Game Development: I was a Highwayman

Announcements about major changes in Haven & Hearth.

Re: Game Development: I was a Highwayman

Postby Granger » Thu Apr 22, 2010 8:49 am

Jackard wrote:
KoE wrote:The main problem I have with that is the aesthetics, but overall it's probably the simplest solution to the issue. Perhaps if it were some sort of tile (at least in appearance, not necessarily in properties) that was fairly distinguishable on all (or most) terrain without being terribly ugly. Then you just plop those in the center of the road (or anywhere if it's just a forest trail), and squadala, we're off.

just make it a raised stone with no bounding box


Yes, that would make it useable in an intuitive way.
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Re: Game Development: I was a Highwayman

Postby Lothaudus » Thu Apr 22, 2010 11:20 am

Greatest idea ever. Current milestones are fugly.
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Re: Game Development: I was a Highwayman

Postby Quasic » Thu Apr 22, 2010 7:30 pm

KoE wrote:Well if the topic title is any indication the next updates should be sailing, dam-building, and starships.
I'm having too much fun with that title reference.


Don't give Jorb ideas, we'll be reincarnated as "a single drop of rain" and then people will be dipping kuksas in us just to check our quality. OW.
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Re: Game Development: I was a Highwayman

Postby AkaRyu » Thu Apr 22, 2010 10:02 pm

Quasic wrote:
KoE wrote:Well if the topic title is any indication the next updates should be sailing, dam-building, and starships.
I'm having too much fun with that title reference.


Don't give Jorb ideas, we'll be reincarnated as "a single drop of rain" and then people will be dipping kuksas in us just to check our quality. OW.


but who would be doing the dipping since everyones a raindrop?
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Re: Game Development: I was a Highwayman

Postby Jackard » Sun Apr 25, 2010 3:42 am

done some more testing...

milestones should either be easily destroyed by their creators or have an option for undoing the last connection, preferably the former

this meticulous plotting/destroying trial and error stuff is draining
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Game Development: I was a Highwayman

Postby Flocke » Sun Apr 25, 2010 9:06 pm

okay, please tell me something about hit points and soak value of a milestone!

many thanks in advance.
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Re: Game Development: I was a Highwayman

Postby Jackard » Sun Apr 25, 2010 9:14 pm

You can kill them around 80 str

(pickaxe counts as extra 20 str so 60 is enough)
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For developers... (MileStone)

Postby eL_Diablo » Fri Apr 30, 2010 7:07 pm

Idea to create a MileStone was good. It is very convenient to pass automatically the big distances using MileStone. But why it is impossible to build MileStone (or similar) in caves? In caves it is often necessary to go very big distances and if it will be possible to do it automatically it will be very conveniently.

What do you think of it?

Коси и забивай!
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Re: Game Development: I was a Highwayman

Postby Ejnekor » Fri Apr 30, 2010 7:47 pm

A lot of things unfair to caves and mines... and cellars... and second floors!
I hate to be forced to build cupboards on first floor of the building and then lift it and move all the way to place where i want it to be located (mine, cellar or second floor of the mansion).

Same with milestones. They should be flagged to be build inside caves and mines imo.
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Re: Game Development: I was a Highwayman

Postby Junkfist » Mon May 03, 2010 12:26 am

Since a character beelines towards a marker, they have to be placed in ways that aren't exactly aesthetically pleasing.

Moreover, since you collide with them, you can't use roads for cart pulling, which is pretty much why we have them.

So what I'd suggest is either/both making them have no bounding box and allowing the one-time option to "Set Destination (Path)" that would work like "Extend", except it would just mark the position within a close range you would walk to (maybe within 5 tiles) instead of walking directly to the marker.

And also you can't make bridges so you can't use them for the really big treks, but I'm guessing bridges are complicated enough to be way on the back-burner.
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