Make willow trees great again!

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Make willow trees great again!

Postby Leafstab » Mon Apr 24, 2017 3:42 pm

I'm dead inside :cry:
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Re: Make willow trees great again!

Postby Iva » Wed Jun 28, 2017 4:34 pm

We are need it.
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Re: Make willow trees great again!

Postby jorb » Fri Jan 12, 2018 8:39 pm

Trees are relatively small because of constraints of perspective, and such. Our experience was that in the godly ortho cam which the Gods intended, larger trees -- and they were originally much larger -- took too much screenspace, and made navigation difficult.

I could perhaps be tempted into looking over Willows, and trying to hit closer to the original look, but making decent foliage is non-trivial, and there are certainly aspects of the 2d look that I have a hard time replicating in 3d.

Ideally I think we should develop some sort of speed tree technology to generate trees.

Willow bark is a good idea.
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Re: Make willow trees great again!

Postby DaniAngione » Fri Jan 12, 2018 9:41 pm

jorb wrote:Trees are relatively small because of constraints of perspective, and such. Our experience was that in the godly ortho cam which the Gods intended, larger trees -- and they were originally much larger -- took too much screenspace, and made navigation difficult.


As pointed out in the "plans for 2018" thread, if modular and non-instanced buildings are being worked on/thinked about, I assume you and loftar are probably also thinking about partially hiding objects/object translucency - right?
I mean, otherwise navigating multi-story buildings like Towers would be impossible - and houses wouldn't be able to have roofs.

Ideally - I imagine - buildings would work on a dynamic, "The Sims-like" scheme in which you see the full house but once through the door you only see the back walls and no ceiling, etc, etc.

If that is something that will perhaps be implemented, the same kind of dynamically-hiding-stuff tech could be applied to tree foliage, allowing for better view behind trees/objects (and, as such, possibly larger and lushier trees)

And finally - as a sidenote - perhaps working some constraints and maybe (maybe...) fog would also allow for a more flexible camera - not bad cam per se but definitely one that is less constrained and can be used to navigate properly in the middle of cliffs, objects, etc.

Anyway - just some random thoughts that will hopefully add to the sparks of new ideas :)
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Re: Make willow trees great again!

Postby MagicManICT » Fri Jan 12, 2018 11:19 pm

DaniAngione wrote:Ideally - I imagine - buildings would work on a dynamic, "The Sims-like" scheme in which you see the full house but once through the door you only see the back walls and no ceiling, etc, etc.

Just want to point out this goes back before the first Fallout game. First game I remember playing with it at this point is "X-COM: UFO Defense," but think the concept goes back a few more years than that, maybe Ultima 4 or 5...? I recall something from late 80s that had the "disappearing roof" when you walked through the door.

But yeah, it'd be mandatory, I think.

and to bring it back to the willow and other trees, would make it possible to "hide" them down to a stump or a good visual area around the character so they could move with some practical ability. (See recent game Grim Dawn for some screenshots for examples.)
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Re: Make willow trees great again!

Postby DaniAngione » Sat Jan 13, 2018 12:18 am

MagicManICT wrote:Just want to point out this goes back before the first Fallout game. First game I remember playing with it at this point is "X-COM: UFO Defense," but think the concept goes back a few more years than that, maybe Ultima 4 or 5...? I recall something from late 80s that had the "disappearing roof" when you walked through the door.


Of course :)

Yeah, oldest I recall are probably the XCOM games as well.
I didn't meant The Sims as the "creators" of that technique (tbh illustrations with "cut" insides of buildings and such came far before electronic games and that is probably what inspired that design) but it's likely the most known example for everyone reading :)

And yeah, it should be mandatory.
I mean, there are games that opt for permanently "open" buildings (no roofs at all) but gosh, please no. I prefer to stay with the instanced interiors if we're going to lose roofs and such and just have wall boxes :D
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Re: Make willow trees great again!

Postby IngloriouslyBad » Sat Jan 13, 2018 7:07 am

Does that sort of mean we can traverse the top of towers? I’ve always wanted to be a sentry on a tower with a bow. Would be cool.
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Re: Make willow trees great again!

Postby MinionTwo » Sun Jan 14, 2018 12:24 am

MagicManICT wrote:
DaniAngione wrote:and to bring it back to the willow and other trees, would make it possible to "hide" them down to a stump or a good visual area around the character so they could move with some practical ability. (See recent game Grim Dawn for some screenshots for examples.)


I imagine that is what the custome clients would be used for.
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Re: Make willow trees great again!

Postby DaJovialJove » Mon Jan 15, 2018 9:01 pm

I know that the 3D models are a lot easier on the devs, but legacy haven looks so much better compared to what it looks like now imo.
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Re: Make willow trees great again!

Postby MadNomad » Tue Apr 19, 2022 10:27 am

some new model should indeed be used, branches of willow are in fact hanging ones, and the willow from legacy was beautiful unlike the current one
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