Push broom to clean pavement

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

Push broom to clean pavement

Postby ricky » Tue Jan 29, 2019 1:51 am

add a broom tool which is used to 'clean' decay/vines off pavement tiles.

perhaps when used it would autoclean adjacent tiles until either theyre all clean or you have to move to the next spot.

I mostly want to see broom bots endlessly sweeping villages in some sort of sisyphean hell.
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Re: Push broom to clean pavement

Postby Ysh » Tue Jan 29, 2019 2:05 am

ricky wrote:add a broom tool which is used to 'clean' decay/vines off pavement tiles.

perhaps when used it would autoclean adjacent tiles until either theyre all clean or you have to move to the next spot.

I mostly want to see broom bots endlessly sweeping villages in some sort of sisyphean hell.

I think pavement does not decay on claim.
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Re: Push broom to clean pavement

Postby DPblH » Tue Jan 29, 2019 9:55 am

ricky wrote:add a broom tool which is used to 'clean' decay/vines off pavement tiles.

perhaps when used it would autoclean adjacent tiles until either theyre all clean or you have to move to the next spot.

I mostly want to see broom bots endlessly sweeping villages in some sort of sisyphean hell.


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Re: Push broom to clean pavement

Postby Granger » Tue Jan 29, 2019 10:20 am

Vines should stop growing for a while / being reduced in size / removed whenever a character passes over a tile. Shouldn't be that one character clears a path across a jungle by passing through it once, but enough that a somewhat frequented path stays clear of vines and the paving intact.
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Re: Push broom to clean pavement

Postby replikant8 » Tue Jan 29, 2019 10:47 am

Granger wrote:Vines should stop growing for a while / being reduced in size / removed whenever a character passes over a tile. Shouldn't be that one character clears a path across a jungle by passing through it once, but enough that a somewhat frequented path stays clear of vines and the paving intact.


A good way to spend dev time on? Seriously, who needs that kind of stuff, it affects only decaying villages and I thought the whole point of decay was to make ruins look like ruins and long abandoned villages disappear as the time goes on?
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Re: Push broom to clean pavement

Postby Granger » Tue Jan 29, 2019 4:23 pm

replikant8 wrote:
Granger wrote:Vines should stop growing for a while / being reduced in size / removed whenever a character passes over a tile. Shouldn't be that one character clears a path across a jungle by passing through it once, but enough that a somewhat frequented path stays clear of vines and the paving intact.


A good way to spend dev time on? Seriously, who needs that kind of stuff, it affects only decaying villages and I thought the whole point of decay was to make ruins look like ruins and long abandoned villages disappear as the time goes on?


I was thinking about stuff like a paved paths from your village to the local cave or fishing spot, a road to the neighbour village (, ...) so stuff like that dosn't need to be claimed to prevent it from decaying when it's used frequently enough.
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Re: Push broom to clean pavement

Postby Hrenli » Tue Jan 29, 2019 4:30 pm

Granger wrote:I was thinking about stuff like a paved paths from your village to the local cave or fishing spot, a road to the neighbour village (, ...) so stuff like that dosn't need to be claimed to prevent it from decaying when it's used frequently enough.


Then it sort of cries for another supplementary feature - stomp any kind of non-paved terrain into road if hearthlings are walking over it often enough. Not sure how interesting or practical the whole thing would be but it sounds interesting from aesthetics point of view.
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Re: Push broom to clean pavement

Postby Granger » Tue Jan 29, 2019 4:32 pm

Hrenli wrote:Then it sort of cries for another supplementary feature - stomp any kind of non-paved terrain into road if hearthlings are walking over it often enough. Not sure how interesting or practical the whole thing would be but it sounds interesting from aesthetics point of view.


FYI: I already suggested that feature here.
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