Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby Tonkyhonk » Fri Jan 24, 2014 5:33 pm

i dont wish to see dragons in this game, to be honest.
almost every rpg has dragons and i had long thought that not having a dragon in game was rather new "charm" of haven. i was always *proud* to tell new players how bears or boars, or even ants could own you instead of fancy monsters.

that being said, i wouldnt probably disapprove it if devs decide to implement them in game after putting enough thoughts.
i cannot decide atm whether it loses the magic that drew me to this game or not.
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Re: Haven 2.0: "Hafen"

Postby Oddity » Fri Feb 21, 2014 6:01 am

THE SALEM UPDATE WAS RELEASED: http://forum.salemthegame.com/viewtopic.php?f=2&t=8580

#haven2 wrote:(19:39:47) <Oddity> eyy loftar will yo be working on Haven 2.0 more now that you've released that Salem update?
(19:40:31) <loftar> First of all, I'm going to relax a tiny bit. My head has been full of map generation for the past month or two, and I have to get a bit of it out of there. ¦)
(19:41:17) <loftar> Then we're going to decide what to do. :)
(19:41:31) <loftar> I'd be very surprised if we don't get a bit done in Haven 2, though. :)
(19:44:26) <loftar> For what it's worth, though, I consider a large part of the map generator work to be doubled up for Haven, though.
(19:44:30) <loftar> Since it too will need one.
(19:44:42) <loftar> Having some basic principles to found it on is useful.
(19:46:20) <loftar> And I do at least consider the current mapgen to be somewhat of a success.
(19:46:34) <loftar> Not that it's perfect, but I think it's a rather large leap forward over what was.
(19:47:01) <loftar> I think it's rather safe to say that there is no aspect left of it in which it loses to the Haven mapgen anymore.
(19:47:09) <loftar> Which could safely be said for the old one.
(19:47:27) <Oddity> So how come the 0_^ thread was deleted? :( I enjoyed digging through the new haven.jar and looking at your new class files and stuff
(19:47:29) <Oddity> dat skycube.res
(19:47:41) <Tonky> are we now safe from seeing penis on map? :D
(19:48:02) <Dweorg> haven't seen one yet
(19:48:07) <loftar> Oh my. One of the test maps I made in the course of testing had the largest and finest dong ever.
(19:48:18) <loftar> I'm almost a bit sad that we didn't get to use that particular map.
(19:48:32) <loftar> It was a macro-dong, if I may say so; covering several tens of kilometers.
(19:48:50) <Tonky> got no screenshot of it just for the show?
(19:48:58) <loftar> Sorry, I didn't save it. :)
(19:49:04) <Tonky> hue
(19:49:41) <Dweorg> welp, rivers look nicer
(19:50:00) <loftar> And Oddity, it was Jorb who removed it, but I kind of agreed, since it had started to create weirdly slanted expectations.
(19:50:14) <loftar> Not least with boshaw's faux screenshot.
(19:50:46) <loftar> Rivers do look nicer, but they are also the one thing I'm least content with.
(19:51:03) <loftar> I had wanted to put more work into rivers, but I didn't feel it was worth delaying the wipe for any longer.
(19:52:03) <Tonky> 2 days delay, not too bad
(19:52:10) <loftar> That's the hard part with working on the mapgen. :)
(19:52:13) <Tonky> or more like a day and a half?
(19:52:30) <loftar> I could keep polishing it literally forever, but precisely therefore I have to say stop somewhere. :)
(19:52:39) <Tonky> yeah
(19:52:48) <Dweorg> and it's not so cliffy anymore what you couldn't cross lands
(19:52:51) <Dweorg> at least in my area
(19:53:00) <Oddity> What slanted expections are you talking about?
(19:53:10) <loftar> I've made reasonably sure that all cliffs have breaks now, at least.
(19:53:20) <Tonky> breaks?
(19:53:31) <loftar> Well, if you took boshaw's screenshot, for instance, it was close enough to the client to fool anyone, but still horribly wrong and looked bad.
(19:54:13) <loftar> So that the ridges are "contiguous", Tonky, but have "ramps" (for lack of a better word), where they don't have to be climbed.
-
(20:00:31) <Oddity> Haven supergrids are 5 km square?
(20:00:38) <loftar> Yes, Oddity.
(20:00:47) <loftar> If you count one tile as 1x1 meter, which is my usual benchmark.


