Game Development: Swan Fishing

Announcements about major changes in Haven & Hearth.

Re: Game Development: Swan Fishing

Postby proknah » Thu Jan 19, 2017 3:38 am

I logged out an hour before the update, went to sleep, logged it just now and realized I lost like 2 hours worth of foragables I was collecting before going to bed. Including 2 edelweiss. :(
Neat changes though.
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Re: Game Development: Swan Fishing

Postby dvsmasta » Thu Jan 19, 2017 3:46 am

i lost all curios that was in study and on study table that i filled roughly 10 hours ago. Sadness
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Re: Game Development: Swan Fishing

Postby shampizle » Thu Jan 19, 2017 4:00 am

with all these birds im waiting for a musket with buckshot so i can kill these fuckers
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Re: Game Development: Swan Fishing

Postby twincannon » Thu Jan 19, 2017 4:03 am

Just trying to understand the crop change after reading it over and over. So is it basically W9, only because of no inspect, it's random chance -- with the more space you have giving you more "rolls" for your crops? Is there any way to actually consistently positively affect quality that I'm not aware of?

Also, "speed fields"?

Nice patch though... blows my mind that jorb was like "strawberries sound fun", 7 hours later, they're live. Wonder what it's like to actually have fun working in gamedev lol. *goes back to waiting 15 minutes for UE4 to load to see if one line of code fixed a bug*
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Re: Game Development: Swan Fishing

Postby loftar » Thu Jan 19, 2017 4:13 am

twincannon wrote:Is there any way to actually consistently positively affect quality that I'm not aware of?

Well, just as in world 9, there's a general positive bias on it, so even if you don't do anything special at all, it'll grow over time. Everything else is just min-maxing.

twincannon wrote: *goes back to waiting 15 minutes for UE4 to load to see if one line of code fixed a bug*

Just wondering, but is that actually a thing? I was assuming that the one thing we were missing from not using a "professional game engine" was realtime WYSIWYG editing of stuff.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Swan Fishing

Postby maze » Thu Jan 19, 2017 4:19 am

twincannon wrote:Just trying to understand the crop change after reading it over and over. So is it basically W9, only because of no inspect, it's random chance -- with the more space you have giving you more "rolls" for your crops? Is there any way to actually consistently positively affect quality that I'm not aware of?

Also, "speed fields"?

Nice patch though... blows my mind that jorb was like "strawberries sound fun", 7 hours later, they're live. Wonder what it's like to actually have fun working in gamedev lol. *goes back to waiting 15 minutes for UE4 to load to see if one line of code fixed a bug*


in their defence. all they need to do is cut and paste a already made code "blueberries" and change a few values.
WARNING! MY ENGISH SUCKS.
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Re: Game Development: Swan Fishing

Postby twincannon » Thu Jan 19, 2017 4:23 am

loftar wrote:Well, just as in world 9, there's a general positive bias on it, so even if you don't do anything special at all, it'll grow over time. Everything else is just min-maxing.

Ahh wow, didn't know there was a positive bias. That's cool, I'm all for set-and-forget mass planting :)


loftar wrote:Just wondering, but is that actually a thing? I was assuming that the one thing we were missing from not using a "professional game engine" was realtime WYSIWYG editing of stuff.

haha sadly yeah... I mean the editor is definitely nice, but since it's tied into the codebase (it's essentially 100% open source, just without a GPL style license), compiling usually means you have to close it and reload it. It's got a "hot reload" feature but it rarely works. And since our project is getting pretty big it's starting to take longer and longer to load. Doesn't help that I only recently discovered that the recommended amount of ram for working with the engine is 32gb, which my work rig doesn't have currently :P

Gives me time to micromanage our base in hnh, at least :D
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Re: Game Development: Swan Fishing

Postby azrid » Thu Jan 19, 2017 4:42 am

Image
wow fishing actually made reliable?! Noice
Image
Image
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Re: Game Development: Swan Fishing

Postby ven » Thu Jan 19, 2017 4:51 am

ven wrote: I'd love if it included some new crops that only grow during a certain season and new animals and forageables that only appear during a certain time. I'd really like to see people stockpiling strawberries or unique wood types in Summer and rushing outside to hunt polar bears and swans in Winter. I also imagine trade would be very interesting in this scenario.

I choose to believe that the addition of swans and strawberries is a sign of an impending seasons patch.
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Re: Game Development: Swan Fishing

Postby Kaios » Thu Jan 19, 2017 6:35 am

numerous complaints about animals running away, adds an animal that flies and flees at a faster speed
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