Game Development: Rollin'-rollin'-rollin'

Announcements about major changes in Haven & Hearth.

Re: Game Development: Rollin'-rollin'-rollin'

Postby Ballbarius » Fri Sep 11, 2015 3:22 pm

dvsmasta wrote:Pickaxe now takes hardmetal, rather than castiron
Smithy's Hammer now takes hardmetal, rather than castiron

So once again those who got it first are at an advantage and us hermits/smaller groups suffer the increased resource requirements AKA palisades.


I got palisades, pickaxe, smithy's hammer, hardmetal... And I'm playing solo. Also I have limited playtime due to work. So I don't really see your problem here mate if you're playing with a "Smaller Group".
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Re: Game Development: Rollin'-rollin'-rollin'

Postby jorb » Fri Sep 11, 2015 3:36 pm

Moretimer wrote:The idea Not to put pathfinding in is to combat bots.


Not at all. The problem lies in the definition and execution of a good and resource acceptable formulation of pathfinding.
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Re: Game Development: Rollin'-rollin'-rollin'

Postby Moretimer » Fri Sep 11, 2015 3:42 pm

jorb wrote:
Moretimer wrote:The idea Not to put pathfinding in is to combat bots.


Not at all. The problem lies in the definition and execution of a good and resource acceptable formulation of pathfinding.


That was the second problem I heard that it would create lag. Then again, had it been client sided I think our machines would be able to cope with the additional load caused by it, it doesn't have to be server sided does it?

Since I got your attention, how on the range from 1-10 feasible it is to see it implemented in the near future?
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Re: Game Development: Rollin'-rollin'-rollin'

Postby jorb » Fri Sep 11, 2015 3:47 pm

Moretimer wrote:near future?


Zero. It is not a priority. I do push for it from time to time, however.
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Re: Game Development: Rollin'-rollin'-rollin'

Postby Jackard » Fri Sep 11, 2015 3:57 pm

Pathfinding would help with minimap-based movement, just saying

bubba wrote:Just trying to save you from alot of frustration and heartache because this game isn't for the weak willed and if something so small can drive you to the forums to complain I hate to see how you react when someone raids your base and murders you and I say when because it will happen to you.

Lol shut the fuck up before I do it for you
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Re: Game Development: Rollin'-rollin'-rollin'

Postby jorb » Fri Sep 11, 2015 4:06 pm

I think loftar is more keen on glancing off objects, and smoother transitions like that, so something like that may happen sooner-ish, but again, I'm not sure it's a priority.
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Re: Game Development: Rollin'-rollin'-rollin'

Postby Jackard » Fri Sep 11, 2015 4:10 pm

Yes, that's all you really need.
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Re: Game Development: Rollin'-rollin'-rollin'

Postby DaniAngione » Fri Sep 11, 2015 4:12 pm

I'm not sure if I'd like a true pathfinding system because even if it avoids lag (and somehow is not used by bots), I think (at least for me) that learning and knowing how to traverse the more dense biomes with clutter, logs and stones is part of the fun and the 'survival' experience. Back in Old Haven I never played with hidden trees from Ender (though I know a lot of people did) because, for me, the low visibility was also part of the fun :P

Still, some kind of smoothed displacement (like an auto adjustment of your direction when you hit the edge of an object) would actually be helpful since sometimes it goes beyond 'skill' and more into 'not exactly perfect bounding boxes' :P
(not the games fault tho. From deep indie to AAA, bounding boxes kills everywhere ;P )
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Re: Game Development: Rollin'-rollin'-rollin'

Postby jorb » Fri Sep 11, 2015 4:17 pm

DaniAngione wrote:From deep indie to AAA, bounding boxes kills everywhere ;P


For what it's worth we may be venturing into bounding polygons at some point, so there's that.
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Re: Game Development: Rollin'-rollin'-rollin'

Postby El-wook » Fri Sep 11, 2015 4:32 pm

jorb wrote:
Moretimer wrote:near future?


Zero. It is not a priority. I do push for it from time to time, however.


Thanks for being honest.
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