The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby loftar » Wed Mar 11, 2015 5:54 am

Yeah, I've considered using Alt. I'm just slightly hesitant about the prospect of increasing the "chording" of the UI even further, seeing as how Shift, Control and Shift+Control are already in frequent use. ^^
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Re: The Ghost of Christmas Future, II

Postby Arcanist » Wed Mar 11, 2015 7:04 am

Tab isn't used by anything.
The ability to assign keys to functions ourselves would solve that issue completely.
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Re: The Ghost of Christmas Future, II

Postby LadyV » Wed Mar 11, 2015 7:56 am

Im not sure pathfinding lends its self well to Haven. I mean if your safe in a village maybe but outside there are constant changing dangers and you have to be alert to them. A character could be on top of a problem before you could act to interrupt the command to go some place.
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Re: The Ghost of Christmas Future, II

Postby txtrung0 » Wed Mar 11, 2015 9:41 am

I agree with that, but for new players we should be more forgiving. Many have stated that most of the people get mad over slamming into trees, I think newly joined people should have pathfinding. Even a flawed one.(actually flawed path finding is a good way to do it, people will have to stop using it if they want to "pro up")
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Re: The Ghost of Christmas Future, II

Postby Jackard » Wed Mar 11, 2015 11:06 am

LadyV wrote:Im not sure pathfinding lends its self well to Haven. I mean if your safe in a village maybe but outside there are constant changing dangers and you have to be alert to them. A character could be on top of a problem before you could act to interrupt the command to go some place.

I don't believe this is relevant. Players will be inattentive with or without pathfinding and running headlong into danger is their own mistake, not a fault with pathfinding.

Also that same argument might be used against "fast travel"
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Re: The Ghost of Christmas Future, II

Postby Arcanist » Wed Mar 11, 2015 12:58 pm

Pathfinding is more an issue to do with day to day actions, getting clipped by a signpost or a corner of a boat that isn't even there graphically. And animals! in reality you can push them aside, and most other games have little or no hitbox for animals.
I can see people getting fustrated with the imperfections in the current walking method.
I don't remember this being an issue at all in salem to be honest, there was a lot more room, everywhere, although I didn't get that far into the game.


As for new players, fuck them, if you can't walk in a straight line and you rage quit over such a little thing, then you're clearly not going to keep playing when you find out about the rest of the game.

No pathfinding adds a bit more clunkyness, and it really wouldn't be haven without forgetting where on the screen your character is. An unkinned person wearing similar gear is just as likely to be your character as you are.

What I'm really trying to say is don't add pathfinding, waling into shit maes for a better overall experience.
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Re: The Ghost of Christmas Future, II

Postby loftar » Wed Mar 11, 2015 3:40 pm

Well, to be sure, the corners are frustrating, and it's not like I've abdicated the question of trying to find an acceptable solution. I simply haven't succeeded yet.
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Re: The Ghost of Christmas Future, II

Postby Fenix025 » Wed Mar 11, 2015 4:01 pm

loftar wrote:Well, to be sure, the corners are frustrating, and it's not like I've abdicated the question of trying to find an acceptable solution. I simply haven't succeeded yet.


To resolve this we must apply logic, as u know better than anybody (prolly) here. As it looks everythink is divided by squares, and the problem is within the corner edges and AI. I think, in my humble opinion, that solution lies in dick shaped contours. Think about it.
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Re: The Ghost of Christmas Future, II

Postby romovs » Wed Mar 11, 2015 4:40 pm

Slight deviation by two or three pixels here and there from the visual representation is not such an issue IMO, but absurdly large differences like with construction signs and boats are.

An elegant solution for displaying your character when abstracted by objects would be nice as well.
As it stand now you can't even run through a forest without getting stuck. You hit a tree which is abstracted by a couple of more trees and need to resort to click spamming.
Current hacks like hiding the trees, character highlighting, or making them semi-transparent all suck balls.
Diablo for example solved this very elegantly by cropping the obstructing object. It would require drawing two versions of each object obviously but since it just a simple crop it shouldn't add to much of work. Could probably do that procedurally anyway just with less pretty end result.
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Re: The Ghost of Christmas Future, II

Postby txtrung0 » Wed Mar 11, 2015 5:29 pm

Make all the hitboxes round ? ¦]
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