Game Development: Bugskatchewan

Announcements about major changes in Haven & Hearth.
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jorb
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Re: Game Development: Bugskatchewan

Post by jorb »

g1real wrote:
Can now load mirkwood logs onto Wagons.
Hah, what? I could do that before this patch.
You could perhaps load it onto a cart before the patch. That is something else, however.
"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
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Grable
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Re: Game Development: Bugskatchewan

Post by Grable »

TeckXKnight wrote:
Grable wrote:more int food ples
Make more blueberry pies and fox wurst.
the blueberry pies are evil and only give perc
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Jeff
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Re: Game Development: Bugskatchewan

Post by Jeff »

Asgaroth22 wrote:Anyone figured out what's needed for stitch patch?
1 cloth, 2 strings, 1 metal nugget, 2 bone glue.
"I'm just an humble farmer, after all"
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TeckXKnight
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Re: Game Development: Bugskatchewan

Post by TeckXKnight »

Grable wrote:the blueberry pies are evil and only give perc
They give Int and Per. Quite a bit of both but mostly Int.
Kimparo
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Re: Game Development: Bugskatchewan

Post by Kimparo »

Sweet, we can heal up fully now!

The changes to barely sound more along the lines of "Do the people who can't pay want to use a fair bit of their time doing this..?" I'd much rather have an over abundance of seeds and flour than too little, just enough, or a 'lil more than enough.

Also, saying anything in this game is hard, is a lie. The only hard part in this entire game (besides trolls..maybe?) are other people. Without anyone to get in your way, you WILL basically 'win'. End of story. Every survival game is like this unless their set up to kill you no mater what.
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jorb
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Re: Game Development: Bugskatchewan

Post by jorb »

One of the things that ensures that the game is never hard is that it never forces itself on the player. All animals can more or less always be avoided, your settlement is never attacked or otherwise engaged, &c&c. Philosophically this is one of the things that I'd like to do something about, that is to say I'd like it if the game tried to engage the player from time to time, although I'm admittedly not entirely sure how to go about that.
"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
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TeckXKnight
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Re: Game Development: Bugskatchewan

Post by TeckXKnight »

jorb wrote:One of the things that ensures that the game is never hard is that it never forces itself on the player. All animals can more or less always be avoided, your settlement is never attacked or otherwise engaged, &c&c. Philosophically this is one of the things that I'd like to do something about, that is to say I'd like it if the game tried to engage the player from time to time, although I'm admittedly not entirely sure how to go about that.
Learn from Tree of Life, don't just randomly have the world level player bases over night. It's not fun or quirky. Either you're online and deal with it no sweat or you're not online and your base is now gone.
slava1
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Re: Game Development: Bugskatchewan

Post by slava1 »

Cool update. Thanks for barley and healings.
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jorb
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Re: Game Development: Bugskatchewan

Post by jorb »

TeckXKnight wrote:Learn from Tree of Life, don't just randomly have the world level player bases over night. It's not fun or quirky. Either you're online and deal with it no sweat or you're not online and your base is now gone.
Heh.

It goes beyond being attacked, however. It's more that in a very fundamental sense the game doesn't provide a fundamental impetus toward action.
"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
Gabula
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Re: Game Development: Bugskatchewan

Post by Gabula »

I think it's because there's no end-game goal. Take a look at Travian, in that game an event starts after the "world" has been active for a few months, in which the players rush to defeat an NPC faction, take an item from their villages and build a "World Wonder". When a faction completes a World Wonder, they win that world and the world resets and start over anew. I think Haven could use a similar mechanic.

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