Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby Granger » Thu Dec 29, 2016 12:35 am

loftar wrote:
Potjeh wrote:Does this new mapgen finally have sensible rivers? :3

I'm afraid they won't be as realistic as one might perhaps hope, but river generation is one of the things I hope to, at least, improve on. :)

How about you generate some supergrids to preview them to us for feedback, this could spare you bitching about how bad the mapgen was?

Also please implement viewtopic.php?f=48&t=52170 or something to the same effect.
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Re: Prelude: Happy New World!

Postby fallout » Thu Dec 29, 2016 12:39 am

Granger wrote:
loftar wrote:
Potjeh wrote:Does this new mapgen finally have sensible rivers? :3

I'm afraid they won't be as realistic as one might perhaps hope, but river generation is one of the things I hope to, at least, improve on. :)

How about you generate some supergrids to preview them to us for feedback, this could spare you bitching about how bad the mapgen was?

Would love to see a comparison of the current and new map gen
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Re: Prelude: Happy New World!

Postby Ilha3 » Thu Dec 29, 2016 12:41 am

HasseKebab wrote:
dafels wrote:Ability to dump dirt into water and making the tile shallow water would be a nice way to make bridges


this please



Each river bridges will be a lot of mud. Boating and swimming knaar will be impossible and people will again cry. Better bridges that do not interfere with boating.
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Re: Prelude: Happy New World!

Postby dafels » Thu Dec 29, 2016 12:43 am

shallow water bro, you can boat and knarr through it
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Re: Prelude: Happy New World!

Postby Ilha3 » Thu Dec 29, 2016 12:43 am

sorry
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Re: Prelude: Happy New World!

Postby Chebermech » Thu Dec 29, 2016 12:53 am

loftar wrote:
infectedking wrote:lets go 8 village idols and unsiegable, gogogogo

You are quite free to suggest countermeasures. :)


increase the maximum distance between different village claims to a 100 or more, and increase the distance of outside built personal claims between the village claims to more than 5, maybe 30 or 50?
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Re: Prelude: Happy New World!

Postby loftar » Thu Dec 29, 2016 12:57 am

Granger wrote:How about you generate some supergrids to preview them to us for feedback, this could spare you bitching about how bad the mapgen was?

Perhaps, but I doubt that would be a very fruitful venture, since the feedback would be largely aesthetic and wildly varying, and thus little help in navigating the actual structures that do exist in the mapgen in order to draw the map. It should also be said that I have observed generally that observing the "large scale" map and translating it into what looks good and feels nice in-game is not trivial. In other words, it is extremely easy to suggest changes that may look good "on a map", but wouldn't be particularly nice in-game.

Chebermech wrote:increase the distance of outside built personal claims between the village claims to more than 5, maybe 30 or 50?

What would this accomplish?
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Re: Prelude: Happy New World!

Postby Ilha3 » Thu Dec 29, 2016 12:58 am

Take the opportunity to buy equipment at the cell at all times. 5 cells (or column of cells), for example, and then another five for a large sum. The possibility in the future to put in bags not 6 pumpkin. 9 Putting pumpkin immediately.

The idea to sell the skins of good.
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Re: Prelude: Happy New World!

Postby xTrainx » Thu Dec 29, 2016 12:58 am

loftar wrote:
xTrainx wrote:hey lofter, are you planning on making limited times event in world 10?

What does that mean?

every once in a while a new event is made that change the game somewhow. something akin to the christmas event we have.

for example: one day you get a quest "bees have mutated to 5 times it's size and are planning to take over the world" and beehives would spawn giant bees that give some new kind of limited loot

another quest "a Dryad have become sentient, built a dungeon and is preparing to destroy all humans" and a new chaterstone is made that transport you to a dev generated dungeon or fort of sort, fighting foxes, boars and maybe even bears, and at the end, a dryad enemy who gives some kind of nice loot, and in the fotress there's a limited number of armor maybe that grant some sort of special bonus

or maybe "a new mutation of the red deer have made some of them albinos, hunter's beware" and make it so some deers have a chance to be white, giving a new of hide and maybe horns

that kind of jazz
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Re: Prelude: Happy New World!

Postby sabinati » Thu Dec 29, 2016 1:02 am

loftar wrote:
Granger wrote:How about you generate some supergrids to preview them to us for feedback, this could spare you bitching about how bad the mapgen was?

Perhaps, but I doubt that would be a very fruitful venture, since the feedback would be largely aesthetic and wildly varying, and thus little help in navigating the actual structures that do exist in the mapgen in order to draw the map. It should also be said that I have observed generally that observing the "large scale" map and translating it into what looks good and feels nice in-game is not trivial. In other words, it is extremely easy to suggest changes that may look good "on a map", but wouldn't be particularly nice in-game.


show some large scale output as well as some in-world views. hype it up real good.
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