Couple new housing options

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

Couple new housing options

Postby Naerymdan » Mon Mar 01, 2010 6:51 pm

Like some other poster suggested, a little stone house, equivalent to log cabin but also:

Long house: Only buildable in villages, only one and needs something like a chieftain hat to build, made for village chief and not square :)

Shed: Really small and shabby branch house, kind of like the leanto, but for objects

Castle: Great big stone castle with requirements SO high that it would make building stone walls around whole village like child's play.

Ponton: Big raft that comports like a boat but has 'walking' space on it, possible to put a dresser on it for example.


Anyhow, those would make great I think!
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Re: Couple new housing options

Postby McGriddles » Tue Mar 02, 2010 1:52 am

The only one I could see actually being useful would be the ponton. Besides the other structures making a village or city look more diverse, what other utility would they serve? No sense for a developer to go out of his/her way to put something in the game that serves no purpose other than to look pretty.
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Re: Couple new housing options

Postby Peter » Tue Mar 02, 2010 3:52 am

Well, there is a practical concern; stone, clay, and other non-tree-related-structures would provide more resource trees.

I also feel that "pretty" can be a part of game design; after all, compare the new apple tree graphics with the old ones. Would anyone argue that the game has lost anything for the effort needed to change them?
However, I suspect that the best way to get variety would be to fully implement the Architecture menu, but of course that's a distant goal.
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Re: Couple new housing options

Postby Cajoes » Tue Mar 02, 2010 12:44 pm

Would the castle purely be decorative, or would it serve any actual purpose, such as protecting high ranking administrative staff, figureheads, valuables, peasantry, as well as providing a safe and stable firing position for slinglings and bowlings from its ramparts?
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Re: Couple new housing options

Postby Haba » Tue Mar 02, 2010 12:51 pm

Hum...

Fachwerkhauser!
viewtopic.php?f=5&t=5079

Little stone houses
viewtopic.php?f=5&t=5395

Bigger Cabin, please?
viewtopic.php?f=5&t=5233


The way I'd approach housing customization is by allowing us to build modules that attach to the house (oven/quern/storage shed/ etc.).
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Re: Couple new housing options

Postby McGriddles » Tue Mar 02, 2010 4:56 pm

Peter wrote:I also feel that "pretty" can be a part of game design; after all, compare the new apple tree graphics with the old ones. Would anyone argue that the game has lost anything for the effort needed to change them?


I should of phrased my comment better. I don't argue against updating graphics, however apple trees have functionality; they give you food. What would, say, a castle do other than just sit there and take up space? Just sounds like a glorified cabin.
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Re: Couple new housing options

Postby Naerymdan » Wed Mar 03, 2010 11:50 pm

There could be claim, increased plant growth / anti-bear zone or something around castle. Maybe need 10 people to 'register' in castle before even being able to build it.

I only suggested it in the optic of having a village super-structure, certainly not just something half hearthling possess.
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Re: Couple new housing options

Postby McGriddles » Fri Mar 05, 2010 9:58 pm

Nah, I don't think so.

I look forward to new buildings that will gives villages different ways to expand and diversify. A way we could go about this is have unique buildings that compliment , for example, skill values, LP gain, and/or item quality that are affected by the quality of the material the building is constructed out of. An example:

There could be an option to construct a smithy that could increase the quality of cast iron produced by an ore smelter if it is built inside. The quality of products could also be influenced by other smithing related tools or constructions that stack to give a significant bonus (the more resources you have invested in a particular building the higher the bonus(es) would yield for that building). Possibly different combinations of tools or constructions with in the smithy could produce different bonuses also altered by the quality of the building's material.

You don't have to take that idea seriously, new buildings the devs put in don't have to grant bonuses but this is just one idea of how to make adding new buildings worth while. I just wanted to get the ball rolling in this thread again and see what other people could come up with. I'm sure many are anxious to have new building sprites to beautify their town and add extra functionality.
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Re: Couple new housing options

Postby Lothaudus » Sat Mar 06, 2010 11:17 am

McGriddles wrote:I should of phrased my comment better. I don't argue against updating graphics, however apple trees have functionality; they give you food. What would, say, a castle do other than just sit there and take up space? Just sounds like a glorified cabin.

FUCK YOU! CASTLES WOULD BE COOL, YOU GOD-DAMNED ANTI-CASTLE FAG.

But yeah, I'd imagine defense advantages of some sort which would come into play with the whole "siege" concept that's been mentioned before.
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