

The ‘Tryker’ are a fiercely independent and fun-loving race of lake dwellers.

They have mastered the art that is a fusion of botany and genetic manipulation, and consequently they have constructed their kingdom and castles from massive trees grown for that very purpose. The ‘Matis’ are a proud and noble race of forest dwellers.

Player characters come from one of four distinct humanoid races, collectively called “homins”. Each game season (spring, summer, fall, and winter) lasts four real-time days. Weather conditions can change minute by minute. For example, a certain type of sap may only be harvested during spring rains and be unattainable during other seasons or weather conditions. Tied to the season and weather changes are the movements of animals and the availability of harvestable materials. Weather effects include rain, snow, and wind. The game also features changing seasons and weather. Carnivores, for example, will attack specific animals for food, and certain animals hunt in packs. The various creatures in Ryzom have differing AI based upon their species that allows them to perform many realistic behaviors, such as migration and movement as a herd.

Unlike normal planets, Atys is an enormous tree large enough to sustain an atmosphere and multiple ecosystems on its surface and within immense networks of branches and roots. “The game takes place on the planet Atys. (old website, but this one has wallpapers, webkits, videos) I joined a guild of friendly players up until I left the game for another MMORPG, because I was unable to pay for more than 1 subcription for a month back then. The game was launched in 2004 and I bought the game, but could not play as long as they didn’t add Paypal as methods of payment. The setting is science-fantasy and it’s a sandbox game, but they’ve added quests since, called missions that you do as well. Ryzom is the first MMORPG I played back then, during the open beta, that got me got addicted to MMORPGs. What to expect?The short of the story is thanks to a misunderstanding Naomi is a guest in your home.I’ve decided to go back to the MMORPG Saga of Ryzom. This is sudden so initially she doesn't trust you at all, but as the relationship grows you get closer.īefore this was just simple story progression, but now it's based a bit more on additional factors. Requiring some engagement with sim elements. But once things progress to the point of H content this progression affects things more broadly. I'm vague on the stat names for now cause they may change before launch.A stat will affect what outfits Naomi is willing to wear/Outfits you can purchase with "Spare cash", and later on what outfits she'll wear "going out".Naomi's experience with certain activities will unlock more things to do in that activityĪt the moment though while these stats will affect much of gameplay, for now there's no plans for a significantly branching story.A stat will unlock more positions the player is capable of, or affect how many times you can cum in a single session.A stat may increase how much extra money you have at the end of the week.A stat may trigger an event where Naomi approaches you more directly rather than vice versa. It's more focused on allowing you to access content you're interested in, and reward engaging with Naomi in different ways. This is a first project of this type for the people working on it, so we don't want things too complex but know complexity and depth is where the fun is.Īs for when in the game H content is unlocked, I can't give an exact play time yet, but the goal is not too fast and not too slow. I can say there's a prologue and several acts before things kick off properly. What's missingThis is the key point, what's missing. And when talking with the publisher and other people what's missing is a sense of progression. And while it is sort of there it's long been background. In my mind these things weren't quite necessary at least for Early Access. They're there, but compartmentalized, and largely hidden. I did this to try to stay within the boundaries of what's feasible development wise. More global use would require more conditions to be factored, more balancing, more play throughs, more programming, more testing. This might have been over caution.īut originally Our Apartment was supposed to be a "trainer" game. And still the reality is Our Apartment presents itself as a "trainer" game and is likely generally expected to be a trainer game.
