Game Development: Hairy Mallard

Announcements about major changes in Haven & Hearth.

Re: Game Development: Hairy Mallard

Postby Bowshot125 » Thu Dec 15, 2016 12:55 am

MAKING HAFEN GREAT AGAIN!!!!!
User avatar
Bowshot125
 
Posts: 1045
Joined: Tue Jun 26, 2012 12:31 pm
Location: In tanning fluid limbo

Re: Game Development: Hairy Mallard

Postby wafflecat » Thu Dec 15, 2016 12:58 am

These sort of mutton chops would be really cool to have:
Image

For hair, I think the "Einstein" and an afro would also be cool:
Image Image

Also, do you think you'll consider adding a skin color option? Or is that something you definitely wont do?
User avatar
wafflecat
 
Posts: 257
Joined: Thu Dec 15, 2011 7:46 pm

Re: Game Development: Hairy Mallard

Postby Amanda44 » Thu Dec 15, 2016 1:02 am

jorb wrote: Feel free to post additional hairstyles you'd like to see ...

Please could we have black hair? And if at all possible I would really like to just have mine long and loose, like so;

Image

:)

Also, toolbelts, yay! Great update all round. :D

Merry Christmas and thank you for all the good updates this year and ofc for Haven itself! :D
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
User avatar
Amanda44
 
Posts: 6491
Joined: Wed Sep 28, 2011 12:13 pm

Re: Game Development: Hairy Mallard

Postby Granger » Thu Dec 15, 2016 1:05 am

Great Update with nice QoL stuff.

Maybe you could tweak the belts to - additionally to any slots for tools - always have two reserved for keyring and waterflask (with drink key)? It's annoying to scroll them into containers by accident...

Please more of this stuff that makes life more enjoyable. I would like to see this one: viewtopic.php?f=48&t=52068
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9263
Joined: Mon Mar 22, 2010 2:00 pm

Re: Game Development: Hairy Mallard

Postby loftar » Thu Dec 15, 2016 1:10 am

Granger wrote:It's annoying to scroll them into containers by accident...

Items that are assigned to the toolbelt never autoscroll, so you can simply put any item on some unused slot to lock it into the inventory.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 8926
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Hairy Mallard

Postby FictionRyu » Thu Dec 15, 2016 1:14 am

Perhaps make water flasks and skins have straps so that we can equip them to the character? Also, like Granger said, at least one permanent additional slot for keyrings would be very nice. Free up some inventory space.
Scooby Doo taught us that the real monsters are humans.
User avatar
FictionRyu
 
Posts: 1655
Joined: Wed Jun 01, 2011 5:12 am

Re: Game Development: Hairy Mallard

Postby Flyrella » Thu Dec 15, 2016 1:16 am

Idk if someone suggested that already. Could you make that object for changing hairstyle buildable? Let it be that changing hair color would require pigments and cutting/growing would require like a sharp tool or silk filaments and a brush :D
User avatar
Flyrella
 
Posts: 417
Joined: Wed Jul 03, 2013 12:28 am

Re: Game Development: Hairy Mallard

Postby ricky » Thu Dec 15, 2016 1:20 am

[*] Added Hair customization. There is now a Reflecting Pool in the Character creation room, by which you can set hair and beard, color and style. Females have been given a wide selection of the male hairdos as additional options, to compensate them for their lack of beards. The jury is still out on how/if/when already existing characters should be able to modify their looks. Feel free to post additional hairstyles you'd like to see, and do report conflicts between hairdos and other equipment.

Image
[*] Remade the equipment system so that equipment can be hotswitched from the equipment screen. You can, thus, hold a hat and click the equipment screen, to directly switch the hat for your already equipped hat, without first having to explicitly unequip the latter. Long overdue.

Image
[*] Added toolbelts. All belts now have a varying amount of tool equipment slots. Tools in toolbelts will be automatically switched in to relevant hand slots as needed. For example: If you have a saw in your toolbelt, the character will automatically try to switch in the saw to an available hand slot when you go to saw boards, scythes will switch in when you go to harvest crops, axes when you go to chop wood, &c. If you assign a tool or weapon to a hotkey, you will switch it in and equip it, from the tool belt, using that key.

Image
[*] Added bigger gates, suggested multiple places, but among others here. When you place a cornerpost in preparation for a gate, you may now choose to place the second cornerpost two or three tiles apart, by simply holding the placement cursor farther away. If the latter, you will place and build a three tile wide gate, rather than a two tile wide one. Otherwise pretty self-explanatory. May add even larger gates in the future.

Image
[*] Added "Cistern". A fixed fluid container which holds 2000 liters. Suggested here among other places.

Image


For real though, cool update. Enjoy the holidays. Be sure to keep us updated on your plans though.
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
jorb wrote:Ideally the game should play itself.

The only thing necessary for the triumph of evil is that good men do nothing.
User avatar
ricky
 
Posts: 1457
Joined: Fri Apr 02, 2010 5:00 am

Re: Game Development: Hairy Mallard

Postby Flyrella » Thu Dec 15, 2016 1:45 am

It looks like ducks spawn on shallow water, but can swim to deep water and also fly away quickly when approached. Idk how to catch them
User avatar
Flyrella
 
Posts: 417
Joined: Wed Jul 03, 2013 12:28 am

Re: Game Development: Hairy Mallard

Postby Tammer » Thu Dec 15, 2016 1:55 am

candycane66 wrote:Running after a flying duck on a horse kills the duck from trampling. Even though it's flying.

watch out for low flying ducks!
Tammer
 
Posts: 284
Joined: Sun Sep 04, 2016 5:54 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Python-Requests [Bot], Yandex [Bot] and 8 guests