Game Development: Map Rework

Announcements about major changes in Haven & Hearth.

Game Development: Map Rework

Postby jorb » Sun Nov 01, 2020 8:09 pm

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

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New Implementations
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  • Reworked the map implementation. The world and minimaps now use the same rendering systems, and are, for all intents and purposes, two different viewports of the same underlying data. Some consequences hereof are:
    • Herbs, kritters, and other activated minimap icons, are visible on the world map.
    • You can issue move orders and other commands on the world map.
    • Markers can be seen on the minimap.
    • Ridges can be seen on the world map, albeit only on the closest zoom level, but the data is there.
    • The minimap can be zoomed in and out. It can't be panned around, mostly because we couldn't think of a good interface for resetting that map view to the normal follow mode.
  • Extended the left menu (above the minimap in the default client) with support for minimization. You can have the buttons, the minimap, or either of them, active, much like you always could toggle the right-hand menu.
  • The world map now has a compact mode, which removes the outer frame, leaving only the smaller inner frame visible. While compact mode is active, you can hold shift to drag that window around, rather than pan the map. You can also move the compact map window around by simply grabbing the frame of the compact window, rather than the map.
  • Redrew the map window buttons to support higher UI resolutions, and added buttons for toggling markers, and for toggling compact mode.
  • Redrew the right-hand menu buttons to support higher UI resolutions.
    Image

Small Fixes
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  • Changed the hittesting algorithm to look a few pixels around an object, meaning that spindly stuff (herbs, crops, &c) should be somewhat easier to hit with the mouse. Report any issues.

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

Today's Patch Items, for the fair price of $9 is the "Autumn Witch's Hat"

Store Description wrote:Image$9 The last incantations of fall, spoken by fiery maples, to rime frosted leaves, under a harvest moon.


All Gold subscribers have been awarded the "Autumn Witch's Hat", free of charge.

In the Pipe
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  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • An update to the server-client protocol is the next project in the pipe. It is a relatively limited scope project to allow for better definitions of objects in relation to other objects (E.g. bubbling retort standing on lit tripod burner with variable materials, standing on an Alchemist's table. That kind of stuff). One upside is that it could allow us to add variable materials to tools and equipment. This is necessary for the next project after, namely Object Controlled Objects, which we consider the next major milestone in development.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

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: Map Rework

Postby Nightdawg » Sun Nov 01, 2020 8:09 pm

jorb wrote:Reworked the map implementation.

IT'S HAPPENING BOYS
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if you're reading this, you're a nerd.
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Re: Game Development: Map Rework

Postby Baba_Ji » Sun Nov 01, 2020 8:11 pm

Baba Ji services mapmaker for long term happiness nigger
Last edited by Baba_Ji on Sun Oct 24, 2021 7:02 am, edited 1 time in total.
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Re: Game Development: Map Rework

Postby Apocoreo » Sun Nov 01, 2020 8:13 pm

Well damn, I'm buying a hat.
i like game grumps


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Re: Game Development: Map Rework

Postby shubla » Sun Nov 01, 2020 8:15 pm

Good job with the map! Looks good at least!
Image
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Re: Game Development: Map Rework

Postby Kirche » Sun Nov 01, 2020 8:16 pm

Kirche wrote:A way to quickly fill granaries, barrels, and troughs with seeds would be greatly appreciated, very tired of having to spam right click thousands of times every time I farm.

Possibly in line with the logic of being an "open container" as is described in the help menu
Image

Another good update, again any chance you'd consider this?
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Re: Game Development: Map Rework

Postby KwonChiMin » Sun Nov 01, 2020 8:18 pm

10 years into the game default client is beginning to be playable
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Re: Game Development: Map Rework

Postby SnuggleSnail » Sun Nov 01, 2020 8:21 pm

neat
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Re: Game Development: Map Rework

Postby Jalpha » Sun Nov 01, 2020 8:21 pm

Never thought I would live to see the day that foraging got a buff.
Laying flat.
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Re: Game Development: Map Rework

Postby Miklo » Sun Nov 01, 2020 8:44 pm

Wow! Love the map changes, improved functionality while still looking good. Nice job!
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