Game Development: World 7

Announcements about major changes in Haven & Hearth.
User avatar
Arcanist
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: Game Development: World 7

Post by Arcanist »

Sorry for the formatting, I'm on a phone :D
User avatar
burgingham
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Game Development: World 7

Post by burgingham »

Arcanist wrote:Better organisation for craft menus, like being able to search all things by ingredients and alphabetical. r :Dperhaps the client seeing what's in your inventory and suggesting a recipe. A auto path system, ccustom hotkeys. being able to see all options from the start, but when you try to craft without the skill, it tells you what skills and discoverys you need. And for more of it to be client side rather than server side so that we don't have to wait for lag to do every little thing. I could go on.
Most of this sounds reasonable.

Not sure if this would help or rather make things confusing, but some games handle their crafts at the crafting stations. So when I walk up to a millstone I get a variety of options what to do there. 1) Grind flour 2) xxx etc.
User avatar
Arcanist
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: Game Development: World 7

Post by Arcanist »

jorb wrote:
cobaltjones wrote:It certainly sucks less than the default client.
I agree completely. The default client is terrible compared to Ender's. I use Ender's myself.
Take a look at union if. you haven't already. I'm not sure why, it just seems to be smoother and easier to play with. It's only downfall is the lack of minimap highlighting.
User avatar
Jojjkano
Posts: 417
Joined: Tue Apr 10, 2012 8:23 pm

Re: Game Development: World 7

Post by Jojjkano »

jorb wrote:Let's reframe the question a bit: Does the UI of, say, Ender's client suck?

Because if it doesn't then the UI paradigm we use is just fine.
Why are u so softcore?
Image
User avatar
Arcanist
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: Game Development: World 7

Post by Arcanist »

Most of this sounds reasonable.

Not sure if this would help or rather make things confusing, but some games handle their crafts at the crafting stations. So when I walk up to a millstone I get a variety of options what to do there. 1) Grind flour 2) xxx etc.
this too. in addition to the recipe menus. I think a major part of what initially turns people off haven is the Jlack of knowing what to do. if they could see all the options that are there, they would be more inclined to try to buy the skills to perform the action.

Also spending half am hour trying to figure out why you can't place a palisade corner sucks.
Last edited by Arcanist on Tue Jun 04, 2013 6:01 pm, edited 1 time in total.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Game Development: World 7

Post by Jackard »

jorb wrote:
cobaltjones wrote:His "solution" is to hire someone who actually knows what the fuck they're doing when it comes to UI design. Also his comment didn't imply anything. It stated that you guys are bad at UI design. That's pretty much it.
All UI sucks fundamentally. Ours does nothing to stand out in that department. In terms of basic operations the custom clients, for exmple, have very mild improvements to offer to say the least.
say that to me after youve tried our custom client that removes extraneous rightclicks such as Pick, Eat, Study, Board, Pull

such a simple, minor change yet it vastly improves your gameplay.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: World 7

Post by jorb »

burgingham wrote:Not sure if this would help or rather make things confusing, but some games handle their crafts at the crafting stations. So when I walk up to a millstone I get a variety of options what to do there. 1) Grind flour 2) xxx etc.
We have considered that, and I don't necessarily hate it. It might even be good. I just think there's something to be said for having the crafts available to you at all times when you, for example, want to look up their cost.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
burgingham
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Game Development: World 7

Post by burgingham »

Then you should at least add the crafting stations to the costs or go with what I suggested and have some kind of recipe handbook.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Game Development: World 7

Post by Jackard »

crafting stations are good because they reduce ui clutter, introduce crafting from storage and allow the possibility of multiplayer crafting
User avatar
Arcanist
Posts: 2664
Joined: Mon Mar 19, 2012 2:01 pm

Re: Game Development: World 7

Post by Arcanist »

I normally use barter stands for that, I put all the farm goods on the stand. though I don't think it will be very effective with such low q in this new world.

there's another thing where the ui sucks. also if no price is set, then the goods should be free.

Return to “Announcements”