If there are clay couldrons, there needs to be clay TANKARDS

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

Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby btaylor » Sun Nov 08, 2009 5:46 pm

Onionfighter wrote:And drinking from a golden goblet would increase the q.


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Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby Fluffy » Sun Nov 08, 2009 5:51 pm

Beer is supposed to be a higher up commodity, not something every random farmer makes because he has access to clay. Clay cauldrons was one thing, but clay tankards would be a bit too far. Besides, it would taste like shit.
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Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby Reynolds » Sun Nov 08, 2009 7:59 pm

Then let it taste like shit. Make the effects lowered. but if you can make it, you should be able to drink it.
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Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby Vanigo » Sun Nov 08, 2009 9:23 pm

loftar wrote:The main reason why there is one vessel per drinkable fluid is because the current implementation of fluids is rather inflexible. In this particular instance, its problem is that it is the drinking vessel itself that implements the code for what happens when you drink something -- not the fluid you're drinking, as you'd probably otherwise expect. This needs to be fixed sooner or later, but it isn't entirely trivial, so don't expect it to be done tomorrow.

So? He's not saying you should be able to drink more than one thing from tankards. He's saying you should be able to drink beer from tin tankards or from clay tankards, which programmatically is no different from being able to drink water from any of three containers.
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Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby theTrav » Mon Nov 09, 2009 4:39 am

Vanigo wrote:So? He's not saying you should be able to drink more than one thing from tankards. He's saying you should be able to drink beer from tin tankards or from clay tankards, which programmatically is no different from being able to drink water from any of three containers.


Depending on how he has implemented things adding more fluid containers may create more work for himself when he gets around to re-implementing to have the effects tied to fluid contents rather than containers.

It will certainly increase his test space, making bugs more likely
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Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby Leonon » Mon Nov 09, 2009 8:06 am

loftar wrote:The main reason why there is one vessel per drinkable fluid is because the current implementation of fluids is rather inflexible. In this particular instance, its problem is that it is the drinking vessel itself that implements the code for what happens when you drink something -- not the fluid you're drinking, as you'd probably otherwise expect. This needs to be fixed sooner or later, but it isn't entirely trivial, so don't expect it to be done tomorrow.
Could you have the container turn into a specific different type of container when filled with a different liquid? Like have wineglass_empty which can turn into either wineglass_beer or wineglass_wine depending on what it's filled with?
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Re: If there are clay couldrons, there needs to be clay TANKARDS

Postby theTrav » Mon Nov 09, 2009 9:09 am

Leonon wrote:Could you have the container turn into a specific different type of container when filled with a different liquid? Like have wineglass_empty which can turn into either wineglass_beer or wineglass_wine depending on what it's filled with?


Heh, I doubt Loftar hasn't already figured out more or less exactly how he wants to do it, but thinking of it and doing it are worlds apart in terms of time and effort.

Personally I think it would make more sense to have the container completely separate for the liquid and just have a link to a liquid that is maintained as a separate entity with its own behaviors.
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