Game Development: Frolick in the Camomile

Announcements about major changes in Haven & Hearth.

Re: Game Development: Frolick in the Camomile

Postby Jacobian123 » Thu Apr 20, 2017 12:29 am

Might as well remove nidbanes now tbh.
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

Image Image Image
User avatar
Jacobian123
 
Posts: 1311
Joined: Sat May 08, 2010 4:41 am
Location: The Inn of Brodgar

Re: Game Development: Frolick in the Camomile

Postby NOOBY93 » Thu Apr 20, 2017 12:32 am

Jacobian123 wrote:Might as well remove nidbanes now tbh.

Not really. have you ever got a nidbane on your ass? It rips it apart hard. Takes fuckin months to heal. No medicaments.

I've survived plenty of nidbane attacks, one of those times I got really damaged and knocked out and IT TOOK A WHILE, in fact it never fully healed, I just died on the char before it did.

Get KO'd by nidbane = good luck, your wounds are pretty much never going away.
Jalpha wrote:I believe in my interpretation of things.
User avatar
NOOBY93
 
Posts: 6529
Joined: Tue Aug 09, 2011 1:12 pm

Re: Game Development: Frolick in the Camomile

Postby Jacobian123 » Thu Apr 20, 2017 12:33 am

Didn't consider that, the only nidbane I've ever faced was a shit tier one.

Otherwise this looks promising.
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

Image Image Image
User avatar
Jacobian123
 
Posts: 1311
Joined: Sat May 08, 2010 4:41 am
Location: The Inn of Brodgar

Re: Game Development: Frolick in the Camomile

Postby ChildhoodObesity » Thu Apr 20, 2017 12:34 am

this update would be much nicer with a hat to support it HHEHEH
User avatar
ChildhoodObesity
 
Posts: 4158
Joined: Tue Apr 10, 2012 8:16 am

Re: Game Development: Frolick in the Camomile

Postby ctopolon3 » Thu Apr 20, 2017 12:34 am

mine song - description - cost ???

PS sell Image
Last edited by ctopolon3 on Thu Apr 20, 2017 12:39 am, edited 1 time in total.
ctopolon3
 
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Game Development: Frolick in the Camomile

Postby SovietUnion » Thu Apr 20, 2017 12:35 am

Jacobian123 wrote:Might as well remove nidbanes now tbh.


Well it could at least bring back some random item from the inventory/study/equip of the defeated perpetrator
Notable characters: Cpt. Danko, Kng. Danko

LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)

"Not really. But meh.. who needs proper communication anyways"
User avatar
SovietUnion
 
Posts: 266
Joined: Mon Mar 12, 2012 4:42 am
Location: Brno, Czech Republic

Re: Game Development: Frolick in the Camomile

Postby jorb » Thu Apr 20, 2017 12:38 am

SovietUnion wrote:
Jacobian123 wrote:Might as well remove nidbanes now tbh.


Well it could at least bring back some random item from the inventory/study/equip of the defeated perpetrator


Not a bad idea!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18263
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Frolick in the Camomile

Postby NOOBY93 » Thu Apr 20, 2017 12:40 am

The biggest step in the right direction.

IMO next priorities when it comes to combat are:

1. Animation optimization so people can actually do combat without the game being a slideshow

2. Drinking while running, so you don't die so easily while outnumbered

3. Make combat a bit more one-shotty or put in a surprise factor in any case, so as to make skill more of a factor, mistakes more of a factor and stats less of a factor. Right now it's very, very easy to predict what your opponent wants to do and is going to do. In old combat there were plenty of yolo surprise moves that damage you and give you attack bar, remove your defense and give you attack bar, etc. and those used wrong could get you killed, but used right could win you the fight. Combat system currently lacks these.

These things combined with the lack of permadeath would make a really good game.
Last edited by NOOBY93 on Thu Apr 20, 2017 12:42 am, edited 1 time in total.
Jalpha wrote:I believe in my interpretation of things.
User avatar
NOOBY93
 
Posts: 6529
Joined: Tue Aug 09, 2011 1:12 pm

Re: Game Development: Frolick in the Camomile

Postby Redlaw » Thu Apr 20, 2017 12:41 am

jorb wrote:
SovietUnion wrote:
Jacobian123 wrote:Might as well remove nidbanes now tbh.


Well it could at least bring back some random item from the inventory/study/equip of the defeated perpetrator


Not a bad idea!


So if you get knocked out by a niban they coulf if there active run off with an item from logn distance maby, be funny.... well if a king/queen was nibbed and lost there crown.
User avatar
Redlaw
 
Posts: 1611
Joined: Sun Oct 02, 2011 10:58 pm

Re: Game Development: Frolick in the Camomile

Postby loftar » Thu Apr 20, 2017 12:42 am

NOOBY93 wrote:1. Animation optimization so people can actually do combat without the game being a slideshow

I am left wondering about this. I managed to bring my client to 10 FPS only when I spawned 200 random-clad players, on my modestly good computer. I'd be glad if you could verify whether this might be caused by some of the custom-client combat mods.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 8926
Joined: Fri Apr 03, 2009 7:05 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Naylok, Python-Requests [Bot], Trendiction [Bot] and 10 guests