Game Development: Parka Blewit

Announcements about major changes in Haven & Hearth.
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loftar
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Re: Game Development: Parka Blewit

Post by loftar »

MrBunzy wrote:It was helpful to be able to see the names of far off road segments by right clicking them
In that case, I'd rather make it so that the window can be opened at a distance, which I considered, but found it inconsistent with mostly all other UI. Not entirely sure yet if it's worth being inconsistent for.
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Astarisk
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Re: Game Development: Parka Blewit

Post by Astarisk »

loftar wrote:
MrBunzy wrote:It was helpful to be able to see the names of far off road segments by right clicking them
In that case, I'd rather make it so that the window can be opened at a distance, which I considered, but found it inconsistent with mostly all other UI. Not entirely sure yet if it's worth being inconsistent for.
Yeah, this new UI is more trouble than the old one. Its a few steps back imo. Should take inspiration from some of the older custom clients that just put all the flowermenu options into a box instead of a circle. At least that way its still all readable and usable..
Last edited by Astarisk on Mon Apr 23, 2018 11:37 pm, edited 1 time in total.
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ctopolon3
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Re: Game Development: Parka Blewit

Post by ctopolon3 »

no more every thursday update ?
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Ants
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Re: Game Development: Parka Blewit

Post by Ants »

THE NEW HAT IS SO CUTE, AAAAAAAAAAAAAAAAA
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jorb
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Re: Game Development: Parka Blewit

Post by jorb »

ctopolon3 wrote:no more every thursday update ?
Since we'll only be working together one day a week, rather than three, you will get the patches on Tuesdays instead, but it may vary.
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jordancoles
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Re: Game Development: Parka Blewit

Post by jordancoles »

Monday patch? I'll take it 8-)
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jorb
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Re: Game Development: Parka Blewit

Post by jorb »

Redseas wrote:
MrBunzy wrote:
jorb wrote: Improved the user interface for roads, by implementing a dedicated one, instead of using the flower menu.
Can you consider reverting this change for road segments, and leaving it in only for the endpoint? It was helpful to be able to see the names of far off road segments by right clicking them, and now it seems you will need to walk to each one to see what options are on it. Continuing along roads that get waylaid will be even more annoying now, and it was already pretty bad.
This. Connecting roads along existing paths, and just building roads in general has just gotten much harder.
Whinebags!

Made it so that the road UI can be opened from a distance.
"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."

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jordancoles
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Re: Game Development: Parka Blewit

Post by jordancoles »

I really liked the idea of growing mushrooms on old logs, maybe build on to the mirkwood theme from this week by giving them a chance of spawning mushrooms on them as well when they decay?
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
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Redseas
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Re: Game Development: Parka Blewit

Post by Redseas »

jorb wrote:
Whinebags!

Made it so that the road UI can be opened from a distance.
ily <3

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ChildhoodObesity
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Re: Game Development: Parka Blewit

Post by ChildhoodObesity »

new road ui feels way worse tbh

or i at least hate how it stops you when you click on the milestone or milestone segment
Last edited by ChildhoodObesity on Mon Apr 23, 2018 11:48 pm, edited 1 time in total.

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