The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.
Alleytricks
Posts: 2
Joined: Sun Dec 21, 2014 1:56 am

Re: The Ghost of Christmas Future, II

Post by Alleytricks »

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.
Hermit
Posts: 21
Joined: Thu Feb 04, 2010 2:50 pm

Re: The Ghost of Christmas Future, II

Post by Hermit »

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.
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)?
User avatar
ElGato
Posts: 1945
Joined: Tue Nov 10, 2009 2:10 am

Re: The Ghost of Christmas Future, II

Post by ElGato »

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.
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.
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!!!
Kathdys
Posts: 112
Joined: Tue Nov 25, 2014 4:39 am

Re: The Ghost of Christmas Future, II

Post by Kathdys »

Hermit 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)?
Hey, I suggested that sort of thing on page 6! viewtopic.php?f=6&t=37974&start=50#p501240
User avatar
bitza
Posts: 1462
Joined: Wed Dec 30, 2009 2:07 pm

Re: The Ghost of Christmas Future, II

Post by bitza »

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
RedRabbit
Posts: 22
Joined: Sat Nov 15, 2014 12:21 am

Re: The Ghost of Christmas Future, II

Post by RedRabbit »

bitza wrote:i'll go ahead and ask the million dollar question here - what's the plan for fast travel?
0 fast travel

GG no re
Nao Whut did I do with my password...
User avatar
MagicManICT
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: The Ghost of Christmas Future, II

Post by MagicManICT »

SaltyBitch wrote:Is it Salem engine or better optimised one?
Cause if it'll be the same as salem..gg
you ever actually profiled your computer to see what the slowdown is? graphics processing? CPU/Memory bottlenecks? network bandwidth? random storage access?

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.
User avatar
Potjeh
Posts: 11824
Joined: Fri May 29, 2009 4:03 pm

Re: The Ghost of Christmas Future, II

Post by Potjeh »

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. :)
Speaking of aging alcohol,I've noticed that there's different logs. Does that mean we're finally getting different kinds of lumber?
Image Bottleneck
User avatar
HarryDresden
Posts: 1113
Joined: Wed Jan 12, 2011 12:10 am

Re: The Ghost of Christmas Future, II

Post by HarryDresden »

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.
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."
User avatar
Grable
Posts: 885
Joined: Mon Feb 14, 2011 8:03 am

Re: The Ghost of Christmas Future, II

Post by Grable »

Image

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?

Return to “Announcements”