Generic Brewing

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

Re: Generic Brewing

Postby sabinati » Thu Mar 18, 2010 2:05 am

ImpalerWrG wrote:Should hops be required? My understanding is they are a flavoring agent and beer can and was made without them in other parts of the world and history. If Hops are just one possible 'extra' then the recipe gets that much simpler, you could even make unflavored beer which would presumably be inferior in some way to flavored ones.

hops are pretty essential unless it's getting distilled, but that's another thread

Also why not use fermenting location (cave/cellar) to make different varieties, it need not be the crazy multistage transmutation that cheese goes through. Just two categories warm top-fermenting indoors or outdoors and cold bottom-fermenting in caves and cellars. Warm fermenting produces Ale, cold fermenting produces Lager, perhaps Lager has more/different FEP bonus. At the least it makes for potentially double the number of beer types.

this would be cool and would possibly work for wine as well
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Re: Generic Brewing

Postby ImpalerWrG » Thu Mar 18, 2010 2:08 am

If beer/wine satisfied Hunger (It has plenty of calories after all) then the 'stuffed' effect on the food meter would limit consumption just like it dose everything else, though some detrimental drunkenness effect would be nice too even if its not the primary limiting factor on consumption.
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Re: Generic Brewing

Postby Jackard » Thu Mar 18, 2010 2:12 am

ImpalerWrG wrote:Also why not use fermenting location (cave/cellar) to make different varieties, it need not be the crazy multistage transmutation that cheese goes through. Just two categories warm top-fermenting indoors or outdoors and cold bottom-fermenting in caves and cellars. Warm fermenting produces Ale, cold fermenting produces Lager, perhaps Lager has more/different FEP bonus. At the least it makes for potentially double the number of beer types.

i originally had that in the first post, where cellars were used to produce lager since they are colder

then i decided it was too complicated and removed it. the system should allow for enough variety without such mechanics

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Last edited by Jackard on Thu Mar 18, 2010 2:18 am, edited 4 times in total.
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Re: Generic Brewing

Postby sabinati » Thu Mar 18, 2010 2:15 am

ImpalerWrG wrote:If beer/wine satisfied Hunger (It has plenty of calories after all) then the 'stuffed' effect on the food meter would limit consumption just like it dose everything else, though some detrimental drunkenness effect would be nice too even if its not the primary limiting factor on consumption.


it's really, really easy to get rid of hunger man. and there is a detrimental drunkeness effect, you just never see it because you never drink enough. it needs to be rebalanced so that it's an effective barrier to massive consumption.
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Re: Generic Brewing

Postby Jackard » Thu Mar 18, 2010 2:16 am

ImpalerWrG wrote:If beer/wine satisfied Hunger (It has plenty of calories after all) then the 'stuffed' effect on the food meter would limit consumption just like it dose everything else, though some detrimental drunkenness effect would be nice too even if its not the primary limiting factor on consumption.

in the first world we just burned hunger by plowing or destroying runestones to continue statpushing. i cant remember if it still gave fep in second world but you could do the same by drinking water
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Re: Generic Brewing

Postby Flocke » Thu Mar 18, 2010 2:25 am

wheat, barley, oats, rye...

different kinds of beer!
different kinds of bread!
different kinds of wine!

sounds fantastic :P
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Re: Generic Brewing

Postby sabinati » Thu Mar 18, 2010 2:29 am

Jackard wrote:
ImpalerWrG wrote:Also why not use fermenting location (cave/cellar) to make different varieties, it need not be the crazy multistage transmutation that cheese goes through. Just two categories warm top-fermenting indoors or outdoors and cold bottom-fermenting in caves and cellars. Warm fermenting produces Ale, cold fermenting produces Lager, perhaps Lager has more/different FEP bonus. At the least it makes for potentially double the number of beer types.

i originally had that in the first post, where cellars were used to produce lager since they are colder

then i decided it was too complicated and removed it. the system should allow for enough variety without such mechanics

“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”


i have to disagree with you on this. if there were more than two meaningful locations or more than one stage of aging, then i'd say it was too complicated.
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Re: Generic Brewing

Postby loftar » Thu Mar 18, 2010 2:34 am

You know, when it comes to games, I kinda like complicated systems. As long as you cannot entirely figure out a system, you'll know that there might still be some new aspects of it to discover; and it takes a complicated system to keep people from figuring it out completely. (Coding-wise, that's one of the aspects I like the most about writing games -- the challenge of having to manage the complexity of the game mechanics with a system that is as simple as possible.)

Of course, it has to be complex in such a way that it doesn't just feel entirely weird and/or random, but that's another thing.
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Re: Generic Brewing

Postby Avu » Thu Mar 18, 2010 2:44 am

Weird and random like fishing?
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Re: Generic Brewing

Postby loftar » Thu Mar 18, 2010 3:06 am

Avu wrote:Weird and random like fishing?

Well, fishing is supposed to be kinda weird and random -- a bit like real life. I do agree that the current system is far too weird and random, however. I'll remake it as soon as I think of something better.
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