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painhertz
- Posts: 6185
- Joined: Sat Jan 22, 2011 2:07 am
- Website: Http://www.noneyafuckinbusyness.com
- Yahoo Messenger: chaosovum
- Location: Louisiana
Re: Game Development: Salem & Haven
I literally can't make out the point you are trying to get across with that post. I was in the second group of Alpha testers and aside from stopping for a while while the content caught up, have been playing/testing it as much as anyone else....
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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Dallane
- Posts: 308
- Joined: Sun Jan 16, 2011 4:17 pm
Re: Game Development: Salem & Haven
I figured since you are constantly bashing the game on here you were not playing. Sorry for trying to be friendly with you. Continue playing oh mighty alpha testerpainhertz wrote:I literally can't make out the point you are trying to get across with that post. I was in the second group of Alpha testers and aside from stopping for a while while the content caught up, have been playing/testing it as much as anyone else....
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painhertz
- Posts: 6185
- Joined: Sat Jan 22, 2011 2:07 am
- Website: Http://www.noneyafuckinbusyness.com
- Yahoo Messenger: chaosovum
- Location: Louisiana
Re: Game Development: Salem & Haven
Ok, you explained yourself though I'm not sure why you felt like throwing an insult in there.Dallane wrote:I figured since you are constantly bashing the game on here you were not playing. Sorry for trying to be friendly with you. Continue playing oh mighty alpha testerpainhertz wrote:I literally can't make out the point you are trying to get across with that post. I was in the second group of Alpha testers and aside from stopping for a while while the content caught up, have been playing/testing it as much as anyone else....
After not playing the game for some time, when the revamp of the starting experience went in as well as other content that got added while I wasn't playing, I found that after the annoying noob grind of a couple of days, the game actually got pretty interesting and have been playing fairly regularly since. Also, when content I "really" find interesting gets added, (The new combat system, fishing, witchcraft, etc etc etc), I don't want to be so far behind that I have to grind for several weeks to try out the new shit. This is not to say that I don't still have issues with the game but I keep most of my Salem posting in the Salem sub-forum.
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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Tonkyhonk
- Posts: 4501
- Joined: Fri Sep 10, 2010 6:43 am
Re: Game Development: Salem & Haven
why not?Resture wrote:Salem does not have the survival aspect at all.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Salem & Haven
Why? I find it boring, repetitive, and annoying. I do it because I like the cooking and eating of delicious pie.Resture wrote: I actually like Haven & Hearth's farming more.
I figured the swimming thing was just a bit of placeholder until later and then it would be at least a KO for getting "in to deep".I don't like that they removed thirst, hunger, and insta-drowning while swimming.
How can you not say that stamina and hunger has been removed... It's just all been merged into one system now. I'm not sure I like that, though.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Salem & Haven
The new humours system is interesting, but oversimplified to an extent. Fighters *NEED* all 4. It's very difficult for a regular villager to cook anything that warriors won't be clamouring for food wise. There are no stats specific for crafters at all. This is a situation that's really bothersome when trying to manage a village with crafters and warriors working together and a large source of tension.
One thing that I'm noticing is that skill earning and stat earning are very... jerky. There's no transition period between your foraged node effective stat cap and needing farmed foods. A couple hours ago you were stating fine, and suddenly you start needing exponentially more food to level. There isn't much of an incentive to work together because everyone needs the same things.
The lack of skill system is a placeholder, not going to comment on that. Pretty sure Cloak and Dagger makes scents harder to see even though the devs haven't mentioned that as being implemented.
One thing that I'm noticing is that skill earning and stat earning are very... jerky. There's no transition period between your foraged node effective stat cap and needing farmed foods. A couple hours ago you were stating fine, and suddenly you start needing exponentially more food to level. There isn't much of an incentive to work together because everyone needs the same things.
The lack of skill system is a placeholder, not going to comment on that. Pretty sure Cloak and Dagger makes scents harder to see even though the devs haven't mentioned that as being implemented.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Game Development: Salem & Haven
I wouldn't call the new system 'simplified' at all, to a user who enters to play Salem, they would be confused as heck on what to do without a guide.
Even for a HnH player, it's confusing until you read the guide.
If a game like that requires a guide, it shows that it actually got more 'complex' than simplified.
For salem, they should have stuck to 2d, but used 3d models to render to 2d sprites...
http://www.youtube.com/watch?feature=pl ... gtoxV6fE#!
Project Zomboid did that, the animation is very fluid and seems more lifelike compared to drawing entirely in 2D.
Yes you would have to put more effort to make the 3d Models, but once that model is completed, you don't need to do much to render it to 2d when making sprite animations.
The program or techniques would allow you to convert them in more easily, in 8 'directions'.
No more floppy legged foxes right?
Even for a HnH player, it's confusing until you read the guide.
If a game like that requires a guide, it shows that it actually got more 'complex' than simplified.
For salem, they should have stuck to 2d, but used 3d models to render to 2d sprites...
http://www.youtube.com/watch?feature=pl ... gtoxV6fE#!
Project Zomboid did that, the animation is very fluid and seems more lifelike compared to drawing entirely in 2D.
Yes you would have to put more effort to make the 3d Models, but once that model is completed, you don't need to do much to render it to 2d when making sprite animations.
The program or techniques would allow you to convert them in more easily, in 8 'directions'.
No more floppy legged foxes right?
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Salem & Haven
Wasn't talking about the gaining of stats, I was talking about the use.dra6o0n wrote:I wouldn't call the new system 'simplified' at all, to a user who enters to play Salem, they would be confused as heck on what to do without a guide.
Even for a HnH player, it's confusing until you read the guide.
If a game like that requires a guide, it shows that it actually got more 'complex' than simplified.
For salem, they should have stuck to 2d, but used 3d models to render to 2d sprites...
http://www.youtube.com/watch?feature=pl ... gtoxV6fE#!
Project Zomboid did that, the animation is very fluid and seems more lifelike compared to drawing entirely in 2D.
Yes you would have to put more effort to make the 3d Models, but once that model is completed, you don't need to do much to render it to 2d when making sprite animations.
The program or techniques would allow you to convert them in more easily, in 8 'directions'.
No more floppy legged foxes right?
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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cobaltjones
- Posts: 2725
- Joined: Tue Dec 07, 2010 1:27 am
Re: Game Development: Salem & Haven
The main problem with Salem is the complete and utter reliance on FOOD to do ANYTHING in the game. It really hamstrings you in the early game and just spirals into a ridiculous situation when you're trying to do actual construction and keep having to go and forage for food every 10 minutes to continue paving the ground.
The fact that stamina is directly tied to food consumption and not inactivity/rest/water makes the game painful to enjoy.
The fact that stamina is directly tied to food consumption and not inactivity/rest/water makes the game painful to enjoy.
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brohammed
- Posts: 526
- Joined: Sun Jun 20, 2010 2:41 pm
Re: Game Development: Salem & Haven
That's better than the case in HnH, where food is produced in utterly ridiculous quantities shortly after developing a farm, and is never ever a bottleneck.