Game Development: Paving the Way

Announcements about major changes in Haven & Hearth.

Re: Game Development: Paving the Way

Postby AzTno » Tue Sep 15, 2015 9:38 am

jorb wrote:I'm going to reduce the transition overlap, and it might also be possible to make it so that they do not transition against other stone tiles, though not sure if desirable.

Sounds a lot better, but couldnt you make it so that which ever stone gets placed last, gets placed on top of the other?
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Re: Game Development: Paving the Way

Postby Jeff » Tue Sep 15, 2015 9:45 am

AzTno wrote:
jorb wrote:I'm going to reduce the transition overlap, and it might also be possible to make it so that they do not transition against other stone tiles, though not sure if desirable.

Sounds a lot better, but couldnt you make it so that which ever stone gets placed last, gets placed on top of the other?

This, and i could add: please think about clearing transitions with the edges of plowed fields. I mean, usually one would pave to delineate the different areas, and having tiles that are half-paved, half-plowed and with vegetables growing on them doesn't make much sense.
"I'm just an humble farmer, after all"
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Re: Game Development: Paving the Way

Postby Jaroslav » Tue Sep 15, 2015 9:46 am

Is the Deep Artifice skill really supposed to cost 150k? After looking at it further, the cost seems rather ridicoulous. The highest farming skill is like 12k, and the highest black skill, which are the ones that are supposed to be hard to get, costs 80k, which pales in comparison.
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Re: Game Development: Paving the Way

Postby jorb » Tue Sep 15, 2015 9:50 am

AzTno wrote:
jorb wrote:I'm going to reduce the transition overlap, and it might also be possible to make it so that they do not transition against other stone tiles, though not sure if desirable.

Sounds a lot better, but couldnt you make it so that which ever stone gets placed last, gets placed on top of the other?


Nope. We cannot save that information per tile.
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Re: Game Development: Paving the Way

Postby Undefined » Tue Sep 15, 2015 9:55 am

jorb wrote:I'm going to reduce the transition overlap, and it might also be possible to make it so that they do not transition against other stone tiles, though not sure if desirable.


Awesome, other than all the ugly overlap this update is awesome. Especially useful when it comes to paving in areas without boulders and really compliments the was buildings are formed of their component materials when it comes to customization.
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Re: Game Development: Paving the Way

Postby AzTno » Tue Sep 15, 2015 10:05 am

jorb wrote:
AzTno wrote:
jorb wrote:I'm going to reduce the transition overlap, and it might also be possible to make it so that they do not transition against other stone tiles, though not sure if desirable.

Sounds a lot better, but couldnt you make it so that which ever stone gets placed last, gets placed on top of the other?


Nope. We cannot save that information per tile.

Interesting. Good patch anyways, these kind of things are important for these kinds of games. When everything is made by players you should give creative players room to be creative, so that you get a creative game, or something dunno :roll:
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Re: Game Development: Paving the Way

Postby ApocalypsePlease » Tue Sep 15, 2015 10:23 am

jorb wrote:I'm going to reduce the transition overlap, and it might also be possible to make it so that they do not transition against other stone tiles, though not sure if desirable.

If you would like an example of a game with a very similar system, look at how walls behave in Terraria.
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 11:45 am

So which skill improves the yield when mining? I don't see a new skill other then steelmaking in the mining related ones.
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Re: Game Development: Paving the Way

Postby jorb » Tue Sep 15, 2015 11:52 am

El-wook wrote:So which skill improves the yield when mining? I don't see a new skill other then steelmaking in the mining related ones.


Metalworking, Metallurgy, and Deep Artifice.
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 11:53 am

jorb wrote:
El-wook wrote:So which skill improves the yield when mining? I don't see a new skill other then steelmaking in the mining related ones.


Metalworking, Metallurgy, and Deep Artifice.


I didn't unlock those skills, do I need steel making to unlock them? Or Jewelry? I have (metal related somewhat)
- Mining
- Basic Mechanics
- Locks and bolts
- Metal Working
- Stone Working
- Yeomanry
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