Game Development: Map Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Map Rabbit

Postby Glorthan » Thu Oct 27, 2016 12:06 pm

ricky wrote:if you guys have some time to kill, a super basic character design would be amazing

3 faces and body types per gender
5 hair styles per gender
5 hair colors

game gets 100x more unique. hell, make it a member's only feature. i'd pay for that

Jorb, in order to make this actually possible, perhaps have a few different hair models per actual hair style, and configure the model for different equipment. For example for the female hair hair models, one almost bald model with just red scalp colouring in case someone uses cam bad and can see the fringe, for really tight fitting hats and cloaks, one model with the pony tail bit and coloured scalp, for hats that have the pony tail exposed, and the current one, for very loose fitting hats - or no hat.

I think this would really help with a lot of your modelling problems that you seem to have with the hair models in particular painfully clipping through objects where the hair shouldn't even really be visible. This way for each equipment item you could select a different hair model to use, if required.
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Re: Game Development: Map Rabbit

Postby azrid » Thu Oct 27, 2016 12:12 pm

Make horse hair harvestable and wigs from horse hair. And make it go into the hat slot.
Then add beard wigs and masks to hide the ugliness.
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Re: Game Development: Map Rabbit

Postby jorb » Thu Oct 27, 2016 12:15 pm

Glorthan wrote:I think this would really help with a lot of your modelling problems that you seem to have with the hair models in particular painfully clipping through objects where the hair shouldn't even really be visible. This way for each equipment item you could select a different hair model to use, if required.


If you put a plate helmet on a female, you will notice that we already employ that strategy. It is not a panacea, however, unless you consider always turning the pony tail off as an acceptable solution.
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Re: Game Development: Map Rabbit

Postby Flyrella » Thu Oct 27, 2016 12:24 pm

Onep wrote:Stonewalls!

Agree, I also thought so
It hould be just stones or stones and clay. Should be something between the fence and palisade (for example, players with 100 strength should be able to destroy that (stronger, if clay is used). It could be something useful for early players.
Something that look like this.
Image

Also, it sound logical to use bricks for buildings rather than for a wall. A brick house with metal roof maybe
Last edited by Flyrella on Thu Oct 27, 2016 12:59 pm, edited 1 time in total.
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Re: Game Development: Map Rabbit

Postby Amanda44 » Thu Oct 27, 2016 12:47 pm

^^ Use the 'hide' tag for images and 'spoiler' for the words;

Something that look like this.

Image


:)
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Re: Game Development: Map Rabbit

Postby Flyrella » Thu Oct 27, 2016 1:00 pm

Amanda44 wrote:^^ Use the 'hide' tag for images and 'spoiler' for the words;

Something that look like this.

Image


:)

Thank you :roll:
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Re: Game Development: Map Rabbit

Postby Amanda44 » Thu Oct 27, 2016 1:02 pm

The new map is awesome, I didn't really understand what it did yesterday, lol, it's brilliant!

I would like to be able to move on it though as someone suggested yesterday, think it was Jacobian, by clicking, like you can with the minimap ... some of the resources are now mapped from another char and it would be handy to be able to click to head there with my main and also when doing quests and when visiting ppl.

But regardless, I love it! :D


@ Flyrella ... yw. :)
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Re: Game Development: Map Rabbit

Postby loftar » Thu Oct 27, 2016 1:31 pm

Granger wrote:- Being able to move while holding an item on the cursor

Already possible by Ctrl-clicking, in fact.
EnderWiggin wrote:loftar, you should make it so that map cache is saved separately from other cached files. That way people would be able to move map data between different PCs. If you need, I can send you pull request or something.

Rather, I'm planning to add an export/import format.
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Re: Game Development: Map Rabbit

Postby Kaios » Thu Oct 27, 2016 1:41 pm

Being able to move by clicking via minimap is useful because it helps you get your bearings when you're wandering around in all the similar looking forests and other terrain and constantly rotating the camera. A quick click on the minimap and you know what direction you need to go from that point.
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Re: Game Development: Map Rabbit

Postby linkfanpc » Thu Oct 27, 2016 2:16 pm

Dood. 10/10 great update. Would update again.

EDIT: Also, DEEEEEEEEEERP!
Last edited by linkfanpc on Thu Oct 27, 2016 2:20 pm, edited 1 time in total.
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