Akward movement

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Shibi
Posts: 32
Joined: Wed Jan 26, 2011 5:10 pm

Akward movement

Post by Shibi »

Imagine that your char doesnt get stuck in the invisible corners of constructions and objects, that just slide and an pass, like pushing a little

Now recall how it is now, having to go back and forth to pass between objects, often doing frustrating movements when there is little space, now add lag from time to time... you know what it feels like

Discuss

inb4 "i like being stuck in stupid ways, stop whining"
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dullah
Posts: 199
Joined: Sun Nov 15, 2009 7:09 am

Re: Akward movement

Post by dullah »

If i understand well you'd like a better pathfinding ? :
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Cajoes
Posts: 682
Joined: Sat Jul 11, 2009 2:04 am

Re: Akward movement

Post by Cajoes »

ANY pathfinding would be nice.
Shibi
Posts: 32
Joined: Wed Jan 26, 2011 5:10 pm

Re: Akward movement

Post by Shibi »

It could work well, but i think that a phatfinding that make you dodge obstacles wold be weird. Im saying just a little slide when you are moving against a diagonal
Khamatus
Posts: 16
Joined: Sun Jan 23, 2011 2:25 pm

Re: Akward movement

Post by Khamatus »

I just get annoyed when some running animal(that have pathfinding) dodges the tree while I get stucked/have to control manually, often getting behind due to lag...
Sarvoth
Posts: 73
Joined: Mon Jan 24, 2011 12:54 pm

Re: Akward movement

Post by Sarvoth »

Path finding sacrifices control and would be a liability in a game that features permanent death. Imagine the flood of 'killed by pathfinding!11one' threads that would fill the forums within a day of player path finding being implemented. :|
Shibi
Posts: 32
Joined: Wed Jan 26, 2011 5:10 pm

Re: Akward movement

Post by Shibi »

As i stated before, not control movement pathfinding... just slide.

But even with a total movement change pathfinding, i think that deaths for patfinding is an overreact... how can in a game where obstacles prevent from running away from the enemies, any kind of pathfinding will cause more deaths. Is not like this game has magma or traps (yet, aside of the thorns for being barefoot, and walking in a leech zone)

I smell troll, yuck
Sarvoth
Posts: 73
Joined: Mon Jan 24, 2011 12:54 pm

Re: Akward movement

Post by Sarvoth »

I smell an idiot, yuck.

I understood your original post and I believe that the COLLISION DETECTION (read that twice) could of course be improved. I replied to the guys who mentioned path finding. Path finding decides a route for you and moves you along that route with varying degrees of successes and it strongly relies on excellent foresight and coding. The better the path finding the less control you have as a player, the shittier the path finding the more control you have. Shitty path finding leads to it running you into bears or water or running wide loops to avoid obstacles, great path finding results in the player having a very short clicking range in which they have direct control over movement and subsequently annoying game play.

Before you reply with something stupid think about what you just read and you might understand.
Shibi
Posts: 32
Joined: Wed Jan 26, 2011 5:10 pm

Re: Akward movement

Post by Shibi »

Sarvoth wrote:Imagine the flood of 'killed by pathfinding!11one' threads that would fill the forums within a day of player path finding being implemented.
I have seen this as an extreme overreacting and trolling to me, but i ask you for an apology, i have misunderstand it
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Cajoes
Posts: 682
Joined: Sat Jul 11, 2009 2:04 am

Re: Akward movement

Post by Cajoes »

Sarvoth wrote:Path finding sacrifices control and would be a liability in a game that features permanent death. Imagine the flood of 'killed by pathfinding!11one' threads that would fill the forums within a day of player path finding being implemented. :|
Can't be worse than when swimming was implemented.

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