Game Development: Combat System

Announcements about major changes in Haven & Hearth.

Re: Game Development: Combat System

Postby ryuzaki123 » Sat Feb 13, 2010 2:02 pm

Wolfang wrote:Question, can you keep playing with your old character/skills
or do you have to start anew?


All gone~~~ bye-bye bucket, bye-bye cow , bye-bye cabin log and bye-bye all... XD
Woot~ No siggy~ ... haha ... =D
User avatar
ryuzaki123
 
Posts: 57
Joined: Thu Feb 04, 2010 9:14 pm

Re: Game Development: Combat System

Postby jorb » Sat Feb 13, 2010 2:08 pm

Random thoughts.

I've begun to develop this idea that a world like this needs a clear sense of time passing in order to stay fresh. At some point I would like it if the seasons, and the weather, could act as rejuvenating balms on the world. I would like snow to fall on objects in winter, and ivy to start growing on them during summer, plants dying in fall, and being born again in spring. A rain sweeps away the stuff that isn't being maintained, thunder and hail do the same. I would like to do all this without it feeling like you have to go through a constant and pointless grind just to maintain your stuff, and I would like stuff that isn't being maintained to disappear quickly. I'm not sure if those ambitions are at all compatible, but there's a sense somewhere in the back of my head that they could perhaps be. The present decay mechanic is better than nothing, but it's arbitrary and doesn't really get the job done. Coming across the occasional ghost town is awesome -- in fact it's one of the things I love about a fresh wilderness spawn -- but doing it every other hour quickly gets old.

When I walk through a real life forest, it feels so viciously alive, and I want that feeling in Haven. Old murky logs. You could search them for bugs and worms. More exact herb spawnings. Maybe a herb that only spawn in border areas between several habitats/near certain objects, to make placement more exact, and give more meaning to the herbs. Potjeh's idea of crop wishes was cool, and something similar could be done for animals to make them more fun to interact with. Rosie wants buttercups, a saltstone, and a scratch behind the ear.

Fishing is too hard to predict.

Farming needs to have more yield over fewer and longer cycles.

Trade and travel are constant head aches.

If possible, I would also like to do something about the hearthfire situation, because indestructible, carryable hearthfires are ugly as fuck.

I've been maintaing a todo-list for some time for the small little stuff that gets forgotten if I don't. I've been thinking about updating it and maintaining it on the forums instead, to give you a sense of the stuff in the game that I'm aware of, and intend to fix, and maybe make issue-reports more accurate and less repetitive.

After the map reset there are a couple of things I'd like to do. Doing something about claims is one of them. Fixing alt-vaults is another. The former would come before the latter. After/before/during/whatever that we need to take a serious look at skills, lores and their potential interactions with any Wyrd system.

I want the game to feel more as an integrated whole. Our work process means I draw my stuff as one shot objects with too little thought and attention paid to how they interact graphically and thematically with other things.

It snowed here in Stockholm again tonight. I'm so sick of the cold and the dark, and of the routine I'm in. I need spring, and a few days of simple contemplation. The sun stays up longer now. It's bright outside when I go to work, and the sun sets just about an hour before I go home. Soon, very soon, I'll be going home in the fresh night-air of a warm may night, and the world will be beautiful again.

I hope you're all doing well. Loftar should wake up and restart the server soon enough. We've ordered a new motherboard.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Combat System

Postby FrisianDude » Sat Feb 13, 2010 2:19 pm

Hello there, personally I am looking forward to the reset because I've had some practice now on how to do things and that way I don't have to fear that any stranger approaching my cabin can simply smash everything, me included, because I'll be at generally the same level as others. However, what with the server down currently, maybe it's at all possible to pull the reset forward a bit? Unless those two weeks are entirely necessary of course, but I'd love to get in the new world and I've got the enitre next week off. :lol:
User avatar
FrisianDude
 
Posts: 39
Joined: Mon Feb 08, 2010 1:03 am

Re: Game Development: Combat System

Postby Wolfang » Sat Feb 13, 2010 2:29 pm

FrisianDude wrote:Hello there, personally I am looking forward to the reset because I've had some practice now on how to do things and that way I don't have to fear that any stranger approaching my cabin can simply smash everything, me included, because I'll be at generally the same level as others. However, what with the server down currently, maybe it's at all possible to pull the reset forward a bit? Unless those two weeks are entirely necessary of course, but I'd love to get in the new world and I've got the enitre next week off. :lol:

i second this, reset now, end the agnoy XD
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

