Game Development: Colorful Troll

Announcements about major changes in Haven & Hearth.

Re: Game Development: Colorful Troll

Postby pimotimo » Thu Mar 10, 2016 5:15 pm

It shouldnt respawn when mining, what can a miner do now if he encounters a troll, just die? u could have trolls respawn in random places of the cave, but not while mining :/
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Re: Game Development: Colorful Troll

Postby pedorlee » Thu Mar 10, 2016 5:15 pm

dageir wrote:Umm.. I cannot see a fix for trellises in the patch notes.
Surely this must be a mistake?

Yo. Weve got barley and ive sended one nidbane. When I get home im sending a second one. Its been a good day :twisted:
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Re: Game Development: Colorful Troll

Postby Thedrah » Thu Mar 10, 2016 5:36 pm

would be cool if trolls had a random chance of spawning when you pick a glimmermoss :twisted: instead of when a tile is mined out
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Re: Game Development: Colorful Troll

Postby DaniAngione » Thu Mar 10, 2016 5:50 pm

jorb wrote:
  • The big thing this week is that we -- and I realize that this may or may not be the most exciting thing in the world for an end-user -- finally took the time to add support for multitexturing, as well as systems to support combinations of variable materials and toggleable mesh-IDs. I have mentioned it several times in several places, but previously we have not been able to use these techniques together, for which reason, for example, the Runestone runes have always been displayed -- even before you have actually written on the stone -- and this in order to support variable stone materials on the runestones instead. After today we can (almost) combine these to both toggle the runes on and off, and have variable materials -- look determined by stone type used, that is -- on the stone. There is still a small crux to iron out before we actually begin using this, but the technology will allow us to potentially use variable materials on a whole bunch of things that up until now haven't been able to have them, with notable candidates being, for example, boats, siege machines, carts, and wagons, but potentially even things like crates and chests could be on the menu, although we want to be a little bit conservative with it until we know what it does for performance.
  • We now also support multitexturing, meaning that several objects -- houses notably -- now use an additional texture to create shadows and highlights on their variable materials, which have previously looked horribly flat, thereby hopefully raising their looks a fair bit. I realize that a lot of you may never notice that anything ever changed, so for posterity's sake I've taken some before and after pictures. Another example of before and after. It strikes me as a major improvement. This took the better part of two nights to fix, so if it strikes you as useless larping, you can at least console yourselves with the fact that we won't have to do it again. Please count to ten before complaining that your house now looks different, #dealwithit, and... by God... UPDATE YOUR CLIENTS!

  • We have begun discussing the prospect of taking some time to fix "object controlled objects", a server engine upgrade which basically would allow for some objects to depend upon other objects in a more developed fashion. The immediate purpose of this would be to allow for objects which can actually be walked upon, which could potentially allow us to do things like walk-on-walls, rafts that can actually be walked upon and onto, non-pocket world houses, and bridges. It is a significant project, so it might be more than one week in the making. I'm not 100% that we'll go for this next week, but we want to do it at some point in the not too distant future, mostly because it seems like one of the more significant level ups we can give the game, but also because it is foundational enough that plenty of things could potentially come to depend on it, so it'd be nice to have out of the way.


Love these so much.
Can't wait to be able to get into the game again. Thank you two for the amazing work, as usual! :)
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Re: Game Development: Colorful Troll

Postby dageir » Thu Mar 10, 2016 5:51 pm

pedorlee wrote:
dageir wrote:Umm.. I cannot see a fix for trellises in the patch notes.
Surely this must be a mistake?

Yo. Weve got barley and ive sended one nidbane. When I get home im sending a second one. Its been a good day :twisted:


Ok, where is the barley?
Maybe we should use Skype for these interactions?
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Re: Game Development: Colorful Troll

Postby Delamore » Thu Mar 10, 2016 7:03 pm

Can't wear nose as cosmetic, how could you let this pass jorb?
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Re: Game Development: Colorful Troll

Postby sabinati » Thu Mar 10, 2016 7:10 pm

you tried it on the other head slot (glasses/btt/bandages/etc)?
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Re: Game Development: Colorful Troll

Postby Delamore » Thu Mar 10, 2016 7:19 pm

sabinati wrote:you tried it on the other head slot (glasses/btt/bandages/etc)?

Every slot on naked character
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Re: Game Development: Colorful Troll

Postby xTrainx » Fri Mar 11, 2016 12:58 am

are trolls still scared of toads?
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Re: Game Development: Colorful Troll

Postby jordancoles » Fri Mar 11, 2016 12:04 pm

synaris wrote:
loftar wrote:
synaris wrote:trolls still only appear on l4 and l5 right?

They've always appeared on all levels.


they didnt in w7. i have a mining buddy and thats practicly all he does. NEVER found a troll in w7 and i think we got down to l3.

Lol, you are telling him you know better than him because your buddy likes mining?
They spawn on all level and always have lol

The spawn rate is not the best, Fobia in world 6 mined out over 10,000 tiles without getting one
Last edited by jordancoles on Fri Mar 11, 2016 12:05 pm, edited 1 time in total.
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