Default Client Feature Requests

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

Default Client Feature Requests

Postby ghandhikus » Mon Dec 28, 2020 6:10 pm

Since title of the thread has been changed, this will now work as a list of things to add from the community.
  • Drink Hotkey
  • Game Object Prospecting
    // show more data about object by inspecting, [name, gfx file, quality] We can't tell some trees apart without inspecting
    // display growth progress of all plants
  • Aggressive mobs indicator
    // Seriously this game is not playable without this feature.
  • Some way to memorize local quality zones
    // Maybe add a parchment that can memorise highest quality places? While I understand that haven is all about discovery, we as humans don't have good memory and in a sandbox game our brains can't specialise
  • Camera mode shortcut
    // Even though it's not supported it should be a thing
  • Icons for arrows and dead small animals on the minimap
  • Object visibility
    // Either enable hiding objects shortcut with a list; or; show some objects behind other objects, like players, arrows, dead animals. behind buildings, trees, walls, and make them clickable
  • Treeplanters pots should show objects to place with rotation
  • Shortcut for placing things in the middle of tile
  • Remove outline from mine support radius
    // Too many of them are quite cluttering
    // Quite possibly show which tiles are being affected
  • Load the world fully before spawning
    // prevents players from standing without being able to respond to attacks
  • Mod API
    // It would be great to have some custom resources loader for improving the game[/b]


Finished:
  • Resizeable minimap;
  • Enable Most of Icons on the map by default - seems to be added already?
  • Shift+click to quickly move something between containers;

To disclose further:
- A bunch of key shortcuts from Amber // < needs a list

Post that has been here before:
I wanted to play haven again during Christmas and I sure hope devs will try to work on the client a little bit more. While I get that including a lot of quality of life features like animal lists and UI size is important. But I think you are forgetting the basic things like visibility and survivability.

My experience like 5 minutes into the game
https://youtu.be/CielPy3XVs4

So here's a few things that I can't play without.
- Game Object Prospecting // I don't know what most of trees in the game are, I used to show the GFX filepath as a tooltip in amber. Now I don't know what ore is there on the wall or what kind of tree it is
- Enable Most of Icons on the map by default // Let players decide which icons they want to remove or keep, but keep stuff like mobs clearly visible
- Show Mobs that can attack you in some way // Seriously this game is not playable without this feature.
- Some way to memorize local quality zones // Maybe add a parchment that can memorise highest quality places? While I understand that haven is all about discovery, we as humans don't have good memory and in a sandbox game our brains can't specialise
- Camera mode switching via shortcut // Even though it's not supported it should be a thing
Last edited by ghandhikus on Sat Jan 30, 2021 9:51 pm, edited 6 times in total.
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Re: Default Client Feature Requests

Postby Phaen » Mon Dec 28, 2020 6:19 pm

There is a button above the minimap that opens the large (resizable) map. You can also use Ctrl + A.

The large map allows you to place markers for yourself and name them, which can help you memorize local quality zones.
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Re: Default Client Feature Requests

Postby ghandhikus » Mon Dec 28, 2020 6:22 pm

Phaen wrote:There is a button above the minimap that opens the large (resizable) map. You can also use Ctrl + A.

The large map allows you to place markers for yourself and name them, which can help you memorize local quality zones.


Made that video before knowing that. Thanks
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Re: Default Client Feature Requests

Postby loftar » Tue Dec 29, 2020 2:28 am

ghandhikus wrote:My experience like 5 minutes into the game
https://youtu.be/CielPy3XVs4

Most importantly, you seem to be having serious connectivity issues. Which might also be related to why bats don't show on your minimap, which they normally would.
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Re: Default Client Feature Requests

Postby Phaen » Tue Dec 29, 2020 3:00 am

Oh yeah, your video mentioned no quality on items - that is the default, but if you go Adventure > Toggles > Quality it will turn it on. I wish it remembered the choice because I gotta do ATQ every time I log in.

For the icon thing (your second bullet point), the 2nd button above the minimap opens up a list of icons you can toggle on and off. Trees are off by default and animals are on by default. I don't know why yours didn't show the bat icon that really sucks :(

Your first and last bullet points are indeed not in the game and I wish they were. I wish inspecting trees told us what type they are. If it requires Forestry as a pre-requisite so be it. I don't even use badcam but since a lot of people do I wish it was in the Toggles or Settings menu somewhere.

Edit: I think I know why your minimap wasn't showing icons! It's probably not lag like Loftar said. I think you scrolled the mouse wheel down while hovering over the minimap, which zooms out. Icons aren't visible except at the closest zoom level, which the game doesn't really explain =/
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Re: Default Client Feature Requests

Postby ghandhikus » Tue Dec 29, 2020 10:45 am

loftar wrote:
ghandhikus wrote:My experience like 5 minutes into the game
https://youtu.be/CielPy3XVs4

Most importantly, you seem to be having serious connectivity issues. Which might also be related to why bats don't show on your minimap, which they normally would.


It's fresh client launch, on a brand new machine. I always have fat ping running in the background to check for connection issues, and there was none at the time, not even one single packet loss noted. Are you using UDP by any chance? Seems like some packet when undelivered would just be skipped
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Re: Default Client Feature Requests

Postby Fostik » Tue Dec 29, 2020 11:08 am

Yes, of course game uses UDP protocol for client-server iterations, TCP is too slow for games.
It's really ultra laggy
Have you tried to ping game server? game.havenandhearth.com
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Re: Default Client Feature Requests

Postby shubla » Tue Dec 29, 2020 11:17 am

Fostik wrote:Yes, of course game uses UDP protocol for client-server iterations, TCP is too slow for games.

I'm pretty sure that all communication for this game could be done with TCP without any major issues. But loftar wants to do things in weird ways, why else would HnH forums run on his own web server and the whole engine for the game be custom made from scratch... I can't deny that it must be fun making them by yourself though.
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Re: Default Client Feature Requests

Postby ghandhikus » Tue Dec 29, 2020 11:28 am

Fostik wrote:Yes, of course game uses UDP protocol for client-server iterations, TCP is too slow for games.
It's really ultra laggy
Have you tried to ping game server? game.havenandhearth.com


I am actually a game programmer and I know that TCP is not slow. It only can be slow on bad or very slow connection, where as problem is far worse on UDP actually. Nowdays people have 100MB+ internet connections and choice of UDP will always be weird.
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Re: Default Client Feature Requests

Postby Fostik » Tue Dec 29, 2020 11:39 am

As I'm aware, programming a game doesn't make you a network engineer, does it?
Sure there can be exceptions, like when you are a developer who works on network connections for self-written game server, but in this case you wouldn't ask about protocol used by the game.

ghandhikus wrote:Nowdays people have 100MB+ internet connections and choice of UDP will always be weird.


Not saying that client-server communication can have a silver bullet, but do not underrate UDP for games, most game studios focuses on bad PC's with bad connection, a lot of people playing from laptops via WiFi, etc. etc.
Some game studios, who can afford spending a lot of efforts in client-server optimizations, realizes transmission control as a part of UDP package payload, which will be controlled by game server and client instead of network card, in some cases this works even better than TCP, IIRC QUIC protocol originates from this idea.
Last edited by Fostik on Tue Dec 29, 2020 2:07 pm, edited 3 times in total.
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