Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby Rotsala » Thu Feb 18, 2016 10:15 pm

I have encountered an invisible wall of some sort. Clearly the Altar of Ruin has damaged the noosphere and created anomalies within the Hearthlands.
what
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Re: Game Development: Prelude pt. II

Postby carson330 » Thu Feb 18, 2016 11:04 pm

Rotsala wrote:I have encountered an invisible wall of some sort. Clearly the Altar of Ruin has damaged the noosphere and created anomalies within the Hearthlands.


I witnessed this as well. It's going north to south it seems? I can see resources i need on the other side too :(
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Re: Game Development: Prelude pt. II

Postby iamah » Thu Feb 18, 2016 11:10 pm

if you want to increase the game population stop everything and work on the client performance

maybe loading map objects in a queue with 5ms of timeout between each loading is enough?

right now it's unreal I can play a game like Warframe or Robocraft smoothly and I cannot play HnH because seriously any Javascript webgl game engine would be more playable than this smh
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Re: Game Development: Prelude pt. II

Postby Orcling » Thu Feb 18, 2016 11:25 pm

Image
I REALLY LIKE THIS.
Image
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Re: Game Development: Prelude pt. II

Postby carson330 » Thu Feb 18, 2016 11:31 pm

There are also roots that heal 1 point (at least) off of all wounds.

Edit: Holy shit gives me +10 HHP when it's Asphyxiation!
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Re: Game Development: Prelude pt. II

Postby Kaios » Fri Feb 19, 2016 12:07 am

jorb wrote:In exploring the world you will find several new localized resources, all using some new and hopefully interesting mechanics. We may reveal more details as these are discovered, but generally speaking they all have in common that their regeneration rates are globally limited.


Can you elaborate on the bold part a little more because I don't understand
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Re: Game Development: Prelude pt. II

Postby lachlaan » Fri Feb 19, 2016 12:15 am

Is the ring of brodgar the center of the map or something?
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Re: Game Development: Prelude pt. II

Postby boshaw » Fri Feb 19, 2016 12:17 am

lachlaan wrote:Is the ring of brodgar the center of the map or something?

Yes, it always is.
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Re: Game Development: Prelude pt. II

Postby Granger » Fri Feb 19, 2016 12:18 am

Kaios wrote:
jorb wrote:In exploring the world you will find several new localized resources, all using some new and hopefully interesting mechanics. We may reveal more details as these are discovered, but generally speaking they all have in common that their regeneration rates are globally limited.


Can you elaborate on the bold part a little more because I don't understand


Some possible interpretations:

They all together spawn a limited number of items per time interval, so in case your object is the only one being picked it regenerates fast, when all of that kind are harvested they all regenerate slow.

They have a fixed regeneration rate but since the number of objects is fixed there is a limit on what can be picked from them in the whole world per interval.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Game Development: Prelude pt. II

Postby loftar » Fri Feb 19, 2016 12:22 am

Kaios wrote:Can you elaborate on the bold part a little more because I don't understand

Without necessarily telling the entire story, there is a global rate of "refill" of these resources, which is divided among the sources that have been picked from. If there were two geysers in the entire world and you controlled them both, you would get as much brimstone regardless of whether you harvested from both of them or only one.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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