Still the 3rd Day

Control the Grow

Creating herbs is not enough. Vegetation is a bunch of different plants in an area that got seeded, grows and dies. And exact that is, what I did over the last two weeks. There were a bunch of issues such as

  • counting larger plants multiple times,
  • use random in the right direction,
  • use one model for multiple plants,
  • … .

Let's say it was kind of like a kangaroo development. Always hopping between multiple issues in one session.

I think the functions are so far ready that one can plant a larger area. This means I am going to the real map next.


For some time (month) the separation of functionality into server and client was taken into consideration but not really tested. I always run it as server and client in one.

You know, thinking and doing right are sometimes two pairs of shoes. So a lot had to be tested and some corrected. In fact, I can't remember all of the problems that were often solved simply by switching between server and client calls. For example the calculation of change was done on the wrong side and the player wouldn’t get any.

Not everything could be done immediately, walking backwards, for example, looks questionable again.

Sad to say the tests were expensive since there was always a complete server and client build. And one cannot debug direct in the Unity c# scripts so printf debug is the only way.

Minor extensions:

Changed organization of portals and resurrection spawns

The storage has to be moved into the respective area and couldn’t be fond that easily anymore. But finally it became simpler and two rather large classes were removed.

Vegetation Reports

To keep an overview about vegetation items that easily can have dozens of parameter each a clear report about the settings was necessary.
Since the vegetation grows automatically, the result has to be reported. Otherwise you may miss if a special herb was never seeded.

 Minor fixes:

  • Random character was always a beggar.
  •  Character in character selection rotate like a fan.
  • Major buttons in character selections were way too small.

What Comes Next?

  • Introduce main map
  • Extended vegetation rules
  • More vegetation items
  • Make a new movie

The Third Day

Herbs, Roots, Leafs and Berries

What happened on the third day? True, in addition to land and sea, God created 390,000 different plants. I am not that fast and it took me 2 weeks for 6 plants and the associated controls so I have now 8 herbs with 17 different roots, seeds, fruits and leafs. I would be finished in 2600 years already.

Although, in contrast to him, I also supplied documentation. In contrast, mankind doesn't even know how many different types of plants there are.

This is a small test with all available herbs growing in an extreme compressed time frame.

Save and Load

The vegetation, which includes all ore veins and other collecting stations for raw material, are now saved cyclically and loaded at the start.

The landscape in the development server looks really barren, without trees and plants. Because all of that will be dynamic. The GM can already plant and destroy, the prerequisites for dynamic planting are now in place.

Minor extensions

Influence of luck in gathering. More items, higher chance for special findings.

Minor fixes:

The gathering procedure was adapted in a number of points. For example, you can get more items in one cycle now (7 pieces of grain at once in 3.2s cycle) One can call it fixing or optimization.

What Comes Next?

  • Some trees and bushes
  • Vegetation control – create vegetation automatically

Leaving the Barber Shop

Hair and Beard

The new made and external hair and bear styles are fully integrated into the game now. This includes the hat clipping, or better the avoiding of hat clipping.

In total there are 16 female hair styles, 16 male hair styles and 11 beard styles (male only ;-)). Of course, not every style is also available for every race.

Protection for the Strong

It is now possible to carry your own door with you. There are different shields available. Included is also this tower shield, derived from a town gate. It will also get some properties like a town gate. The weight might be a fitting property while the protection should not be as high as a gate.

Pull a String

Adding some more animations seems to create a number of additional tasks.  I found a proper MoCap for a pickaxe and another for the fell axe. But the pickaxe graphic was behind the current possible quality, a fell axe not even exists. So I create some tools (pickaxe, fell axe, herb cutter, hammer). Sad to say, there are no resources for so I need more. And the gathering function was made for mining but needs a couple of changes for herb gathering and woodcutting. Have I mentioned there are no graphics for wooden raw materials, plants and herbs?

Minor extensions

The NPC merchant organization tool has been finished. There is still a lot of work to do to organize who does what, but you can at least keep an overview.

Minor fixes

Some minor stumbling code parts in different organization tools have been removed, buttons got a tooltip, log texts where improved.

What Comes Next?

  • Extend gathering to woodcutting and herb gathering
  • Implement more animation

Avoid Doomsday

Doomsday in 2038

Have you ever heard about the 2038 bug?

Yes the 2038-01-14 03:14:07 is the last valid second if you use the UNIX epoc seconds since 1970-01-01 with int32. Since Unity doesn’t synchronize DateTime or Long I was stuck with an int32 and forced the base to be 50 years later. That way I could avoid doomsday until 2088.

If it’s working eventually, it’s time to redo it

I made a gathering source item based on the need of mining. It was an on/off structure with the states of resource available / not available. During the night after I had it successfully tested eventually I thought that a more complex system with more phases would be nicer and could also be used for trees, fish and herbs. So I turned the whole thing upside down.

Now I can build a sequence for a gathering element like this:

Phase Time until next phase Phase after time out Resources Phase when depleted
young about 4 days bloomy about 3 leafs dies
bloomy about 5 days ripe nothing n.a.
ripe about 1 day old about 4 berries 60% dies
40% old
old about 3 days dies about 1 root dies

Imagine, it is now possible to build a mine that is slowly running out. On the other hand, disappearing blocking items can give access to new, rich veins.

Threeleaf and Glowmoss

Having a nice gathering system requires an appropriate graphics. So I build the Threeleaf as my first herb.

Right after I made Glowmoss, a glowing moss with one of the most useless resources. What can one use a rare piece of moss for, that glows green for a longer time once it was squeezed? It shall not be used in potions or food so RP remains. But I’m sure player will find role play applications such as party illuminations or following a vanguard. I should make the glow moss in different colors.

Minor fixes:

Walk backward: The character doesn’t hover backward anymore. It really moves the legs.

What Comes Next?

Some herbs and weeds.

Save and load current vegetation for server restart.


Long Hair, Short Hair, No More Hair

The hairy days are over. I now have 11 of my own hairstyles and 8 of my own beard styles. There are also a few free ones from the UMA fund. That must be enough for now. Even if they don't look as brilliant as you are used to from games with a lot of designers and big budgets.

Minor extensions

I also started with the NPC dealer tool. Just a little help, but the software contains TreeView, DataGridView, ContextMenueStrip and much more. That is enough to pass the time for days.

What Comes Next?

  • Integrate hair and beard styles into the game.
  • More items (weapons and tools) including the animations