Game Development: Map Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 3:30 am

Shadow7168 wrote:Since the maps are cached locally, could we theoretically share maps with people?

Theoretically, I believe so, if you can upload the files.
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Re: Game Development: Map Rabbit

Postby Redlaw » Thu Oct 27, 2016 3:38 am

Image

My first Garden Shed
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Re: Game Development: Map Rabbit

Postby sMartins » Thu Oct 27, 2016 3:38 am

Omg...the sound for the water is awesomeeeeee and very usefull, more of these refinement also. Good job again!
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Re: Game Development: Map Rabbit

Postby tyrtix » Thu Oct 27, 2016 3:48 am

Redlaw wrote:Image

My first Garden Shed


lovely :3 will make some soon so i can move all the chests i've around

I'd love to see your place too, seems nice :3
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Re: Game Development: Map Rabbit

Postby Redlaw » Thu Oct 27, 2016 3:56 am

tyrtix wrote:
lovely :3 will make some soon so i can move all the chests i've around

I'd love to see your place too, seems nice :3


Its in the middle of no place in the south.
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Re: Game Development: Map Rabbit

Postby infectedking » Thu Oct 27, 2016 4:16 am

I love the whole idea about having a personal map built into your client, great work.
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Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 5:06 am

Getting intense lag spikes whenever I load new sections of map in the map screen.

EDIT: Actually, nevermind, I'm just getting them regardless of using the map or not. Seems strange, I never used to get such stuttery FPS when I've been traveling before. This is on default client.

Also, a feature I'd personally love (and might get me to actually switch from using a custom client to vanilla) would be the option to actually navigate via the large screen like you can with the minimap. This would be an awesome feature because that's the entire reason I use the larger maps in clients is for navigating over long distances (for knarrs, horses, and wagons.) Minimizing clicks is a must, and if I'm clicking in the tiny minimap or on the actual world it's a pain.
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Re: Game Development: Map Rabbit

Postby loftar » Thu Oct 27, 2016 5:10 am

Jacobian123 wrote:if I'm clicking in the tiny minimap or on the actual world it's a pain.

If all you want is the ability to click "further away", are you aware of shift-leftclicking?
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Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 5:20 am

loftar wrote:
Jacobian123 wrote:if I'm clicking in the tiny minimap or on the actual world it's a pain.

If all you want is the ability to click "further away", are you aware of shift-leftclicking?

Yes, I'm aware of this, but I'd prefer to be able to know where I'm going as opposed to going in a straight line. Ex: navigating a river, if you're in a very straight one then you're fine, but if it's twisty curvy but the curves are not quite short enough for you to click ahead on then it becomes a righteous pain in the ass to navigate the old way.

Very rarely do you actually go in a straight line, as most of the map is covered in forests, cliffs, boulders, animals, etc. Either that or if you don't want to implement it, you should include some type of pathfinding.
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Re: Game Development: Map Rabbit

Postby Boas » Thu Oct 27, 2016 5:25 am

jorb wrote:Let us know what you'd like to see!


A spell that lets me summon a fuckload of dirt.

Or just give me a fuckload of dirt.

I really need lots of dirt.
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