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Alleytricks
- Posts: 2
- Joined: Sun Dec 21, 2014 1:56 am
Re: The Ghost of Christmas Future, II
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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Hermit
- Posts: 21
- Joined: Thu Feb 04, 2010 2:50 pm
Re: The Ghost of Christmas Future, II
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)?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.
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ElGato
- Posts: 1945
- Joined: Tue Nov 10, 2009 2:10 am
Re: The Ghost of Christmas Future, II
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.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.
burgingham wrote:We are all Gato, and Gato is Delamore of course. Goons blablabla...
Caradon wrote:Gato, the anti-ghandi
Sabinati wrote:yeah we're gonna kill you gato!!!
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Kathdys
- Posts: 112
- Joined: Tue Nov 25, 2014 4:39 am
Re: The Ghost of Christmas Future, II
Hey, I suggested that sort of thing on page 6! viewtopic.php?f=6&t=37974&start=50#p501240Hermit 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)?
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: The Ghost of Christmas Future, II
i'll go ahead and ask the million dollar question here - what's the plan for fast travel?
Karede wrote: It takes a special kind of autism to play this game
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RedRabbit
- Posts: 22
- Joined: Sat Nov 15, 2014 12:21 am
Re: The Ghost of Christmas Future, II
0 fast travelbitza wrote:i'll go ahead and ask the million dollar question here - what's the plan for fast travel?
GG no re
Nao Whut did I do with my password...
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: The Ghost of Christmas Future, II
you ever actually profiled your computer to see what the slowdown is? graphics processing? CPU/Memory bottlenecks? network bandwidth? random storage access?SaltyBitch wrote:Is it Salem engine or better optimised one?
Cause if it'll be the same as salem..gg
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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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: The Ghost of Christmas Future, II
Speaking of aging alcohol,I've noticed that there's different logs. Does that mean we're finally getting different kinds of lumber?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.
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HarryDresden
- Posts: 1113
- Joined: Wed Jan 12, 2011 12:10 am
Re: The Ghost of Christmas Future, II
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.
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.
Yes, I am a Wizard.
loftar wrote: bear fruit is not something I can predict,.
Beborn Beton wrote: "Don't Worry, They Won't Find My Body, I Want You To Know I Found Peace In Another World."
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Grable
- Posts: 885
- Joined: Mon Feb 14, 2011 8:03 am
Re: The Ghost of Christmas Future, II

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?