just because something is called a rain forest doesn't mean it should rain every day, because that would be pretty annoying. Also the canopy can be so thick that the water doesn't necessarily fall straight to the ground. Some things to consider.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
Now there is rain but it doesn't currently affect anything.
Also it is possible to process skins into rawhide. However, don't get yourself killed while hunting because healing still isn't implemented.
Edit: I haven't yet decided how to do ranged weapons, even though it's possible to manufacture some bows. They should use arrows and it shouldn't be possible to attack something that's right next to you with a long range weapon, so it should maybe be possible to attack animals that are in another square, and also the distance of combatants should be kept track of somehow.
Also it is possible to process skins into rawhide. However, don't get yourself killed while hunting because healing still isn't implemented.
Edit: I haven't yet decided how to do ranged weapons, even though it's possible to manufacture some bows. They should use arrows and it shouldn't be possible to attack something that's right next to you with a long range weapon, so it should maybe be possible to attack animals that are in another square, and also the distance of combatants should be kept track of somehow.
Not-so-sad panda
- SekoETC
- Posts: 15523
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Re: Working title: Otherworld
I'm currently working on this generator for random fruits and such. It will allow people to discover local specialties without me having to manually design and plant every one of them. Some of them will taste bad or be difficult to peel, so they might not be worth cultivating, but the promising ones can be selected for crossbreeding with hopes of generating fruit that actually tastes good and has other good qualities. I'm possibly considering to let the finders name the plants themselves, but if people were to use obscenities and stuff, then I might have to use automatically generated names instead.
Not-so-sad panda
Who is online
Users browsing this forum: No registered users and 1 guest