Game Development: UI Scaling

Announcements about major changes in Haven & Hearth.

Re: Game Development: UI Scaling

Postby MrBunzy » Fri Oct 16, 2020 12:10 am

I think you guys should relent and just add some toggleable "construction mode" that gives default client grid lines and bounding boxes. Sure, they are ugly, but this is a sandbox game, and these tools are quite necessary when designing a layout and creating things to be not ugly. It should be pretty obvious to anyone that the appearance of a sandbox building interface isn't representative of the aesthetic of the game itself.
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Re: Game Development: UI Scaling

Postby Jalpha » Fri Oct 16, 2020 12:40 am

Apocoreo wrote:That's a good debate to have. Always a fan of this game getting more backend support/polish, like this update, I do think this is a positive change! I'd say enough time to make a basic report/ban system, and appoint mods to do the legworks from there. I do understand there will always be accusations of mod corruption and eventually system tweaks and bug fixes that will require dev attention, but I think it will go a long way to giving the game a more stable vision, and thus more enticing to new players.

I think there are a few pitfalls with assigning GMs (as they are labelled in most other games). Not only the potential for corruption. In other games I have seen political maneuvering within the community force GMs out, opening up positions for corrupt community members to take their place. Just look at the heat received by our forum moderators and multiply that by a large sum. It would not be only GM corruption to worry about. It would be corruption amongst the playerbase itself. How much of the devs time would then be consumed moderating the moderators? I guarantee, with this community, a substantial amount.

Most of our forum moderators have left and it would be nice to have them state why for the benefit of this line of conversation. I am sure many of those reasons would produce similar difficulties in retaining and/or recruiting the right kind of GMs. Primarily, who could withstand constant attacks from within the community whilst remaining impartial and receiving little to no rewards. Maybe someone would do the work for hats, but would that be the right person?

I am sure I have more to say but I am not in the right mindset just now. Hopefully other members of the community can contribute to this line of discussion.
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Re: Game Development: UI Scaling

Postby jordancoles » Fri Oct 16, 2020 1:00 am

jorb wrote:Fundamentally: I don't think there's any legitimate reason to turn off graphics, draw bounding boxes, or movement vectors. I understand perfectly why you would, but it's wrong, and not how the game should be played.

I have played this game for nearly 10 years and I can honestly say that I will not continue playing if default client is the only option. Even with the updates that you've said you're in favour of, it would still be lacking the main features that keep me logging in and sticking around for hours at a time.

Bad camera, bounding boxes for placing objects, the ability to hide flavor objects/trees, gridline mode for mining and placing objects and a moveable + resizable minimap with player indicators are what I consider to be core features that make the game playable in the long-term. I don't care about disabling day/night effects at all, and in some cases, I prefer it turned on.

Ortho cam literally makes me feel sick to my stomach after 30 minutes of gameplay and that's not me being dramatic, I actually cannot physically stand the game in ortho. It feels restrictive and awkward and movement is clunky and frustrating. It feels like I'm looking down an airhockey table and hitting the puck to the other side whenever I move around the game world. It's not precise and it's not enjoyable.

You might think that those features I listed are ugly, but these features when used situationally help a ton for general enjoyment. It's not like we all run around with trees hidden and bounding boxes visible 100% of the time. They have niche uses that come out when they're required. And yes, I would consider it a requirement.

We have been fortunate as a community to have had so many client devs who keep their stuff up to date, but it would seem that they now feel unappreciated after years of what must feel like carrying the game on their shoulders for so many worlds.

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Last edited by jordancoles on Fri Oct 16, 2020 1:11 am, edited 2 times in total.
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Re: Game Development: UI Scaling

Postby shubla » Fri Oct 16, 2020 1:06 am

jordancoles wrote:
jorb wrote:Fundamentally: I don't think there's any legitimate reason to turn off graphics, draw bounding boxes, or movement vectors. I understand perfectly why you would, but it's wrong, and not how the game should be played.

I have played this game for nearly 10 years and I can honestly say that I will not continue playing if default client is the only option. Even with the updates that you've said you're in favour of, it would still be lacking the main features that keep me logging in and sticking around for hours at a time.

Bad camera, bounding boxes for placing objects, the ability to hide flavor objects/trees, gridline mode for mining and placing objects and a moveable + resizable minimap with player indicators are what I consider to be core features that make the game playable in the long-term. I don't care about disabling day/night effects at all, and in some cases, I prefer it turned on.

