Game Development and animals

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

Game Development and animals

Postby VeganLaxitive » Fri Nov 22, 2024 1:50 pm

Hey guys,

I just started this game this week, but I have been an MMO fan my entire life, and I have fallen in love with this game and the systems within it, however, I do see some areas that I think would be really cool to implement! I searched the forum and found some threads previously related to the topic, and recently on the announcement post Jorb mentioned wanting to focus development on "objects interacting with objects". So basically building off the systems in the world already and interacting between them!

With that being said I simply copy and pasted this from an older thread as it holds the same idea I want to convey and I'm sure you can see some of the similar threads with similar ideas:

New Skill - Falconry
After taming a Falcon, one can fashion a falconry glove and bring the falcon on hunting or foraging expeditions, the falcon could be used to grab forageables from afar as well as attacking small animals (possibly ranging from chicks to badgers.)
I would think the Falcon would have it's own hp and stamina and would require food and tire after use. It could be housed on a perch, or a cage of some-sort. Animals that attack could deal damage to an attacking falcon, potentially killing it if its hp is low enough. Falcon quality could directly affect the quality of the slain animal or foraged item. Falcon quality could be affected by the quality of food given to it.


New Skill - Trapping
Since we now have actual bushes, we could craft traps to place in said bushes to catch small game. Types of traps t include would be snares, deadfall traps and box traps, all of which could be placed inside bushes.
Here's the kicker, while placed in a bush they cannot be seen, but can when an animal is trapped. The captured animal is fair game to any passer-by. So traps would have to be monitored by the hunter to ensure his food isn't stolen.The traps would show up on the mini-map of the hunter only, so he/she doesn't forget where they are. I would think the traps would spring randomly as long as they were out of sight of a player, instead of waiting for an animal to arrive. This could lead to players having the need to claim their hunting grounds.



IN addition I would like to add a new Creedo animal tamer

I think we should have a branch off from animal handling / taming and training with them being two different system handling leading into domestication and training allowing you to teach them "tricks/chores" depending on the animal these animals could end up having combat decks/quality/relationship/trainer level impact a number of systems between the two.

This opens up a whole layer of other systems pathing the way for new gameplay and styles and other animal systems like the lynx/wolves we can get puppies/cats ... we have sheep/cattle why no herding? Possible shepherd creedo?


So as you see this is just me going into a little bit of it and it expands so many systems this doesn't talk about how other people mention things like training the bird to deliver items to another player and what not we could see a wide range of features open up through this interaction of systems that already exist within the game and just expanding on them!

If you read this far sorry if it was sloppy it was literally typed on a stream of consciousness with no editing!
VeganLaxitive
 
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Re: Game Development and animals

Postby gravesmerch » Fri Nov 22, 2024 2:55 pm

OCO would open up a lot of mechanics, but seems to be stuck, so I wouldn't keep waiting
gravesmerch
 
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