Game Development: Salem & Haven

Announcements about major changes in Haven & Hearth.

Re: Game Development: Salem & Haven

Postby painhertz » Mon May 07, 2012 7:51 am

I literally can't make out the point you are trying to get across with that post. I was in the second group of Alpha testers and aside from stopping for a while while the content caught up, have been playing/testing it as much as anyone else....
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Re: Game Development: Salem & Haven

Postby Dallane » Mon May 07, 2012 7:57 am

painhertz wrote:I literally can't make out the point you are trying to get across with that post. I was in the second group of Alpha testers and aside from stopping for a while while the content caught up, have been playing/testing it as much as anyone else....


I figured since you are constantly bashing the game on here you were not playing. Sorry for trying to be friendly with you. Continue playing oh mighty alpha tester
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Re: Game Development: Salem & Haven

Postby painhertz » Mon May 07, 2012 8:04 am

Dallane wrote:
painhertz wrote:I literally can't make out the point you are trying to get across with that post. I was in the second group of Alpha testers and aside from stopping for a while while the content caught up, have been playing/testing it as much as anyone else....


I figured since you are constantly bashing the game on here you were not playing. Sorry for trying to be friendly with you. Continue playing oh mighty alpha tester


Ok, you explained yourself though I'm not sure why you felt like throwing an insult in there.

After not playing the game for some time, when the revamp of the starting experience went in as well as other content that got added while I wasn't playing, I found that after the annoying noob grind of a couple of days, the game actually got pretty interesting and have been playing fairly regularly since. Also, when content I "really" find interesting gets added, (The new combat system, fishing, witchcraft, etc etc etc), I don't want to be so far behind that I have to grind for several weeks to try out the new shit. This is not to say that I don't still have issues with the game but I keep most of my Salem posting in the Salem sub-forum.
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Re: Game Development: Salem & Haven

Postby Tonkyhonk » Mon May 07, 2012 8:10 am

Resture wrote:Salem does not have the survival aspect at all.

why not?
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Re: Game Development: Salem & Haven

Postby MagicManICT » Mon May 07, 2012 10:10 am

Resture wrote:I actually like Haven & Hearth's farming more.


Why? I find it boring, repetitive, and annoying. I do it because I like the cooking and eating of delicious pie.

I don't like that they removed thirst, hunger, and insta-drowning while swimming.


I figured the swimming thing was just a bit of placeholder until later and then it would be at least a KO for getting "in to deep".

How can you not say that stamina and hunger has been removed... It's just all been merged into one system now. I'm not sure I like that, though.
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Re: Game Development: Salem & Haven

Postby Sevenless » Mon May 07, 2012 5:24 pm

The new humours system is interesting, but oversimplified to an extent. Fighters *NEED* all 4. It's very difficult for a regular villager to cook anything that warriors won't be clamouring for food wise. There are no stats specific for crafters at all. This is a situation that's really bothersome when trying to manage a village with crafters and warriors working together and a large source of tension.

One thing that I'm noticing is that skill earning and stat earning are very... jerky. There's no transition period between your foraged node effective stat cap and needing farmed foods. A couple hours ago you were stating fine, and suddenly you start needing exponentially more food to level. There isn't much of an incentive to work together because everyone needs the same things.

The lack of skill system is a placeholder, not going to comment on that. Pretty sure Cloak and Dagger makes scents harder to see even though the devs haven't mentioned that as being implemented.
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Re: Game Development: Salem & Haven

Postby dra6o0n » Mon May 07, 2012 5:51 pm

I wouldn't call the new system 'simplified' at all, to a user who enters to play Salem, they would be confused as heck on what to do without a guide.
Even for a HnH player, it's confusing until you read the guide.

If a game like that requires a guide, it shows that it actually got more 'complex' than simplified.

For salem, they should have stuck to 2d, but used 3d models to render to 2d sprites...

http://www.youtube.com/watch?feature=player_embedded&v=8vXgtoxV6fE#!
Project Zomboid did that, the animation is very fluid and seems more lifelike compared to drawing entirely in 2D.

Yes you would have to put more effort to make the 3d Models, but once that model is completed, you don't need to do much to render it to 2d when making sprite animations.

The program or techniques would allow you to convert them in more easily, in 8 'directions'.

No more floppy legged foxes right?
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Re: Game Development: Salem & Haven

Postby Sevenless » Mon May 07, 2012 5:55 pm

dra6o0n wrote:I wouldn't call the new system 'simplified' at all, to a user who enters to play Salem, they would be confused as heck on what to do without a guide.
Even for a HnH player, it's confusing until you read the guide.

If a game like that requires a guide, it shows that it actually got more 'complex' than simplified.

For salem, they should have stuck to 2d, but used 3d models to render to 2d sprites...

http://www.youtube.com/watch?feature=player_embedded&v=8vXgtoxV6fE#!
Project Zomboid did that, the animation is very fluid and seems more lifelike compared to drawing entirely in 2D.

Yes you would have to put more effort to make the 3d Models, but once that model is completed, you don't need to do much to render it to 2d when making sprite animations.

The program or techniques would allow you to convert them in more easily, in 8 'directions'.

No more floppy legged foxes right?


Wasn't talking about the gaining of stats, I was talking about the use.
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Re: Game Development: Salem & Haven

Postby cobaltjones » Mon May 07, 2012 8:05 pm

The main problem with Salem is the complete and utter reliance on FOOD to do ANYTHING in the game. It really hamstrings you in the early game and just spirals into a ridiculous situation when you're trying to do actual construction and keep having to go and forage for food every 10 minutes to continue paving the ground.

The fact that stamina is directly tied to food consumption and not inactivity/rest/water makes the game painful to enjoy.
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Re: Game Development: Salem & Haven

Postby brohammed » Tue May 08, 2012 12:36 am

That's better than the case in HnH, where food is produced in utterly ridiculous quantities shortly after developing a farm, and is never ever a bottleneck.
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