Game Development: Twinkle-Twinkle

Announcements about major changes in Haven & Hearth.

Re: Game Development: Twinkle-Twinkle

Postby Forik » Fri Nov 20, 2020 12:43 am

TenguCheddar wrote:
vatas wrote:I feel :cam ortho would be lot more usable (at least for me) if you could freely choose the angle, rather than having to pick one of the four fixed angles.

I 2nd that, main reason why i used to play on ambers..

This, please!
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Re: Game Development: Twinkle-Twinkle

Postby valeriesusanne » Fri Nov 20, 2020 9:14 pm

Since everyone here is talking about desired tweeks, I have a one :)
Maybe it's just me (?) but I'm never sure how much time is left in the current season. I like the season indicator at the top of the screen in Amber.
Btw, is there a "calendar" somewhere I don't know about? Didn't there used to be one at the bottom of the Wiki homepage?

Oh, and I am really enjoying the recent upgrades! Especially the grid (Homer Simpson drool emoji)
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Re: Game Development: Twinkle-Twinkle

Postby WESKERBOY » Sat Nov 21, 2020 3:45 am

valeriesusanne wrote:Since everyone here is talking about desired tweeks, I have a one :)
Maybe it's just me (?) but I'm never sure how much time is left in the current season. I like the season indicator at the top of the screen in Amber.
Btw, is there a "calendar" somewhere I don't know about? Didn't there used to be one at the bottom of the Wiki homepage?

Oh, and I am really enjoying the recent upgrades! Especially the grid (Homer Simpson drool emoji)


X2

Also aoutodrop option while mining, I mean a miner can diferente beetween rock, ore, precios stone, fossil and catgold. Will be a huge qol improvement
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Re: Game Development: Twinkle-Twinkle

Postby jorb » Sun Nov 22, 2020 7:01 pm

We're working on a small feature that I think will be appreciated, but we haven't quite finished it yet. Will push a patch sometime next week. Apologies!
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Re: Game Development: Twinkle-Twinkle

Postby shubla » Sun Nov 22, 2020 7:26 pm

jorb wrote:We're working on a small feature that I think will be appreciated, but we haven't quite finished it yet. Will push a patch sometime next week. Apologies!

Being open about the development once again, thanks jorb! /s
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Re: Game Development: Twinkle-Twinkle

Postby Zentetsuken » Sun Nov 22, 2020 8:30 pm

jorb wrote:We're working on a small feature that I think will be appreciated, but we haven't quite finished it yet. Will push a patch sometime next week. Apologies!


Is a wipe a small feature?
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Re: Game Development: Twinkle-Twinkle

Postby KwonChiMin » Mon Nov 23, 2020 11:32 am

Zentetsuken wrote:
jorb wrote:We're working on a small feature that I think will be appreciated, but we haven't quite finished it yet. Will push a patch sometime next week. Apologies!


Is a wipe a small feature?

extremely passive aggressive question
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Re: Game Development: Twinkle-Twinkle

Postby ThorleifCleaver » Wed Nov 25, 2020 5:02 pm

Hey, while you're working on the small feature, why don't you take the texture files you have for the various metal bars/nuggets and color-code the metal/nugget stockpiles? That's a quick tweak, unless you did something weird with the code.
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Re: Game Development: Twinkle-Twinkle

Postby shubla » Wed Nov 25, 2020 5:42 pm

ThorleifCleaver wrote:Hey, while you're working on the small feature, why don't you take the texture files you have for the various metal bars/nuggets and color-code the metal/nugget stockpiles? That's a quick tweak, unless you did something weird with the code.

I think that it is a good idea, but I also recall that devs have earlier stated something about why they are not implementing this.
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Re: Game Development: Twinkle-Twinkle

Postby ThorleifCleaver » Wed Nov 25, 2020 6:05 pm

shubla wrote:
ThorleifCleaver wrote:Hey, while you're working on the small feature, why don't you take the texture files you have for the various metal bars/nuggets and color-code the metal/nugget stockpiles? That's a quick tweak, unless you did something weird with the code.

I think that it is a good idea, but I also recall that devs have earlier stated something about why they are not implementing this.

I'd be curious as to the reasoning, if that is the case. I can't imagine a single valid argument for not creating visually distinct stockpiles, since the entire point of having graphics for stockpiles is to make them visually distinct. Otherwise, all stockpiles would look like a large bin or something generic. The only thing I could imagine would be the objection that metals can be mixed, thus rendering a single-color stockpile misleading. That's rather easy to fix, though: keep the generic flat grey for mixed piles or create a new, mixed texture for mixed piles. I wouldn't mind something like that for onions, too--no reason a yellow, red, and yellow/red texture couldn't be used for onion stockpiles.

Since I'm on the subject, I would also ask the devs to up the numbers on certain stockpiles to make said piles a valid alternative to chests or cabinets. If nothing else, take five seconds and up onion stockpiles to 60, in line with beetroots. I'm sure this has been asked a million times before, but since the devs are focusing on interface and other quality tweaks, might as well hit this now. It affects nothing save ease of play.
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