Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby ghandhikus » Mon Jan 02, 2017 3:48 pm

dafels wrote:How about we buff tracking to keep Law and Order in the hearthlands?
For, example, if there's a scent left a kingdom, the kingdom members should see it from distance somehow. Members could see if some noob place is getting raided on their soil or some noob has been killed, because of the left scents. Tracking itself could use a tweak or 2 too.


We should really have +1 button in here. But phpBB has no plugin for that sadly.

Kingdoms should have some kind of insight to crimes and murders, allowing them to actually govern their lands either by force or bending wills of others.
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Re: Prelude: Happy New World!

Postby NOOBY93 » Mon Jan 02, 2017 4:11 pm

ghandhikus wrote:We should really have +1 button in here.

we reddit now
pls no
dafels wrote:How about we buff tracking to keep Law and Order in the hearthlands?
For, example, if there's a scent left a kingdom, the kingdom members should see it from distance somehow. Members could see if some noob place is getting raided on their soil or some noob has been killed, because of the left scents. Tracking itself could use a tweak or 2 too.

I'd say only for stronger scents like battery and murder (and then an arrow could point to those like it's a quest)
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Re: Prelude: Happy New World!

Postby shubla » Mon Jan 02, 2017 4:14 pm

shubla wrote:Reset on friday!
Why not?
Most people probably have weekend off.
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Re: Prelude: Happy New World!

Postby iamclothier » Mon Jan 02, 2017 4:44 pm

@jorb : will there be a screenshot of how the world gen would look like? Would really like to have small ponds next world.
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Re: Prelude: Happy New World!

Postby jorb » Mon Jan 02, 2017 4:48 pm

iamclothier wrote:@jorb : will there be a screenshot of how the world gen would look like? Would really like to have small ponds next world.


No guarantees, but ponds/singular lakes is something we're aiming for, at least.
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Re: Prelude: Happy New World!

Postby Potjeh » Mon Jan 02, 2017 5:11 pm

Don't push out the new mapgen until you finally get rivers to generate in dendritic patterns.
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Re: Prelude: Happy New World!

Postby romovs » Mon Jan 02, 2017 5:24 pm

Potjeh wrote:Don't push out the new mapgen until you finally get rivers to generate in dendritic patterns.

What would it solve or why would that be better?
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Re: Prelude: Happy New World!

Postby ghandhikus » Mon Jan 02, 2017 5:39 pm

Dendritic pattern pseudocode:

Code: Select all
pools := map.findPools();
while(pools.hasNext()){
  pool := pools.next();
  for(/*number of rivers from this pool*/) {
    entry_point := /*random vec2 around pool of water*/;
    outgoing_angle := vec2::angle(pool.center, entry_point)
    angle := outgoing_normal_angle + rng.float()*(-60, 60)degree
   
    // river gen
    Stack<Line> lines;
    lines.push(Line::new(entry_point, angle))
    while(!lines.empty()) {
      line := lines.pop();
     
      // Skip
      if(Shapes::intersects(pool.shape, line)) continue;
     
      while(rng.float()>/* percentage chance, decreasing each new line*/) {
        angle := rng*(-15, 15)
        while(angle > outgoing_angle-/* min angle*/ && angle < outgoing_angle+/*max angle*/)
          angle := rng*(-30, 30) // randomize till a good angle gets choosen
        lines.push(Line::new(line.end_point, angle));
      }
     
    }
  }
}


There should be some variation to that

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Re: Prelude: Happy New World!

Postby MrPunchers » Mon Jan 02, 2017 5:40 pm

Smh that'd just make traversing rivers harder since instead of one river you have 1000 branching of one fatass river.
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Re: Prelude: Happy New World!

Postby ghandhikus » Mon Jan 02, 2017 5:41 pm

MrPunchers wrote:Smh that'd just make traversing rivers harder since instead of one river you have 1000 branching of one fatass river.


Depending on the settings
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