Maybe not trapped, but I've been lost plenty of times either through exploring new sections or trying to find localized resources I have marked on my map, but with multiple layers and many different mineshafts it makes it hard to figure out where I am. Pretty damn fun. Also my maps folder is approaching 10 gb I think.loftar wrote:The permadeath thing may be arbitrary, but I thought of the teleport/log-out limitations as highly thematic for the caves. I've long been a bit bothered by the fact that you can't "get lost" in the caves, or get stuck behind a cave-in, or similar things, and those limitations were intended to remedy that.Dakkan wrote:not arbitrary limitations
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Dakkan
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Re: Game Development: Magnifying Cook
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loftar
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Re: Game Development: Magnifying Cook
Well, yes, but it's never a problem, because you can just hearth home. I do think that one of the greatest dangers of delving into deep caves should be that you can't get out again.Dakkan wrote:I've been lost plenty of times
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Dakkan
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Re: Game Development: Magnifying Cook
I guess the tough problem with that is how boring it would be to get trapped somewhere and be forced to play in a tiny cave system for the rest of that character's life. More interconnected caves would help a little, but you can't really do natural connections between levels without problems to the early game. Also the huge majority of my underground wandering is because of unprotected mineshafts and other's mines that connect their cave systems, the current caves just don't interconnect much for more than a day or two of exploring without those.loftar wrote:Well, yes, but it's never a problem, because you can just hearth home. I do think that one of the greatest dangers of delving into deep caves should be that you can't get out again.Dakkan wrote:I've been lost plenty of times
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ricky
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Re: Game Development: Magnifying Cook
jorb wrote:Added a slight drift to anchored Knarrs. They will stay near the spot they were parked at, but may drift slightly.

Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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pawnchito
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Re: Game Development: Magnifying Cook
Awesome patch boys. Your game is pretty darn spectacular. Keep up the good work!
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loftar
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Re: Game Development: Magnifying Cook
The things you force me to do.ChildhoodObesity wrote:slight drift btw
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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titanuranus
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Re: Game Development: Magnifying Cook
Cool patch, any chance that the drift will free knarrs that have been stuck on land?
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peanutzrgud
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Re: Game Development: Magnifying Cook
New Credo!
Time to get back to work Colesie!!
<3<3<3<3<3
Time to get back to work Colesie!!
<3<3<3<3<3
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MikeOfDragon
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Re: Game Development: Magnifying Cook
I really love this idea. Truly it's what I expected from caves when I found out they existed in w7.loftar wrote:Well, yes, but it's never a problem, because you can just hearth home. I do think that one of the greatest dangers of delving into deep caves should be that you can't get out again.Dakkan wrote:I've been lost plenty of times
jordancoles wrote:I'm a genius so I've never done this personally, but I can see how some people might accidentally click on the wrong box
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Enjoyment
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Re: Game Development: Magnifying Cook
I see no difference in porting from deep caves or from other side of the world. If you will be mining pretty far from home and get KO'd by those green fuckers mined out in a number of 10+ w/o ability to port home or logout - you'll loose your char. So you'll just thinkin about removing the big piece of the world from playerbase, allowing it only for those chars, who exploited your broken feasting system.loftar wrote:Well, yes, but it's never a problem, because you can just hearth home. I do think that one of the greatest dangers of delving into deep caves should be that you can't get out again.Dakkan wrote:I've been lost plenty of times
Tl;dr - no, please, stop.
EDIT: If you want deeper levels to be hard, you should take a look at dungeons. They have good loot, but they hard. But danger is always ahead, so you can try and escape if you weak. That's a good hardness. But just making random death events while mining is not "hard" - that's dump and annoying.
Like with Resident Evil - you can call this game hard, because your character may easily die, but if 90% of those deathes is caused by stupid camera and paralytic controls, then it's just bad game, not hardcore one.
English is neither my native lang, nor my best side...