Game Development: Milling Time

Announcements about major changes in Haven & Hearth.

Re: Game Development: Milling Time

Postby DaniAngione » Wed Nov 30, 2016 8:27 pm

loftar wrote:
DaniAngione wrote:Jorb & Loftar, if it's not asking much, could we please have a simple image showing the application of VM in the Windmill?

Stone and cloth is as in your image, but there are only two wood materials. The hazel (darker) one comes from the blocks, and the birch (lighter) one comes from the boards.


Aww, thank you!

I see. Yeah, I was confused exactly because they looked all the same :D
But yay, it shall be easier to get the materials then!

Thanks!
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Re: Game Development: Milling Time

Postby loftar » Wed Nov 30, 2016 8:30 pm

Atamzsiktrop wrote:[image]

Are you sure that wasn't there from the start of the world as a bad mapgen placement? I find it hard to imagine how singular trees would have "moved" due to this.
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Re: Game Development: Milling Time

Postby Avu » Wed Nov 30, 2016 8:31 pm

lacucaracha wrote:
Avu wrote:Awesome on the windmill just wish it was kingdom restricted. Maybe next time.

Why the fuck would a windmill be kingdom restricted. That doesnt make sense.


It makes perfect sense if you want to encourage settling inside kingdoms. Kingdoms that provide public services (other than murder) would attract non established players. More people that want to play closer together rather than being forced to, leads to more politics that will lead to more conflict (not necessarily the violent murdering kind either). A royal mill a huge endeavor (the point is for it to be expensive as hell) for a small community but not so much for a kingdom working together would have been perfect. Integrated with kingdom road system and you have a great start. The reason we wanted kingdoms in the first place was for them to lead to more politics. But I guess the playerbase is too small to matter.
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Re: Game Development: Milling Time

Postby iamahh » Wed Nov 30, 2016 8:36 pm

> mfw Salem memories

Image
Last edited by iamahh on Wed Nov 30, 2016 8:36 pm, edited 1 time in total.
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Re: Game Development: Milling Time

Postby Burinn » Wed Nov 30, 2016 8:36 pm

Avu wrote:
lacucaracha wrote:
Avu wrote:Awesome on the windmill just wish it was kingdom restricted. Maybe next time.

Why the fuck would a windmill be kingdom restricted. That doesnt make sense.


It makes perfect sense if you want to encourage settling inside kingdoms. Kingdoms that provide public services (other than murder) would attract non established players. More people that want to play closer together rather than being forced to, leads to more politics that will lead to more conflict (not necessarily the violent murdering kind either). A royal mill a huge endeavor (the point is for it to be expensive as hell) for a small community but not so much for a kingdom working together would have been perfect. Integrated with kingdom road system and you have a great start. The reason we wanted kingdoms in the first place was for them to lead to more politics. But I guess the playerbase is too small to matter.


I think people are already highly incentivized to make or be a part of kingdoms. Short of "an RP" reason it seems a bit redundant as far as incentives are concerned.
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Re: Game Development: Milling Time

Postby Damon_Cooper » Wed Nov 30, 2016 8:38 pm

a month for a windmill? okay. good job.
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Re: Game Development: Milling Time

Postby ven » Wed Nov 30, 2016 8:40 pm

jorb wrote:Yarrow is now a flower, and can be hung on walls

Best
patch
ever
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Re: Game Development: Milling Time

Postby Karede » Wed Nov 30, 2016 8:42 pm

TIL months are 3 weeks long
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Re: Game Development: Milling Time

Postby Ysh » Wed Nov 30, 2016 8:45 pm

Karede wrote:TIL months are 3 weeks long

Some people are poor and can not afford all 4 week.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Milling Time

Postby Redlaw » Wed Nov 30, 2016 8:50 pm

They are working on something more background y but will improve the game a lot if you read it, that is worth a bit of a delay, not when they are done they can add more powered items, and with the floating points it means they could add things over the water better (and in it), so them ducks might happen sooner hehe.
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