Game Development: Dormant Doe

Announcements about major changes in Haven & Hearth.

Re: Game Development: Dormant Doe

Postby Dawidio123 » Tue Apr 08, 2025 10:04 am

vatas wrote:
jordancoles wrote:Is there variance on the decay time for claim stakes? Do smaller claims decay quicker than massive ones?

This is my own conjecture, but...

Small claim = less decay ticks to absorb, stake lasts longer.
Large claim = more decay ticks to absorb, stake does not last as long as a smaller would.

Could also depend on the amount of objects on the claim.

I'd think it doesn't absorb ticks just takes its own decay ticks, and vc having more soak should last longer. Then again im not sure if it's not % based bcs who would test that lol.
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Re: Game Development: Dormant Doe

Postby gravesmerch » Tue Apr 08, 2025 1:58 pm

xyzzy57 wrote:why you broke auto-equipping of shovel to remove a stump


this never existed, afaik?, it's one of the reasons I started modding
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Re: Game Development: Dormant Doe

Postby ThorleifCleaver » Tue Apr 08, 2025 2:18 pm

Seems like newborn tamed reindeer when killed display below the surface of the earth. Newborn goats don't, though. Both still have hitboxes above. Is this a client issue or a general issue?
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Re: Game Development: Dormant Doe

Postby dafels » Tue Apr 08, 2025 3:51 pm

Cool
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Re: Game Development: Dormant Doe

Postby jorb » Tue Apr 08, 2025 6:19 pm

ThorleifCleaver wrote:Seems like newborn tamed reindeer when killed display below the surface of the earth. Newborn goats don't, though. Both still have hitboxes above. Is this a client issue or a general issue?


We reworked the animation handling. Will look at it.
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Re: Game Development: Dormant Doe

Postby jorb » Wed Apr 09, 2025 6:36 am

jorb wrote:
ThorleifCleaver wrote:Seems like newborn tamed reindeer when killed display below the surface of the earth. Newborn goats don't, though. Both still have hitboxes above. Is this a client issue or a general issue?


We reworked the animation handling. Will look at it.


Upd00t your clients.
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Re: Game Development: Dormant Doe

Postby Mashadar » Wed Apr 09, 2025 7:13 am

Good claim and animal changes.
Logging in to find all your animals dead after a break probably was the number one quit reason, which is not the reason one would expect for a permadeath game.
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Re: Game Development: Dormant Doe

Postby Sephiron » Fri Apr 11, 2025 3:53 am

I'd say this partially solves my reason for quitting this world. At that stage of the game, we weren't even using most of the products we were making, but I knew that if we stopped farming, we wouldn't have any food to give the animals. And if we stopped feeding the animals, they would die and we'd be set back very far. So I was spending like 6 hours after work every day checking all the new calves, sheep, etc., culling the old ones, milking the cows and shearing the sheep, filling the troughs, filling the curd tubs, moving the cheese, making the vinegar, etc. etc. Rinse and repeat every single day. While my friend made much much better food with much less effort by pickling and sausage making. It seemed like I wasn't doing any of it for any real reason. The other reason being, well, if I wasn't doing all of those chores, what was I meant to do? Dungeons were way too rare. So instead of doing dungeons I would run around and check for better clay quality, better metal quality, better this and that, maybe do a couple credo quests, and then I realized Why do I need all of that anyway? Am I going to do dungeons? For what?

Fundamentally I think the early-mid game loop is gold. It's so much fun for the first month or so, when the community is at it's peak and it feels like there were some in-game politics. Late game just feels hollow and purposeless, you really start to feel shackled to your computer. It's a little oppressive imho.

I think world dungeons could really flesh out the late game. Just randomly generated tombs and crypts that have unique items with randomly generated effects. Maybe a magic sword can have limited uses as a match? Maybe a magic cape lets you run faster through leaf? Maybe a boar spear that can shoot lightning? Idk, just something to do would be nice.
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Re: Game Development: Dormant Doe

Postby Fostik » Fri Apr 11, 2025 8:23 am

Sephiron wrote:So I was spending like 6 hours after work every day checking all the new calves, sheep, etc., culling the old ones, milking the cows and shearing the sheep, filling the troughs, filling the curd tubs, moving the cheese, making the vinegar, etc. etc. Rinse and repeat every single day.


Well that sounds extremely inefficient, I though you were gonna say 6 hours a week :shock:
What kind of setup or scale requires that much?
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Re: Game Development: Dormant Doe

Postby Massa » Fri Apr 11, 2025 1:15 pm

this will sound bizarre but i'd readd dying animals

if you don't feed them you die. dead herds of livestock was a meaningful part of a world in a state of rebirth and death.

the dormancy thing seems a bit odd. things should die in haven innit
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