Game Development: Dynamic Cow

Announcements about major changes in Haven & Hearth.

Game Development: Dynamic Cow

Postby jorb » Mon Sep 17, 2018 11:31 pm

We've been developing, and here's what's new.

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New Implementations
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  • Implemented dynamic coloring of cows. This is a work in progress in that it, for now at least, only uses four textures, with three of those being the old bull, cow, and calf textures, but, anyway: Cattle now have a unique patterning to their hides, generated from hereditary data. Calves should, thus, have some resemblance to their parents, and it should be somewhat possible to breed cattle selectively to create new looks. Pretty cool! Existing moo-cows have been given a randomized pattern. Will most likely add to horses in the future.
  • Cave Lice can now be butchered, and their chitin retreived. They also have a stash icon for stashing in boats and such.
  • Added a treatment effect for Yarrow. Yarrow now takes a few seconds to treat "Nicks & Knacks" and "Scrapes & Cuts".
  • Added a treatment effect for Gauze. Wounds treated with Gauze finally indicate that they have been.

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As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $10, is the "Flower Plush".

Store Description wrote:Image$10 A wonderful blend of Texas and California, served with a side of plush.


All Gold subscribers have been awarded the Flower Plush, free of charge.

In the Pipe
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Enjoy!
"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
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Re: Game Development: Dynamic Cow

Postby maze » Mon Sep 17, 2018 11:32 pm

nice hat :O

OMG IT HAPPENS MORE COLORS!
WARNING! MY ENGISH SUCKS.

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Re: Game Development: Dynamic Cow

Postby Aceb » Mon Sep 17, 2018 11:33 pm

More alive animals always welcomed <3
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Re: Game Development: Dynamic Cow

Postby Dakkan » Mon Sep 17, 2018 11:33 pm

I'm excited for future exotic animal textures!
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Re: Game Development: Dynamic Cow

Postby loftar » Mon Sep 17, 2018 11:34 pm

For those wondering about the performance implications of individual cow textures that I've written about previously, I realized that the vast majority of the overhead of drawing cows is in switching vertex data anyway, and that switching textures in addition to that shouldn't be a big deal at all. I've tested and confirmed this to be the case on my own hardware, at least.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Dynamic Cow

Postby Matheusmk » Mon Sep 17, 2018 11:34 pm

What is a Lice?

Nevermind, just learned that it is plural for Louse.
Last edited by Matheusmk on Mon Sep 17, 2018 11:39 pm, edited 1 time in total.
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Re: Game Development: Dynamic Cow

Postby Myrgard » Mon Sep 17, 2018 11:34 pm

So... it's just the colour of cows, no benefits, no stats no bonuses just eye candy. Ok, will check back next update.
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Re: Game Development: Dynamic Cow

Postby Onep » Mon Sep 17, 2018 11:34 pm

Moooo
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Game Development: Dynamic Cow

Postby NoBizd » Mon Sep 17, 2018 11:35 pm

Have you fixed bodies of Cave Louse and bats from bat dungeons or they still can't be put into knarr cargo?
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Re: Game Development: Dynamic Cow

Postby jorb » Mon Sep 17, 2018 11:36 pm

NoBizd wrote:Have you fixed bodies of Cave Louse and bats from bat dungeons or they still can't be put into knarr cargo?


That has been fixed, as the notes say.
"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."

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