Ortho cam literally makes me feel sick to my stomach after 30 minutes of gameplay and that's not me being dramatic, I actually cannot play the game in ortho.

You might think that those features I listed are ugly, but these features when used situationally help a ton for general enjoyment. It's not like we all run around with trees hidden and bounding boxes visible 100% of the time. They have niche uses that come out when they're required. And yes, I would consider it a requirement.

We have been fortunate as a community to have had so many client devs over the year who keep their stuff up to date, but it would seem that they now feel unappreciated after of carrying the game on their shoulders for so many worlds.

pjsalt.png

Many people resist change, but after some time they realize that it's not so bad.
Maybe you can make your mind change from powerplaying and abusing the game with custom clients to larping with the default client!
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Re: Game Development: UI Scaling

Postby jordancoles » Fri Oct 16, 2020 1:06 am

shubla wrote:
jordancoles wrote:
jorb wrote:Fundamentally: I don't think there's any legitimate reason to turn off graphics, draw bounding boxes, or movement vectors. I understand perfectly why you would, but it's wrong, and not how the game should be played.

I have played this game for nearly 10 years and I can honestly say that I will not continue playing if default client is the only option. Even with the updates that you've said you're in favour of, it would still be lacking the main features that keep me logging in and sticking around for hours at a time.

Bad camera, bounding boxes for placing objects, the ability to hide flavor objects/trees, gridline mode for mining and placing objects and a moveable + resizable minimap with player indicators are what I consider to be core features that make the game playable in the long-term. I don't care about disabling day/night effects at all, and in some cases, I prefer it turned on.

Ortho cam literally makes me feel sick to my stomach after 30 minutes of gameplay and that's not me being dramatic, I actually cannot play the game in ortho.

You might think that those features I listed are ugly, but these features when used situationally help a ton for general enjoyment. It's not like we all run around with trees hidden and bounding boxes visible 100% of the time. They have niche uses that come out when they're required. And yes, I would consider it a requirement.

We have been fortunate as a community to have had so many client devs over the year who keep their stuff up to date, but it would seem that they now feel unappreciated after of carrying the game on their shoulders for so many worlds.

pjsalt.png

Many people resist change, but after some time they realize that it's not so bad.
Maybe you can make your mind change from powerplaying and abusing the game with custom clients to larping with the default client!

Fuck off Shubla
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Re: Game Development: UI Scaling

Postby shubla » Fri Oct 16, 2020 1:14 am

If there were no custom clients in the first place, people wouldn't miss these features, because they would have never existed.
At the latest when the world resets, somebody will come up from his hole and make a public custom client, probably.
I don't think that there is much that you can do about it. Giving money etc. is useless because any sane person would just get a real job if getting money was his only incentive.
First asking for years for improved default client performance etc. and then blaming devs for finally improving the client is stupid.

One thing that they could do though is https://www.havenandhearth.com/forum/viewtopic.php?f=47&t=68966
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Re: Game Development: UI Scaling

Postby SnuggleSnail » Fri Oct 16, 2020 1:22 am

haha please make flower menus not double penalized by ping
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Re: Game Development: UI Scaling

Postby loftar » Fri Oct 16, 2020 1:30 am

SnuggleSnail wrote:haha please make flower menus not double penalized by ping

That's actually one of the things I'd like to do, but there are implementation reasons that make that much less than trivial.
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Re: Game Development: UI Scaling

Postby Forik » Fri Oct 16, 2020 5:58 am

jorb wrote: Default client has had this feature for quite some time.

Can't find it anywhere on the render client, is it still a feature?
loftar wrote: That also being said, I have the feeling that, prior to adding some sense of camera direction with relation to the minimap, it would just end up being even more confusing for people who are already complaining about that aspect, so I feel that there is such an order to those operations.

So default to locked-ortho, and allow others to use free ortho, I don't know if I'm a particular specific in-between case, but I don't like cambad, nor locked ortho, and I really appreciate what Amber does in terms of allowing free movement of camera angles, and am put off by the default client's either-or current dichotomy. Again, I don't know how hard it would be to implement camera options like that but I'd appreciate it a ton.
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Re: Game Development: UI Scaling

Postby jorb » Fri Oct 16, 2020 6:39 am

Forik wrote:
jorb wrote: Default client has had this feature for quite some time.

Can't find it anywhere on the render client, is it still a feature?


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