Image
User avatar
Wolfang
 
Posts: 1255
Joined: Sat Feb 06, 2010 2:26 pm

Re: Game Development: Combat System

Postby Potjeh » Sat Feb 13, 2010 2:29 pm

I think that the big part of forests feeling fake is that animals are so lifeless. Animals should be permanent, and leave various traces around the forest that can be used to deduce a lot about their lives. Killing big game should involve tracking it for days and studying it's habits so you know when and where to ambush it, not just walking into a forest and getting meat like it's some kind of a supermarket. Better animal AI would go a long way, to support stuff like migratory behaviour and perhaps even proper food chains. A skilled woodsman could get in tune with the forest's heartbeat and deduce that the boars are migrating away because people cut down too many oaks, or that wolves are forming packs and attacking cattle because hunters have depleted the stocks of their natural prey.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Combat System

Postby Drowner » Sat Feb 13, 2010 2:35 pm

jorb wrote:Random thoughts.

Fishing is too hard to predict.


I do not think there is anything wrong with the fishing system, although it would be awesome to have worm beds where the Quality could be improved and maintained.

Trade and travel are constant head aches.


Trading is supposed to be a headache, and so is traveling.

If possible, I would also like to do something about the hearthfire situation, because indestructible, carryable hearthfires are ugly as fuck.


Make hearthfires decay
[/quote]

I love the idea of weather making items decay faster. I was drawn to this game because it seems to be more realistic. It compares to a lot of the reading/research I have completed in school. When I think about what it was like in in the 1800's as far as trading, Outpost come to mind. I think there should be away to set up trade outpost around the map. I think you should be able to travel to the outpost to encourage trading. I also think that there should be some kind of security system for these outpost, maybe not a "safezone" but make it so any Ranger can detect the scent of crimes as a deterrent.
(Retired due to SoS)Drowner - Former Chieftain of Brodgar Public Iron Mine
Big John
DrunkenBoxer
Drowner
 
Posts: 59
Joined: Sun Jan 24, 2010 12:45 pm

Re: Game Development: Combat System

Postby jorb » Sat Feb 13, 2010 2:40 pm

Potjeh wrote:I think that the big part of forests feeling fake is that animals are so lifeless. Animals should be permanent, and leave various traces around the forest that can be used to deduce a lot about their lives. Killing big game should involve tracking it for days and studying it's habits so you know when and where to ambush it, not just walking into a forest and getting meat like it's some kind of a supermarket. Better animal AI would go a long way, to support stuff like migratory behaviour and perhaps even proper food chains. A skilled woodsman could get in tune with the forest's heartbeat and deduce that the boars are migrating away because people cut down too many oaks, or that wolves are forming packs and attacking cattle because hunters have depleted the stocks of their natural prey.


I've entertained similar thoughts. Especially since the animals are now that much easier to kill. A lot of that stuff is dependent on AI fixes, though, and I think loftar is still meditating on the implementation of better AI-logic. I also think the lack of sound is a big part. Some soft, gentle animations might help with some things. Winds, leaves rustling.

I need to watch some Miyazaki and smoke some weed.

Why do the forests in UrW feel so much more alive, though? Is it just the sounds?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Combat System

Postby Flame » Sat Feb 13, 2010 3:02 pm

And the light. And the Shadows between trees, and the colour, alive.
Where you can hear the rumor of distant water.
Of the leaf on trees, when wind move them.
And everywhere there are high grass, different type of bushs, few flower that give value at theyr color on all that deep green.

But expecially the game of light and shadows.

This is what make a forest alive, for me.
User avatar
Flame
 
Posts: 1834
Joined: Thu Oct 08, 2009 5:03 pm

Re: Game Development: Combat System

Postby Wolfang » Sat Feb 13, 2010 3:07 pm

How do you make a desert alive =D
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

Image
User avatar
Wolfang
 
Posts: 1255
Joined: Sat Feb 06, 2010 2:26 pm

Re: Game Development: Combat System

Postby kimya » Sat Feb 13, 2010 3:23 pm

jorb wrote:When I walk through a real life forest, it feels so viciously alive, and I want that feeling in Haven.


thats the spirit, pleeeaaassee yea!!!
kimya
 
Posts: 845
Joined: Mon Jun 01, 2009 1:35 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Bytespider [Bot], Claude [Bot] and 7 guests