Game Development: Red Wheat

Announcements about major changes in Haven & Hearth.
algorithm
Posts: 218
Joined: Thu Aug 13, 2015 2:17 pm

Re: Game Development: Red Wheat

Post by algorithm »

Third experiment.
In Study: Dandellion.
On table: Still Life.
Character was online.

After Dandellion was finished, Still life replaced Dandellion in study.
algorithm wrote:Cape awarded? ;)
jorb wrote:Oh, for sure. Delivery 2022. ;)
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shubla
Posts: 13041
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Location: Finland

Re: Game Development: Red Wheat

Post by shubla »

jorb wrote: Added cached drawing for objects using variable materials, and for animated objects when not actually animated (eg chests). Might imply some performance gains.[/list]
Image
yyeah...
Its the same corronation stone but sometimes it displays random materials
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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algorithm
Posts: 218
Joined: Thu Aug 13, 2015 2:17 pm

Re: Game Development: Red Wheat

Post by algorithm »

So last experiment.
In Study: Cone Cow(Why i forgot about it - it's fastest...)
On table: Tafl Board(too much MW), Seer's Bowl(enough MW), Bouqet of Flowers(already in study).
Character was online.

After Cone cow was finished, Seer's Bowl was placed in study.
algorithm wrote:Cape awarded? ;)
jorb wrote:Oh, for sure. Delivery 2022. ;)
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Kaios
Posts: 9268
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Red Wheat

Post by Kaios »

shubla wrote:Its the same corronation stone but sometimes it displays random materials
I'm also experiencing that but I think it's just the default colour for it since mine looks the same
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ricky
Posts: 1475
Joined: Fri Apr 02, 2010 5:00 am

Re: Game Development: Red Wheat

Post by ricky »

jorb wrote:
ricky wrote:nice update. RIP my honeybuns though.

Jorb, do you intend to eventually have all/most structures use variable materials? I would really like to see VM barrels and bricks structures.
I'd like to use variable materials as much as possible, and brick structures will definitely use it at some point. The concern, however, is performance. More objects with varying materials means fewer objects being cache-drawn, means more load on the CPU, &c, which can obviously already be quite the bitch for complex village scenes. Objects that you can thus expect to see many of on the same screen -- chests and barrels, for example -- are thus at the bottom of the list. Unfortunately, because it would indeed be cool on barrels, crates, and whatnot.
Thanks for the reply.

Would it be possible to have VM toggleable through the menu? it would probably benefit those on low end computer while allowing you to add a bunch more VM structures.
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Redlaw
Posts: 1638
Joined: Sun Oct 02, 2011 10:58 pm

Re: Game Development: Red Wheat

Post by Redlaw »

Still trying to find the new crops, just on red onion or one set of wheat seeds and ill be good to go... good knews is I rediscovered Yellow Onions...
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KappaFighter
Posts: 11
Joined: Sun Oct 16, 2016 11:55 pm

Re: Game Development: Red Wheat

Post by KappaFighter »

Thanks for that update. Wow!
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Teleskop
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Joined: Sat Jul 10, 2010 9:55 am
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Re: Game Development: Red Wheat

Post by Teleskop »

great to see game getting more depth :oops:

will we get weissbier back?
Teleskop
algorithm
Posts: 218
Joined: Thu Aug 13, 2015 2:17 pm

Re: Game Development: Red Wheat

Post by algorithm »

Image

Onions from forest terrain(brown mostly)

Wheat from fields
algorithm wrote:Cape awarded? ;)
jorb wrote:Oh, for sure. Delivery 2022. ;)
algorithm
Posts: 218
Joined: Thu Aug 13, 2015 2:17 pm

Re: Game Development: Red Wheat

Post by algorithm »

Image

new liver & onions
algorithm wrote:Cape awarded? ;)
jorb wrote:Oh, for sure. Delivery 2022. ;)

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