The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby TeckXKnight » Fri Apr 10, 2015 4:20 am

txtrung0 wrote:For all the good mentioned (project zomboid style house, Wurmonline style mine)
Start making the world 3D guys. Even if it's fake (layered 2d) it'll still be good enough.

Did you not watch the video in the very first post?
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Re: The Ghost of Christmas Future, II

Postby txtrung0 » Fri Apr 10, 2015 4:31 am

TeckXKnight wrote:
txtrung0 wrote:For all the good mentioned (project zomboid style house, Wurmonline style mine)
Start making the world 3D guys. Even if it's fake (layered 2d) it'll still be good enough.

Did you not watch the video in the very first post?

Huh? Am I mising something?
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Re: The Ghost of Christmas Future, II

Postby TeckXKnight » Fri Apr 10, 2015 4:39 am

The world is 3D. Not only are the animations 3D but we see loftar jump off of a cliff, implying height. I don't believe that it's true 3D, rather layered 2.5D, but you said that would also qualify.
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Re: The Ghost of Christmas Future, II

Postby txtrung0 » Fri Apr 10, 2015 5:20 am

TeckXKnight wrote:The world is 3D. Not only are the animations 3D but we see loftar jump off of a cliff, implying height. I don't believe that it's true 3D, rather layered 2.5D, but you said that would also qualify.

I didn't notice that :D
I do hope that as you said, it is actually at least layered, not just a terrain-passing animation.
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Re: The Ghost of Christmas Future, II

Postby LadyV » Fri Apr 10, 2015 6:26 am

Kaios wrote:I can see how there would be many issues they'd have to tackle before actually getting around to an entirely persistent world in one "realm" though. Such as what might happen with cellars; Would they work the same way but just lead down one level in to the mines? If there's a cavern below do you just create access in to and out from some random cave? Maybe the cellars themselves would still have to be their own pocket universe. Solutions for stuff like that would need to be figured out first.


Cellars should be their own pocket area. Otherwise we create a situation I dont think anyone would like. Every faction, hermit, or small group would be subject to sapping and tunneling regardless of defence at any time. It does not create fun only irritation.
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Re: The Ghost of Christmas Future, II

Postby mvgulik » Fri Apr 10, 2015 9:23 am

No pocket universes: Don't that also means,
- Space inside a house can only be the same as the house size on the outside.
- None 90" house rotation, or general off grid placement, would be ... kinda tricky.

...
I'm probably a little to much minecraft/lego minded here.
Last edited by mvgulik on Fri Apr 10, 2015 11:22 am, edited 1 time in total.
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Re: The Ghost of Christmas Future, II

Postby burgingham » Fri Apr 10, 2015 9:49 am

LadyV wrote:
Kaios wrote:I can see how there would be many issues they'd have to tackle before actually getting around to an entirely persistent world in one "realm" though. Such as what might happen with cellars; Would they work the same way but just lead down one level in to the mines? If there's a cavern below do you just create access in to and out from some random cave? Maybe the cellars themselves would still have to be their own pocket universe. Solutions for stuff like that would need to be figured out first.


Cellars should be their own pocket area. Otherwise we create a situation I dont think anyone would like. Every faction, hermit, or small group would be subject to sapping and tunneling regardless of defence at any time. It does not create fun only irritation.


I don't think that has to necessarily be the case. You work under the assumption that cellar level = mining level.
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Re: The Ghost of Christmas Future, II

Postby LadyV » Fri Apr 10, 2015 2:27 pm

burgingham wrote:I don't think that has to necessarily be the case. You work under the assumption that cellar level = mining level.


Maybe that's a solution but it's still a pocket layer.

If people want connected cellars like one of the previous posts asks it can only be done by a separate pocket/layer and then only by the claim owner. Otherwise you have to create a whole new area of security. As i mentioned it would only take someone building a nearby cabin and digging a cellar to then dig into yours. Cellars must be independent of others attempts to mine in. It would be unreasonable to expect to defend against that without huge changes to the game.
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Re: The Ghost of Christmas Future, II

Postby Matheusmk » Fri Apr 10, 2015 7:26 pm

The ground leveling sucks.
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Re: The Ghost of Christmas Future, II

Postby burgingham » Fri Apr 10, 2015 9:07 pm

LadyV wrote:
burgingham wrote:I don't think that has to necessarily be the case. You work under the assumption that cellar level = mining level.


Maybe that's a solution but it's still a pocket layer.

If people want connected cellars like one of the previous posts asks it can only be done by a separate pocket/layer and then only by the claim owner. Otherwise you have to create a whole new area of security. As i mentioned it would only take someone building a nearby cabin and digging a cellar to then dig into yours. Cellars must be independent of others attempts to mine in. It would be unreasonable to expect to defend against that without huge changes to the game.


Could also just make cellar walls impenetrable from the outside and do not allow any digging of exits to the surface or whatever.Well designed tunneling into enemy towns does sound tempting, probably not managable without being too strong though...

Edit: Actually my first suggestion probably still does not allow what was asked for. Maybe connecting cellars is just not a viable option then. I don't think it adds that much to the game anyway.
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