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urWorld May Update - Enter Wildlife


tjheldna
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This month brings the world to life with animals roaming the lands and swimming the rivers. This will all tie in with the hunting for food further to fulfil your hunter/gatherer instincts. A few species are already wandering with more planned in later releases. Fish swim the waters which you can catch by crafting a fishing rod, but there is no way to hunt a rabbit just yet so there safe for now. More scenery items also added for more variation in the world.

 

Click to download the May urWorld release.

 

New Features

 

- Craft able fishing pole.

 

-Fishing line to float drawn.

 

- Craft able Spear.

 

- Fishing, you can now catch fish with the fishing rod.

 

- Ground cover flowers (scenery only).

 

- AI Code.

 

- Crafting help display on mouse hover.

 

- Rabbit with basic AI and animations.

 

- Salmon Model with basic AI and animations.

 

- Fallen hollow logs (scenery only).

 

- Placement and rotation of non squared items in world generation.

 

- Place holder ground click identifier.

 

- Loading Screen, loading progress bar.

 

- Fish item icon.

 

- Cook Fish on fire.

 

- Days are longer and nights are faster.

 

- Rain does not occur within the first 3 hours of game start.

 

 

Known Issues

 

- Pre cache models visible in level.

 

- If you cancel fishing by walking away the fish disappears.

 

-Zooming can get stuck.

 

- No fire sound on a 2nd camp fire.

 

- Evil eyes dont work with more than 1 camp fire.

 

- 2nd camp-fire doesn't provide heat.

 

- Some objects spawn close to waterways making them look like their floating.

 

- If you have an item mounted then try to switch to another different mounted item. nothing mounts until the second click.

 

- Sometimes when you start you can be trapped by trees.

 

- Shovel can be used to chop down a tree.

 

 

 

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I love the loading screen. How did you do the progress bar? It seems really accurate as a percentage.

 

I would assume you did draw calls on the callback hook for loading?

void Load(const std::string& path, void hook(Entity* entity, Object* extra), Object* extra = NULL, const int flags = Map::LoadScripts, const uint64_t fileid = 0);

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We don't really load any map, only a flat terrain and 3 prefabs, rest is loaded/generated in code.

So for every item genereatd in code, increment loadingbar a tiny bit then draw and sync.

For example we have 10k trees, 5k grass etc..

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

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1. Gather 5 grass (just click on them check in inventory (I) how many you got

2. Make rope (click C to get up crafting screen)

3. Gather one stone, pick up from ground

4. Get one stick (hug a tree)

5. Make basic axe , click C to get up crafting screen

6. Chop down tree, collect the wood (right click the axe in inv to equip it)

7. Make fire, click C to get up crafting screen

8. Drag wood from inventory onto the fire (ring of stones) (drag two of them)

9. Drag flint onto the fire to lit it

10. Now add more logs to increase fire.

11. From inventory drag the chicken and fish to the fire to cook them

12. Eat and survive the night (rclick the cooked item in inv to eat)

13. Collect berries or make a fishing rod to catch fishes. And keep on living smile.png

HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB

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It has to be an axe to chop trees. So craft an axe (see tooltip in crafting menu), right click it in your inventory (should show up on your char) and then click a tree.

 

There is a bug around right clicking equippable things (if you have something equipped already and then right click another thing). Just keep right clicking until you see the axe in your hand and then click a tree.

 

I think we will look into intro tutorials to craft an axe and a fire to get the feel for the game. Once you get those things the rest should flow.

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