Game Development: Milling Time

Announcements about major changes in Haven & Hearth.

Re: Game Development: Milling Time

Postby jordancoles » Wed Nov 30, 2016 9:27 pm

Image

I was hoping it would work like the study
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Re: Game Development: Milling Time

Postby sMartins » Wed Nov 30, 2016 9:28 pm

Good job, also very happy about the announcement of the "path slider" thing...
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Re: Game Development: Milling Time

Postby Mafious » Wed Nov 30, 2016 9:31 pm

jorb/loftar we need fat, make pigs and/or cows drop fat when butchered, we need fried chicken with onion rings.
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Re: Game Development: Milling Time

Postby jorb » Wed Nov 30, 2016 9:33 pm

jordancoles wrote:I was hoping it would work like the study


jorb wrote:Place everything on anything, in any capacity, at arbitrary angles! Implement a full 3D modeling program! Allow for arbitrary reprogramming of game! Dissolve all natural restrictions of objective reality! Social progress!
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Re: Game Development: Milling Time

Postby Granger » Wed Nov 30, 2016 9:34 pm

FictionRyu wrote:
CShooter wrote:OMG! Why, oh god, why all that you've added last time use big ammount of this f**king bone glue? Do you know, guys, that glue makes not only from bones? Give us more ways to make it, plsss.... :| :|

Hm. I think you're onto something here..this windmill takes 10 glue, which is 100 bones. That's a-lot if you're not in a village or generally someone who doesn't hunt often. Making the glue isn't difficult when you've got a metal cauldron, but to get the bones to make it is a bit tasking..

Getting the bones is, even for a new character, quite easy by murdering chickens.
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Re: Game Development: Milling Time

Postby Granger » Wed Nov 30, 2016 9:35 pm

jorb wrote:
jordancoles wrote:I was hoping it would work like the study


jorb wrote:Place everything on anything, in any capacity, at arbitrary angles! Implement a full 3D modeling program! Allow for arbitrary reprogramming of game! Dissolve all natural restrictions of objective reality! Social progress!


But it would be nice, as most objects already have a 3d model.
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Re: Game Development: Milling Time

Postby linkfanpc » Wed Nov 30, 2016 9:36 pm

TOTALLY EPIC!

But do you have any plans on making the machine's quality effect the output? Should i actually try and make mine high quality or can i use all my crap materials?
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Re: Game Development: Milling Time

Postby jorb » Wed Nov 30, 2016 9:37 pm

linkfanpc wrote:can i use all my crap materials?


Yes. We intentionally made it quality neutral.
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Re: Game Development: Milling Time

Postby loftar » Wed Nov 30, 2016 9:37 pm

linkfanpc wrote:But do you have any plans on making the machine's quality effect the output?

...not currently. ^^
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Re: Game Development: Milling Time

Postby loftar » Wed Nov 30, 2016 9:40 pm

Granger wrote:But it would be nice, as most objects already have a 3d model.

It would, but some items, like dead rabbits, are trickier than others since they use custom drawing and whatnot, so it can't really be done in any general fashion right now. Also, the shelf in itself uses a form of quite custom drawing since it's hung on the wall. I do have some plans to reduce the number of forms of non-abstractable custom drawing, but that's a project for the future.

I am also, let's say, wary of the prospect of entering a storage cellar and have the server send information on all the 100k items stored in there. :)
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