Game Development: Map Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Map Rabbit

Postby Enjoyment » Thu Oct 27, 2016 8:40 am

Sounds pretty weird. I was suggested map early in this world and got some shitty comments on it. But now, I see most people are enjoyed with it. So, once more time, "don't trust anyone on H&H forum".
Generally, I like the pace of the development right now, but also have some fears about new items (most of them were already sounded by LadyGoo) - among mostly pretty cool new things, there is always some junk (like curio noone will study or another sewing cloth noone will wear), so I start to think - what was devs thinking about while working on them? why do they spend their precious time on unneeded crap? Do they have some vision on that stuff, that is just hidden for us? And when devs say "fell free to share, what are you waiting for", I say "More feedback. I wait for more deep communication from devs. When you write "Added "Dark Effigy", curiosity" don't stop and share us some short story like "Added "Dark Effigy", curiosity - will fill a hole for mid-late game" (it won't) or something else".
Otherwise, keep up the good work.
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Re: Game Development: Map Rabbit

Postby APXEOLOG » Thu Oct 27, 2016 8:56 am

I love this update. One of the best updates this year tbh
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Re: Game Development: Map Rabbit

Postby Onep » Thu Oct 27, 2016 8:58 am

Enjoyment wrote:Sounds pretty weird. I was suggested map early in this world and got some shitty comments on it. But now, I see most people are enjoyed with it. So, once more time, "don't trust anyone on H&H forum".
Generally, I like the pace of the development right now, but also have some fears about new items (most of them were already sounded by LadyGoo) - among mostly pretty cool new things, there is always some junk (like curio noone will study or another sewing cloth noone will wear), so I start to think - what was devs thinking about while working on them? why do they spend their precious time on unneeded crap? Do they have some vision on that stuff, that is just hidden for us? And when devs say "fell free to share, what are you waiting for", I say "More feedback. I wait for more deep communication from devs. When you write "Added "Dark Effigy", curiosity" don't stop and share us some short story like "Added "Dark Effigy", curiosity - will fill a hole for mid-late game" (it won't) or something else".
Otherwise, keep up the good work.

Your version of a map would've simply been circumvented by using a third party map. And it would've been tedious. Q.E.D., it was a shit idea.
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Re: Game Development: Map Rabbit

Postby zebratul » Thu Oct 27, 2016 9:06 am

jorb wrote:Let us know what you'd like to see!


Some of this was mentioned in the threads, but i'd like to see the following:

  • Seasons and natural events affecting crop yields, resource spawn rate, and natural resourse quality.
    (more iciles in winter, more heartleaves in summer, higher Q sand in droughts but less crop yields for example).
  • Touch up the affinities on both clothes and gildings.
    We dont need any more clothes with Sewing affinity. Sheesh, if i would to create a 3-4 gilded sewing set, i'd use the basic linen shirts.
    There's absolutly zero reason to have 11 clothes with sewing nobody ever wears, and zero clothes with smithing affinity, or zero gildings with carpentry affinity.
  • Make animals of the same species more diverse.
    We already have fast versions of animals, would love to see a little expansion on that. Have harder to kill versions with more stats, cowardly animal versions that run away on sight, or extra rare Elite sub-tipes with different skins, that yield unique and decent curios or simply higher Q materials when killed.
  • More viable and interesting cave life, both flora and fauna.
  • Expand on character creation and customization a little. I'd love a new hat or a beard, either in store or as an ingame choice.
  • Make fishing great again.
    Re-work the casting rod minigame to allow us to have a fucking clue what's going on (but not bottable). Add unique and viable curios to the fishing process, add a chance to catch a rare high-q bone, or the like.
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Re: Game Development: Map Rabbit

Postby wafflecat » Thu Oct 27, 2016 9:15 am

I've got a ton of map tiles I had saved for use in my map merger tool. They're all original map tiles from the game folder and are ordered by the same coords as the ones that the new map interface uses (0,0 being my base center).
I tried copying them into the most recent map session folder to add them to the interface, but that didn't have any effect. Is there another way to insert tiles into it manually?
Thanks
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Re: Game Development: Map Rabbit

Postby sMartins » Thu Oct 27, 2016 9:16 am

Definitely fishing needs a revamp too.
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Re: Game Development: Map Rabbit

Postby Adder1234 » Thu Oct 27, 2016 9:21 am

sMartins wrote:Definitely fishing needs a revamp too.

Giant fish time.
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Re: Game Development: Map Rabbit

Postby jordancoles » Thu Oct 27, 2016 9:25 am

azrid wrote:3.Replace primitive casting rod minigame with stardew valley fishing minigame.

Best possible minigame tbh

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Re: Game Development: Map Rabbit

Postby Avu » Thu Oct 27, 2016 9:27 am

stickman wrote:hmm the map is the first UI type update you have done for along time. are you willing to consider adding more things from the other clients? I would love to use the default client but its missing a few key features. I was wondering if you guys were willing to take a second look at the custom clients and adding some of the features (which I think would help with retaining new plays too I think!)


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Re: Game Development: Map Rabbit

Postby jorb » Thu Oct 27, 2016 9:32 am

Would love to know what custom features you are referring to.
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