Game Development: Destruction & Sericulture

Announcements about major changes in Haven & Hearth.

Re: Game Development: Destruction & Sericulture

Postby theTrav » Fri Jul 10, 2009 5:25 am

loftar wrote: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.

AWESOME! You've probably already thought of it, but I suggest you check that the tile is next to grass/forest when decaying to grass/forest so that you don't have patchy deserts.
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Re: Game Development: Destruction & Sericulture

Postby Yolan » Fri Jul 10, 2009 6:13 am

I strongly recommend that we have grass randomly renew, and trees randomly regrow with this function. Now that everything decays, resource pressure will naturally increase. Not only do we need clay and wood for construction, we now also need it just for maintainence.
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Re: Game Development: Destruction & Sericulture

Postby Malicus » Fri Jul 10, 2009 11:35 am

That kiln at my nature character's place (the north one, if you care to look up his hearth fire (he's the one that doesn't use the name I use on the forum) or something and look there yourself) took damage AGAIN, and again required 4 clay to repair. It's like it's on some sort of nexus of decay. Weird... then again, maybe the basic repair unit for kilns is 4 clay, and two different spaces on it got dinged.

In better news, I have seen that two fir trees near my original character's settlement have "grown" fully now. =D
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Re: Game Development: Destruction & Sericulture

Postby KoE » Fri Jul 10, 2009 12:53 pm

Hmm. I'm not sure whether to report this as a bug or not, but this decay does not effect inventory items, right? I was just looking through my gear and found that my platemail (which I've used once) is significantly more damaged than it was when I took it off and my steel helmet (never used) has 349 HP. (I don't know what HP they start with unfortunately).

Just double checking, I suppose it's possible someone on my kin borrowed it and put it back, though that seems somewhat doubtful.
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Re: Game Development: Destruction & Sericulture

Postby loftar » Fri Jul 10, 2009 1:08 pm

Indeed, the decay doesn't affect inventory items.

It does hit me, though, that one thing I didn't particularly consider when assigning decay damage to objects was the vastly differing sizes of the various objects. I counted pretty much on them getting hit once per week, but things such as kilns and carts are obviously a lot larger than a tile, so it wouldn't be strange if they were hit much more often than that. I may have to adjust the decay damage accordingly.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Destruction & Sericulture

Postby KoE » Fri Jul 10, 2009 1:43 pm

I figured as much. Looks like I have a mystery to ask my neighbors about.

Anyway, what are the numbers for inventory object HP? I've been tooling around Bottleneck and I've noticed that the stockpile looks... patchy. There was some wool on the ground, too, so I can only assume that this was due to straw baskets giving up the ghost. I saw a couple of wicker baskets in the same state. I'm wondering if perhaps I should be getting some cast iron to convert everything to chests or not if straw baskets are so woefully fragile...

It also seems to be heavily impacting the firewall, too, for what that's worth. Poor thing's uglier than it was.
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Re: Game Development: Destruction & Sericulture

Postby loftar » Fri Jul 10, 2009 2:08 pm

Actually, I accidentally made straw baskets decay faster than I meant to; after the next server restart, they'll withstand three decay hits. The problem remains, however, that one cannot really see how decayed on object is. That should be fixed somehow, but I'm not sure just how.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Destruction & Sericulture

Postby Rift » Fri Jul 10, 2009 2:12 pm

a quick and easy fix would be like a transparent health bar/pie since you like pies so much...
You could have it appear on mouse over or toggleable or when you right click on something/use it?
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Re: Game Development: Destruction & Sericulture

Postby sami1337 » Fri Jul 10, 2009 2:22 pm

or show up in the message box stating the % left.
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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Re: Game Development: Destruction & Sericulture

Postby Raephire » Fri Jul 10, 2009 2:57 pm

loftar wrote:Actually, I accidentally made straw baskets decay faster than I meant to; after the next server restart, they'll withstand three decay hits. The problem remains, however, that one cannot really see how decayed on object is. That should be fixed somehow, but I'm not sure just how.


Think ahead loaf of bread :p
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