Game Development: Map Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 5:26 am

Boas wrote:
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.

Dig a moat around your wall.

Also, @Devs the lag issue I'm having seems to be centered around the knarr being loaded in the world. Any issues with this on your end or is it just my version being retarded?
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Re: Game Development: Map Rabbit

Postby LadyV » Thu Oct 27, 2016 5:31 am

jorb wrote:
Let us know what you'd like to see![/list]



Stone walls, Stone towers connectable to stone walls, round towers, moats (as already stated above), and battlements. :D
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Re: Game Development: Map Rabbit

Postby loftar » Thu Oct 27, 2016 5:39 am

Jacobian123 wrote: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.

I'm don't quite understand what you're asking for. Are you wanting the game to do automatic pathfinding half a world away? Does your custom client do that?
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Re: Game Development: Map Rabbit

Postby Boas » Thu Oct 27, 2016 5:43 am

Jacobian123 wrote:Dig a moat around your wall.


Please do not offend my aesthetic sensitivities.

Also, that would be a lot of work...
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Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 5:45 am

loftar wrote:
Jacobian123 wrote: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.

I'm don't quite understand what you're asking for. Are you wanting the game to do automatic pathfinding half a world away? Does your custom client do that?

No, not asking for that. On a larger map like the one Amber uses I can just look at one map and click away on it just fine. No needing to switch from map to map. This is especially useful on lakes when you're not entirely sure which direction you're pointed so you can just click on the north side and start going that way, instead of aimlessly clicking for a while and trying to figure out which direction you're actually at (either due to poor directional skills or having the camera panned a different direction than the default position.)

The new map you've added is leaps and bounds ahead of the old one(s) and I love it to death, and realistically I could play the game w/o having navigation on it but since we have it on the mini one then why not the large scale one?

On a side note, my H&H just shit itself from the immense lag it was having. Wtf is happening? I can't even close it properly, I think it might have developed a memory leak.
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Re: Game Development: Map Rabbit

Postby loftar » Thu Oct 27, 2016 5:47 am

Jacobian123 wrote:This is especially useful on lakes when you're not entirely sure which direction you're pointed so you can just click on the north side and start going that way

Maybe it's just me, but that still sounds very much like shift-clicking on the minimap.
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Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 5:52 am

loftar wrote:
Jacobian123 wrote:This is especially useful on lakes when you're not entirely sure which direction you're pointed so you can just click on the north side and start going that way

Maybe it's just me, but that still sounds very much like shift-clicking on the minimap.

It's more personal preference than anything else, but I know several other people who navigate the same way on boats, by using the larger minimap provided by clients that allow a resizeable map. It's just easier and more accurate in the long run.

If anything, for me it still just boils down to:
Jacobian123 wrote:since we have it on the mini one then why not the large scale one?
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Re: Game Development: Map Rabbit

Postby loftar » Thu Oct 27, 2016 6:00 am

Jacobian123 wrote:If anything, for me it still just boils down to:
Jacobian123 wrote:since we have it on the mini one then why not the large scale one?

Sure, I guess. I considered it, but I personally kinda preferred being able to "be a bit rough" with the map without having to consider whether a certain mouse interaction would be interpreted as a click or a cancelled drag or whatnot. I also figured we'd actually use the map in practice for a bit before deciding on any further features or small adjustments.
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Re: Game Development: Map Rabbit

Postby sabinati » Thu Oct 27, 2016 6:01 am

LadyGoo wrote:Nice, not sure about the garden shed materials cost. Right now it's far more profitable to have a wagon instead of a garden shed. Maybe, remove the taar sticks from the materials list? Spatially it occupies almost as much space as a wagon as well.


i don't mind the cost of it but it should hold more imo
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Re: Game Development: Map Rabbit

Postby Jacobian123 » Thu Oct 27, 2016 6:06 am

loftar wrote:
Jacobian123 wrote:If anything, for me it still just boils down to:
Jacobian123 wrote:since we have it on the mini one then why not the large scale one?

Sure, I guess. I considered it, but I personally kinda preferred being able to "be a bit rough" with the map without having to consider whether a certain mouse interaction would be interpreted as a click or a cancelled drag or whatnot. I also figured we'd actually use the map in practice for a bit before deciding on any further features or small adjustments.

I understand, it's in its baby phase. I'm just suggesting things that might make people reconsider using a modified client over the default one, since that seems to be the ultimate goal in terms of improving the UI.

A reasonable workaround for "clicking/dragging" could be rightclick for dragging the map around and leftclicking for movement.
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