Game Development: Destruction & Sericulture

Announcements about major changes in Haven & Hearth.

Re: Game Development: Destruction & Sericulture

Postby JTG » Fri Jul 10, 2009 3:03 am

You need them in a container big enough to hold 10. I got five eggs from 2 breeding pairs.
User avatar
JTG
 
Posts: 339
Joined: Fri Jun 12, 2009 4:11 am

Re: Game Development: Destruction & Sericulture

Postby Vattic » Fri Jul 10, 2009 3:15 am

Blaze wrote:Do chests inside carts still decay? And what happens if the cart disappears when the chests are still inside?

I was also wondering about this, I'd imagine the contents spill out similar to when any other container is destroyed but then carts hold containers themselves, lets hope its not a method for destroying 144 bars of steel in one go :P.
User avatar
Vattic
 
Posts: 232
Joined: Sat May 30, 2009 1:47 am
Location: United Kingdom

Re: Game Development: Destruction & Sericulture

Postby loftar » Fri Jul 10, 2009 3:17 am

There seems, indeed, to have been a bug with the moths (it seems I just forgot to finish the code). It should be fixed now, and moths should currently reproduce both in your inventory and in other containers, though we may restrict that to certain containers in the future.

As for carts, they should spread their contents in the ground when destroyed.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9056
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Destruction & Sericulture

Postby JTG » Fri Jul 10, 2009 3:19 am

sooo, how about the ability to breed toads and rats in the future.
User avatar
JTG
 
Posts: 339
Joined: Fri Jun 12, 2009 4:11 am

Re: Game Development: Destruction & Sericulture

Postby Vattic » Fri Jul 10, 2009 3:22 am

loftar wrote:As for carts, they should spread their contents in the ground when destroyed.


Cheers for the speedy reply, two related question however; do objects like carts decay into nothing if not repaired or do they just remain unusable? Do the contents of a cart decay?
User avatar
Vattic
 
Posts: 232
Joined: Sat May 30, 2009 1:47 am
Location: United Kingdom

Re: Game Development: Destruction & Sericulture

Postby loftar » Fri Jul 10, 2009 4:27 am

Everything decays into nothing eventually, but the cart will become unpullable long before that, so you'll notice way in advance if you use the cart regularly. To be more precise, the cart has 250 hitpoints, loses 50 of those each time it decays naturally, and will be impossible to pull after it is below 200 hitpoints.

Objects stored in the cart are currently completely frozen, and nothing at all can happen to them.

To answer a few other things preemptively; the decay works such that the game periodically picks a random spot and applies "a decay" to that spot. If there's a decaying object there, it will take a certain amount of damage specific to that object. The decay cycle will, on average, hit the same tile about once each real-life week (objects smaller than a tile will, therefore, be hit more seldomly, and those larger will be hit more often).

If the decay hits a tree in its next-to-last growth stage, the tree will "decay" into its last growth stage.

In case you haven't already noticed, the normal container objects will also spread their contents on the ground when they break.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9056
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Destruction & Sericulture

Postby Malicus » Fri Jul 10, 2009 4:36 am

Hrm. The decay's function randomness is... weird, then. I've already had to repair a kiln with four pieces of clay, and another one with at least 4 (one kiln belongs to my industry character, and one belongs to my nature character).
Malicus
 
Posts: 333
Joined: Sat May 30, 2009 5:01 am

Re: Game Development: Destruction & Sericulture

Postby Vattic » Fri Jul 10, 2009 4:40 am

Once again thank you for the speedy reply. I must admit though that Malicus has a point, since the update one of my carts has already rendered itself unusable.
User avatar
Vattic
 
Posts: 232
Joined: Sat May 30, 2009 1:47 am
Location: United Kingdom

Re: Game Development: Destruction & Sericulture

Postby theTrav » Fri Jul 10, 2009 5:03 am

loftar wrote:the decay works such that the game periodically picks a random spot and applies "a decay" to that spot. If there's a decaying object there, it will take a certain amount of damage specific to that object. The decay cycle will, on average, hit the same tile about once each real-life week (objects smaller than a tile will, therefore, be hit more seldomly, and those larger will be hit more often).


That's interesting, and somewhat puzzling. Can you tell us why you chose to make it somewhat random as opposed to dependable?
User avatar
theTrav
 
Posts: 3464
Joined: Fri May 29, 2009 11:25 pm

Re: Game Development: Destruction & Sericulture

Postby loftar » Fri Jul 10, 2009 5:08 am

Well, to begin with, the natural conditions that make stuff left outside wither are somewhat random to begin with, so I thought it reasonable. But mostly, it originated as a separate idea, namely one for tile decay. Tiles cannot reasonable have timers on them (since there are too many of them), so something like that was necessary. To make it decay objects was an after-thought, though it is currently the only thing it actually does. :)

I was thinking to exploit the function for such things as converting a tile to a "path" tile with a certain chance whenever a player walks on it, to have the decay cycle change it back to grass tiles after a while. Another idea was to have player-dug dirt decay back as well. I'm not quite sure about any one of those ideas, but those were my original intentions, at least.

It certainly could be used for other things as well, though, such as natural tree growth.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9056
Joined: Fri Apr 03, 2009 7:05 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 0 guests