rest ))
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Haven 2.0: "Hafen"

Postby kaka » Sat Feb 22, 2014 12:09 pm

Oddity wrote:(19:48:50) <Tonky> got no screenshot of it just for the show?
(19:48:58) <loftar> Sorry, I didn't save it. :)

He showed it to me and rest assured, it was magnificent.
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Re: Haven 2.0: "Hafen"

Postby Tonkyhonk » Sat Feb 22, 2014 12:21 pm

kaka!!! will you be working on some sound/music on hafen? :)
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Re: Haven 2.0: "Hafen"

Postby kaka » Sat Feb 22, 2014 2:56 pm

Tonkyhonk wrote:kaka!!! will you be working on some sound/music on hafen? :)

Well, I haven't been asked really, but I occasionally do write pieces that I think would fit.
Background sounds should definitely come before music though and I doubt I'll play any part in that.
Just in case it hasn't been mentioned before, Knytt has always been an inspiration for me and Loftar.
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Re: Haven 2.0: "Hafen"

Postby krikke93 » Sat Feb 22, 2014 4:57 pm

Yay! Kaka is back! Everyone is returning for Hafen! :D :D
I would love to see music made by you in Hafen kaka, I vote for you! :3
Hope you have a great day
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Re: Haven 2.0: "Hafen"

Postby TeckXKnight » Wed Feb 26, 2014 12:05 am

A bit over zealous with it but cleaning of the thread has been done.
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Re: Haven 2.0: "Hafen"

Postby Woot » Wed Feb 26, 2014 12:29 am

TeckXKnight wrote:A bit over zealous with it but cleaning of the thread has been done.

Good work.

viewtopic.php?f=5&t=35286&p=468759#p468759
A few thoughts on metallurgy in practice, In reference to the game, Highlights include:
-Forging with tongs
-Using bellows and constitution on level with swimming mechanics to smelt metals from ore to bar
-Refining the steel making process, Adding cuppola(Clay cup, consumed during use) and powdered charcoal to the mix.

Not trying to cross post, but on the subject of hafen, It might be a better idea to get in early with these corrections, lest they become set in their ways.
From: NaoWhut
To: Woot
deffinitely, best fight i've ever gotten
Thanks man.
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Re: Haven 2.0: "Hafen"

Postby Oddity » Thu Mar 20, 2014 10:08 pm

#haven2 wrote:(17:42:57) <loftar> Oddity, it is now possible to pick branches. ;)
-
(13:08:44) <loftar> Well, Jorb just made ravens for Haven 2. :)
(13:09:07) <Urist> loftar, what for?
(13:09:15) <loftar> Who knows. ^^
(13:09:31) <loftar> Jorb often just makes graphics that he thinks are cool, and then makes me think of something to do with them. ^^
(13:09:57) <Colesie> You should have them deliver messages to other village claims you are friendly to
(13:10:43) <Colesie> Allow a LS to send another LS a pact and if the other LS agrees then villagers don't leave scents on that village's claim and you are able to send ravens with goods between the two B)
(13:10:47) <Colesie> 2-3 items max
(13:11:03) <Colesie> Breed ravens like chickens :D
(13:11:05) <loftar> Nah, I think we have better plans for them. :)
(13:11:23) <Colesie> Any plans for domestic rabbits, foxes and growing blueberries?
(13:11:55) <loftar> When will you learn we never plan such things more than a week ahead? :)
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Haven 2.0: "Hafen"

Postby Robertzon » Fri Mar 21, 2014 4:32 pm

good shit
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