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Riou1231
- Posts: 710
- Joined: Fri Mar 26, 2010 1:50 am
Re: Game Development: I was a Highwayman
And now there's Peapods, damned ninja update. 
I like apple juice.
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Game Development: I was a Highwayman
yeah but no point in that if we can't ford riversSevenBlade wrote:Now all we need is horse/ox pulled carts and trade will have a rebirth.

Karede wrote: It takes a special kind of autism to play this game
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: I was a Highwayman
Oregon Trail 
"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."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: Game Development: I was a Highwayman
You have caught Scarlet Fever.jorb wrote:Oregon Trail
Your wagon is stuck in the mud.
You're screwed.
Try again?
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Erhen
- Posts: 18
- Joined: Mon Apr 05, 2010 9:41 am
Re: Game Development: I was a Highwayman
I want spar buoy to be added too.. Because my char is seaman (river-man) and viking... And landscaping is boring after all, water traveling is funnier.
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KoE
- Posts: 536
- Joined: Fri Jun 12, 2009 5:01 am
Re: Game Development: I was a Highwayman
Well if the topic title is any indication the next updates should be sailing, dam-building, and starships.
I'm having too much fun with that title reference.
Anyway, I've finally gotten around to playing with this after someone pointed out I should just build my path along the mountainside instead of carting stuff out to the boulder-less area to our west (which would have required one of our temporarily-absent-due-to-finals village members with a key to that gate).
A few observations, some of which may have been made previously:
Ugh, pathing straight to the little pillar is annoying. Especially cartwise. I'm not sure how to remedy this from a design level; if it could somehow be set to identify roadways, that'd be awesome. I'll try out the temporary 'fix' of placing milestones on each side so hopefully the cart won't get stuck on any one in particular later.
You can't place milestones on mountain terrain. This vexes me because I don't want to deface my mountain any more than I have to. (Not really a big deal unless you're finicky like me).
I really want to see dirt roads, both for aesthetic reasons and because I can easily imagine a plow-like interface for creating them. I don't know if this would out-mode stone roads or not, assuming they get no advantages other than the decreased stamina drain and the disadvantage of 'the paving interface sucks' remains.
The pricing mildly concerns me but I think it's about right overall, especially if you're building an actual road to follow the path at the same time.
I'm having too much fun with that title reference.
Anyway, I've finally gotten around to playing with this after someone pointed out I should just build my path along the mountainside instead of carting stuff out to the boulder-less area to our west (which would have required one of our temporarily-absent-due-to-finals village members with a key to that gate).
A few observations, some of which may have been made previously:
Ugh, pathing straight to the little pillar is annoying. Especially cartwise. I'm not sure how to remedy this from a design level; if it could somehow be set to identify roadways, that'd be awesome. I'll try out the temporary 'fix' of placing milestones on each side so hopefully the cart won't get stuck on any one in particular later.
You can't place milestones on mountain terrain. This vexes me because I don't want to deface my mountain any more than I have to. (Not really a big deal unless you're finicky like me).
I really want to see dirt roads, both for aesthetic reasons and because I can easily imagine a plow-like interface for creating them. I don't know if this would out-mode stone roads or not, assuming they get no advantages other than the decreased stamina drain and the disadvantage of 'the paving interface sucks' remains.
The pricing mildly concerns me but I think it's about right overall, especially if you're building an actual road to follow the path at the same time.
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dcastello79
- Posts: 114
- Joined: Thu Aug 13, 2009 5:48 pm
Re: Game Development: I was a Highwayman
KoE wrote:Well if the topic title is any indication the next updates should be sailing, dam-building, and starships.
I'm having too much fun with that title reference.
Anyway, I've finally gotten around to playing with this after someone pointed out I should just build my path along the mountainside instead of carting stuff out to the boulder-less area to our west (which would have required one of our temporarily-absent-due-to-finals village members with a key to that gate).
A few observations, some of which may have been made previously:
Ugh, pathing straight to the little pillar is annoying. Especially cartwise. I'm not sure how to remedy this from a design level; if it could somehow be set to identify roadways, that'd be awesome. I'll try out the temporary 'fix' of placing milestones on each side so hopefully the cart won't get stuck on any one in particular later.
You can't place milestones on mountain terrain. This vexes me because I don't want to deface my mountain any more than I have to. (Not really a big deal unless you're finicky like me).
I really want to see dirt roads, both for aesthetic reasons and because I can easily imagine a plow-like interface for creating them. I don't know if this would out-mode stone roads or not, assuming they get no advantages other than the decreased stamina drain and the disadvantage of 'the paving interface sucks' remains.
The pricing mildly concerns me but I think it's about right overall, especially if you're building an actual road to follow the path at the same time.
Dirt roads could, conceivably, could enable players the ability to walk instead of being able to run (like stone roads allow for). Plus, another process that takes more stamina to create this dirt roads, such as 'clearing the area' like processes, could balance the two out.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: I was a Highwayman
Dirt is already in game and has its own properties. It allows running like grassland and pulling carts at walk speed.
The ability to make dirt "roads" using Dig was from the first world. This was how players collected clay, long before resource hotspots and shallow water clay was implemented.
The ability to make dirt "roads" using Dig was from the first world. This was how players collected clay, long before resource hotspots and shallow water clay was implemented.
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KoE
- Posts: 536
- Joined: Fri Jun 12, 2009 5:01 am
Re: Game Development: I was a Highwayman
I need to learn to balance between being concise and being clear.
Yeah, I would like to see the return of dirt roads, which were basically creatable mudflats. (I had forgotten carts could be pulled at walk speed on them, though). It should probably be harder than the old 'dig up the grass' lest people just tear up other people's areas for the lulz. Perhaps simply plowing and an option to... somehow terraform it into mudflat terrain that just eats some stamina. That way, stone road building = needs stone, dirt road building = just cut out the last step.
Of course somehow decreasing the number of clicks should be looked at, too.
The primary difference between the two would be 'carts at run speed' vs effort invested which seems appropriate to me.
Yeah, I would like to see the return of dirt roads, which were basically creatable mudflats. (I had forgotten carts could be pulled at walk speed on them, though). It should probably be harder than the old 'dig up the grass' lest people just tear up other people's areas for the lulz. Perhaps simply plowing and an option to... somehow terraform it into mudflat terrain that just eats some stamina. That way, stone road building = needs stone, dirt road building = just cut out the last step.
Of course somehow decreasing the number of clicks should be looked at, too.
The primary difference between the two would be 'carts at run speed' vs effort invested which seems appropriate to me.
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ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: Game Development: I was a Highwayman
Maybe the current milestone could be replaced by some kind of gate? One with enough room for a cart to pass through?