The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Alleytricks » Wed Dec 24, 2014 3:09 am

Make light sources useful somehow then? I mean, if a change in the level of light were able to actually convey some sort of useful information, maybe people would occasionally turn off the night hacks.
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Re: The Ghost of Christmas Future, II

Postby Hermit » Wed Dec 24, 2014 3:39 am

loftar wrote:Well, there are at least three reasons for that:
  • For one thing, I'm not sure the necessary server-side calculations can be done cheaply enough. I haven't yet found a way to do so, at least.
  • Even if they could, however, light-hacks would still prevail since you could see the objects precisely when the server decided to send them instead of needing to see them fade in from the dark as you approach them further.
  • Even if you ignore those things, light-hacks would still be far too useful simply for being able to see the tiles, regardless of any objects.

How about you make some ghost-like enemies approaching you in caves if you get too far from the light source, or maybe fear of darkness debuff (for example, slowing you down/locking you to crouch)?
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Re: The Ghost of Christmas Future, II

Postby ElGato » Wed Dec 24, 2014 4:44 am

loftar wrote:I don't think this has anything at all with that to do. I'm mainly just saying that there seems to be little point in adding a "limiting" mechanic that can just be removed client-side anyway.

I didn't read that, sorry. I probably missed a post of yours. Anyways, it looks great and I can't wait to break it or cause drama.
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Re: The Ghost of Christmas Future, II

Postby Kathdys » Wed Dec 24, 2014 4:46 am

Hermit wrote:How about you make some ghost-like enemies approaching you in caves if you get too far from the light source, or maybe fear of darkness debuff (for example, slowing you down/locking you to crouch)?


Hey, I suggested that sort of thing on page 6! http://www.havenandhearth.com/forum/viewtopic.php?f=6&t=37974&start=50#p501240
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Re: The Ghost of Christmas Future, II

Postby bitza » Wed Dec 24, 2014 6:08 am

i'll go ahead and ask the million dollar question here - what's the plan for fast travel?
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Re: The Ghost of Christmas Future, II

Postby RedRabbit » Wed Dec 24, 2014 6:14 am

bitza wrote:i'll go ahead and ask the million dollar question here - what's the plan for fast travel?


0 fast travel

GG no re
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Re: The Ghost of Christmas Future, II

Postby MagicManICT » Wed Dec 24, 2014 6:42 am

SaltyBitch wrote:Is it Salem engine or better optimised one?
Cause if it'll be the same as salem..gg


you ever actually profiled your computer to see what the slowdown is? graphics processing? CPU/Memory bottlenecks? network bandwidth? random storage access?

Good question is: What version of OpenGL is being used? Might be some people with old toasters will want to think about upgrading their systems to play H2.0.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Wed Dec 24, 2014 7:43 am

spectacle wrote:Not just grappa, put in stills so we can make different kinds of hard liquor! It could be a whole new crafting tree with different stages and lots of options to either consume what you have or develop it further, similar to the cheesemaking process. :)

Speaking of aging alcohol,I've noticed that there's different logs. Does that mean we're finally getting different kinds of lumber?
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Re: The Ghost of Christmas Future, II

Postby HarryDresden » Wed Dec 24, 2014 7:55 am

Cautiously optimistic and excited, but terrified about where the little freetime I do have is going to go...

Also; Jorb, you guys were looking for more uses for trellises, Hops are also grown on them.

I suggest have different agricultural methods, growing in plain dirt gives lower yield and quality, and moving up to trellises increases quality and speed.
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Re: The Ghost of Christmas Future, II

Postby Grable » Wed Dec 24, 2014 11:22 am

Image

Incredible. Really good animations, I wasn't expecting so much quality there. My biggest hopes are that the game will be less grindy (not necessarily less work, just less grindy), but as you said, you're leaning towards "qualitative, not quantitative" IIRC, so I have my hopes.

As to how I would tackle the night issue:
Why not just limit the vision range at night? So for example when it's day players have 600 (units or whatever) vision range, and at night 400. The server knows when its day or night and simply doesn't send more than 400 units range to the client, making it theoretically uncheatable. Would that be feasible?
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