I dont get it, isnt this just a basic version of what all the custom clients already have?
Why dont you just steal soemones custom client and make it the new default one rather than slowly attempting to catch up to them
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Nightdawg
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Re: Game Development: Map Rework
So people can play when custom clients break.MightySheep wrote:Why dont you just steal soemones custom client and make it the new default one rather than slowly attempting to catch up to them
I'll always take client improvements over 1 extra flower/mushroom/bird + hat.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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loftar
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Re: Game Development: Map Rework
There was some discussion about that somewhere around here in the UI scaling thread.MightySheep wrote:Why dont you just steal soemones custom client and make it the new default one rather than slowly attempting to catch up to them
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Enjoyment_2
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Re: Game Development: Map Rework
well, the real question is "Are there any other improvements, that could be done with HnH, which you'' take over both of that?"Nightdawg wrote:I'll always take client improvements over 1 extra flower/mushroom/bird + hat.
on a scale from 0 to 100 - how playable was the default client before map changes and how it is after? just curiousNightdawg wrote:So people can play when custom clients break
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Nightdawg
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Re: Game Development: Map Rework
They should probably hold patches for an entire year and just release all of them at once to please you? Every client improvement will increase the rating on that scale. Even if it's only 1 extra point, it's better than a winter mushroom.Enjoyment_2 wrote:on a scale from 0 to 100 - how playable was the default client before map changes and how it is after? just curious
You seem to be complaining about these changes as if romovs (or whoever's custom client you're using) works for you. How outrageous of loftar to improve the client, when romovs slaves a free client for us.
Or perhaps you're the one maintaining your own client?
You've seen how the population drops when a client update just breaks custom clients. At the moment even hermits use custom clients, but these steady updates might actually make the default client playable for them.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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Enjoyment_2
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Re: Game Development: Map Rework
so no answer, right?
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shubla
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Re: Game Development: Map Rework
One can indeed ask what more the default client needs to add playability?
There will always be reason to use custom clients, because devs will never add every little single thing that people want.
You must remember that people want stuff like bots, replacement of objects with various colored polygons. Highlighting gobs with colors based on their state (like turn drying frames bright red when they have dried things in them etc.) Custom sound effects when things appear in screen.. Calculating enemy combat stats when you hit them. Various combat information improvements.
Stuff like improvement of the map is something that we all can agree on was a good decision. But there are many things that are just a matter of opinion and devs probably don't want in the main client.
Few reasons to still use custom clients because of better map window:
1. Highlighting of players with circles on the map, very useful to see where people are
2. Queuing movements as mentioned above
3. Sharing of player location on map with your friends & villagers
4. Browsing of different map layers like caves etc. even if you are not in cave
5. Sharing your map data automatically with other villagers via custom client
6. Custom markers with more meaningful icons than just flags (Like the Village idol for example)
There will always be reason to use custom clients, because devs will never add every little single thing that people want.
You must remember that people want stuff like bots, replacement of objects with various colored polygons. Highlighting gobs with colors based on their state (like turn drying frames bright red when they have dried things in them etc.) Custom sound effects when things appear in screen.. Calculating enemy combat stats when you hit them. Various combat information improvements.
Stuff like improvement of the map is something that we all can agree on was a good decision. But there are many things that are just a matter of opinion and devs probably don't want in the main client.
Few reasons to still use custom clients because of better map window:
1. Highlighting of players with circles on the map, very useful to see where people are
2. Queuing movements as mentioned above
3. Sharing of player location on map with your friends & villagers
4. Browsing of different map layers like caves etc. even if you are not in cave
5. Sharing your map data automatically with other villagers via custom client
6. Custom markers with more meaningful icons than just flags (Like the Village idol for example)

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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DPblH
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Re: Game Development: Map Rework
Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.
Give a man a game engine and he delivers a game. Teach a man how to make a game engine and he never delivers anything.
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Enjoyment_2
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Re: Game Development: Map Rework
well, that's the part I question. Of course, the new map is way better than the old one, but was the focusing on the map a good decision in the light of improving vanilla - that's still a question for me.shubla wrote:Stuff like improvement of the map is something that we all can agree on was a good decision.
I mean, when someone says "I like a new map" he should ask himself "do I like that devs are working on that particular change instead of something else? Was it the most critical issue?"
Just to be clear - I don't think the last updates were bad, I think the whole route devs choose to get there is bad. And Im not saying default client should look like some shit from pvp-videos with all that flat-world with a bunch of colorful squares, but there is a jorb's The List, and I assume it has some hundreds of improvements (approved by devs) for default client playability increase, and some of those changes wait for 5 years and it seems to that updates of map is something that bury them even deeper.
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Thaydi
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Re: Game Development: Map Rework
+1 to this! It is really a very good suggestion.DPblH wrote:Speaking of improvements: why do we have menu option "Pick" for herbs? All custom clients anyway implements their own autopicking functionality. Just remove "Pick" option from herbs, there is anyway only one action for them.
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