Game Development: Catching the Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Catching the Wind

Postby Amagineer » Mon Sep 21, 2009 11:43 am

Why stop at walls? Destroy ClaimStakes! :twisted: a brand new form of warfare...
~/\/eer
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Re: Game Development: Catching the Wind

Postby Potjeh » Mon Sep 21, 2009 11:55 am

I don't like this in-your-face magic at all. Looks like next stop is fireballs and healing spells.

It's still a good update, because bronze was sorely needed. Not to mention non-iron chests.
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Re: Game Development: Catching the Wind

Postby Jackard » Mon Sep 21, 2009 12:05 pm

its a pretty large departure from the Myth thread yea
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Re: Game Development: Catching the Wind

Postby loftar » Mon Sep 21, 2009 1:52 pm

Potjeh wrote:I don't like this in-your-face magic at all. Looks like next stop is fireballs and healing spells.

I do have some sympathy for that statement, and I've reacted even more to it after we actually added the windblades. Of course, Jorb will hate the idea of removing them now that he's drawn them. :)

I have to say, though, that I still like the winds themselves -- I think they are rather modest in their "magical qualities". I just wish we had used them for some more modest uses than "windblades".
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Catching the Wind

Postby juhubert » Mon Sep 21, 2009 3:34 pm

loftar wrote:
Potjeh wrote:I don't like this in-your-face magic at all. Looks like next stop is fireballs and healing spells.

I do have some sympathy for that statement, and I've reacted even more to it after we actually added the windblades. Of course, Jorb will hate the idea of removing them now that he's drawn them. :)

I have to say, though, that I still like the winds themselves -- I think they are rather modest in their "magical qualities". I just wish we had used them for some more modest uses than "windblades".


so, why not a windmill - we got coal, copper, glass.

put it together and - voila electricity - and i can finally read my parchments at midnight :mrgreen:

and why stop there, with a windmill, wood and steel we could drill for raw oil

and

and

and

the only limit is the sky - now ;)
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Re: Game Development: Catching the Wind

Postby bajuba » Mon Sep 21, 2009 6:58 pm

I love the idea, the danger, and the catching. Keep the up the good work.
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Re: Game Development: Catching the Wind

Postby Gaiadin » Mon Sep 21, 2009 7:04 pm

I agree. Catching them is a pain, but not impossible. Growing them is dangerous and interactive as you have to closely monitor the wind when it reaches certain points relative to your chime quality. The idea of wind blades is brilliant in my opinion. It gives yet another option for manufacturing weapons. Not everyone wants to mine, and certainly not everyone COULD mine with the system as it is (The amount of mines probably doesn't equal the amount of players at this point, and some people have multiple mines.) Having the option of creating a sword out of something other than metal is extremely appealing.
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Re: Game Development: Catching the Wind

Postby AnonWat » Mon Sep 21, 2009 8:15 pm

whar do heath
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Re: Game Development: Catching the Wind

Postby eql » Tue Sep 22, 2009 1:16 pm

what do wind blades exactly do? their under tools.
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Re: Game Development: Catching the Wind

Postby sabinati » Tue Sep 22, 2009 1:35 pm

"Wind sword is a tool, don't make me act a mutha-fucking fool" - Ice Cube, NWA
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