Game Development: I was a Highwayman

Announcements about major changes in Haven & Hearth.

Re: Game Development: I was a Highwayman

Postby Sarge » Sat Apr 10, 2010 8:22 am

Will test the core development and comment,

jorb wrote:The cart now squishes small animals.


but this is a guarenteed winner!
factnfiction101 wrote:^I agree with this guy.
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Re: Game Development: I was a Highwayman

Postby Rhiannon » Sat Apr 10, 2010 8:33 am

Can this be used with already created roads? Say we have a huge cross continent road already built going from our village to another village to the south. Can a milestone be placed at the head of this road and columns made along the way? Or does already constructed roads = unsable for the system? IOW is the tracking determined by the miles and colums (and their signs) or is the actual road also "sensed" by the miles and columns and part of the tracking?
Last edited by Rhiannon on Sat Apr 10, 2010 8:35 am, edited 1 time in total.
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Re: Game Development: I was a Highwayman

Postby jorb » Sat Apr 10, 2010 8:35 am

The milestones don't give a rat's ass about paved tiles, of course. You can build them arbitrarily, wherever you want to, you don't even have to pave for them. So, yes, you could easily plant them along your existing road.
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Re: Game Development: I was a Highwayman

Postby Rhiannon » Sat Apr 10, 2010 8:37 am

jorb wrote:The milestones don't give a rat's ass about paved tiles, of course. You can build them arbitrarily, wherever you want to, you don't even have to pave for them. So, yes, you could easily plant them along your existing road.


Awesome, very nice addition and constructing our milestone now at our end of the road.
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Re: Game Development: I was a Highwayman

Postby LOMS » Sat Apr 10, 2010 8:49 am

Please, remove collisions from milestones. then we can put them right the road.
I put milestones near the road, as you said before. And my "dude" is walking near the road too, 75% of time, from column to column (this is pretty slow when you pull the cart). And my cart cannot pass it >,<
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Re: Game Development: I was a Highwayman

Postby Junkfist » Sat Apr 10, 2010 9:29 am

Perhaps you could set a "rally" point within 2-5 tiles of a marker's radius?

That way we'd be able to put them comfortably to the side of a road.

Edit: For carts, not purely just for aesthetic reasons.
Last edited by Junkfist on Sat Apr 10, 2010 10:34 am, edited 1 time in total.
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Re: Game Development: I was a Highwayman

Postby Lothaudus » Sat Apr 10, 2010 9:33 am

OH GOD WHY CANT WE BUILD THESE IN CAVES WHY WHY WHY

Yes, us cave miners would appreciate milestones inside caves. :)

And at least walking speed with carts inside caves. :)

... or you move at running speed when following a milestone. :)
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Re: Game Development: I was a Highwayman

Postby jorb » Sat Apr 10, 2010 9:36 am

It could be argued that they should be buildable both in mines and in caves. Perhaps a special, underground, lit one. :)

They are pretty damn comfy, I have to say. I've built a little road down to my soil spot a couple of screens away. It didn't take much effort, and it's now two clicks to get there, instead of a gazillion.

I'd say this is a pretty good addition.
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Re: Game Development: I was a Highwayman

Postby jorb » Sat Apr 10, 2010 9:40 am

You should be able to drink without stopping, though.
"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."

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Re: Game Development: I was a Highwayman

Postby Gauteamus » Sat Apr 10, 2010 9:43 am

jorb wrote:The radius on the original milestone, shown during placement, is the "turn radius". Once the dude enters this circle, when following a trail, he'll start pathfinding towards the next stone in line.


I am abit worried myself how to build my network "cart friendly", but I guess this turn radius is what currently makes it work? Experiments ahead.

jorb wrote:Connect this new sign to the next milestone again, and, again [...]


I see what you did there...
Last edited by Gauteamus on Sat Apr 10, 2010 10:05 am, edited 1 time in total.
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