Game Development: Sonic Youth

Announcements about major changes in Haven & Hearth.

Re: Game Development: Sonic Youth

Postby Ysh » Tue May 24, 2016 10:13 pm

Kaios wrote:
Zeler wrote:Just beacuse you stick to farming carrots and are bad enough to stuck on everything, dosen't mean that combat, being the most obvious problem at the moment, shouldn't be worked on.


I'd like them to pick a thing and stick with that thing until it is relatively completed, we get gilding then hedgehogs then combat changes? Where is the logic.

Gild changes -> add better gear for getting combat stats.
Hedgehog -> new powerful beasts to fight in combat.
Combat changes -> duh and obvious.

Every change is about this combat. This is logic.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Sonic Youth

Postby Kaios » Tue May 24, 2016 10:15 pm

Ysh wrote:Every change is about this combat. This is logic.


Whether or not you run in to invisible portions of an object also has an effect on combat.
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Re: Game Development: Sonic Youth

Postby Ysh » Tue May 24, 2016 10:15 pm

Kaios wrote:
Ysh wrote:Every change is about this combat. This is logic.


Whether or not you run in to invisible portions of an object also has an effect on combat.

This why they add floating point coordinates next. This is all the series of combat changings.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
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Re: Game Development: Sonic Youth

Postby xdragonlord18 » Tue May 24, 2016 10:16 pm

Kaios wrote:
Zeler wrote:Just beacuse you stick to farming carrots and are bad enough to stuck on everything, dosen't mean that combat, being the most obvious problem at the moment, shouldn't be worked on.


I'd like them to pick a thing and stick with that thing until it is relatively completed, we get gilding then hedgehogs then combat changes? Where is the logic.

i just wished they would be more clear about what specifically they were working on or what they had in mind down the road if they used trello or something that would be pretty sick and it would also be a good way to funnel feature discussion to one relevant location
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Re: Game Development: Sonic Youth

Postby Kaios » Tue May 24, 2016 10:20 pm

Ysh wrote:This why they add floating point coordinates next. This is all the series of combat changings.


As you can see however based on posts in this thread not everyone views changes from the same perspective, my point was only that they should be working on one thing. If all the things they are working on happen to be related to a certain subject that doesn't mean they aren't still multiple things.

xdragonlord18 wrote:i just wished they would be more clear about what specifically they were working on or what they had in mind down the road if they used trello or something that would be pretty sick and it would also be a good funnel for feature discussion


Even when they do say what's "in the pipe" the next week we get something totally random that had never been mentioned before so I agree with you totally.
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Re: Game Development: Sonic Youth

Postby Hasta » Tue May 24, 2016 10:34 pm

jorb wrote:We're working on combat, but won't have anything finished tonight. Next patch delayed until hopefully next week.

I'm just going to compliment the developers on their great level of interaction with the community. Seriously, thanks and keep on rolling at your own pace, we will wait for whatever you're going to surprise us with next =)
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Re: Game Development: Sonic Youth

Postby Redlaw » Tue May 24, 2016 10:48 pm

loftar wrote:
Granger wrote:Fuck combat, give us floating point coordinates (and with it the end of getting stuck at every odd pixel).

For the record, I have a server and client running with floating-point coordinates now, but I'm still testing various mechanics and fixing up stuff here and there. (One of the things complicating the transition a bit is the fact that I'm also changing the unit of distance at the same time.)

Also, in case it wasn't already noted, floating-point coordinates is a prerequisite of push-out; they don't entail push-out in and of themselves.


I cant wait a week, hoping past combat we get a few new items at the get go that could take advantage of the Floating-points.
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Re: Game Development: Sonic Youth

Postby Thedrah » Tue May 24, 2016 11:04 pm

waiting for VR port since 2015 qq
come on jorb/loftar, i wanna milk them cows


on a serious note, can we get a teaser for the next update at least, like just a paragraph? please oni chan
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Re: Game Development: Sonic Youth

Postby Granger » Tue May 24, 2016 11:08 pm

loftar wrote:Also, in case it wasn't already noted, floating-point coordinates is a prerequisite of push-out; they don't entail push-out in and of themselves.


I really hope you verify the function of the floating point changeset through an implementation of the push-out mechanic.

Reasoning behind my priorities (combat being less important) is that the annoyances of current 'getting stuck, what the fuck' mechanic bug users 100% of the time being logged in. Time spent on combat is <100% of the time one is online, thus it is less important - and before the whiners here crawl out off their holes: the less people quit over a shitty interface the more you can slaughter in combat.
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Re: Game Development: Sonic Youth

Postby loftar » Tue May 24, 2016 11:22 pm

Thedrah wrote:on a serious note, can we get a teaser for the next update at least, like just a paragraph? please oni chan

jorb wrote:
  • We have spent a fair amount of time discussing/gearing up for some work on the combat system, which we will try to implement for our patch next week, barring divine inspiration to the contrary. Generally speaking our ambition is to try to find a happy medium between the present combat system and Legacy's combat system. The points we want to address are:
    • Remove all randomness and the idea of a deck more or less with it.
    • Retain the idea of a reduced selection of attacks/moves available during actual combat, relative the total number of attacks/moves in the game, but increase it from five to at least a full hotbelt.
    • Retain the idea of combat discoveries.
    • Gankiness is a problem with the present combat system. Partly this is due to the damage model, but another part is how blocking works. Return to one defense meter per some formulation, and make it non-dependent on a first input, i.e. you should have a defense meter without having to activate a block.
    • We are a bit skeptical of global combat states -- intensity, advantage -- but may nevertheless implement some. Legacy's concept of some shared states that both parties could affect was at least somewhat interesting.
    • One thing we do like with the present system is how blocks can have various special effects when cleared, timed out, hit, or whatever, and we'd like to try to retain the buff based mechanics in one way or another.
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