Game Development: Leaning Tooltip

Announcements about major changes in Haven & Hearth.

Re: Game Development: Leaning Tooltip

Postby springyb » Tue Nov 19, 2024 6:59 am

SnuggleSnail wrote:not rly willing to argue just genuinely curious, how would that 'pad spurce pinatas'? I don't get it


More space = more loot

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Re: Game Development: Leaning Tooltip

Postby SnuggleSnail » Tue Nov 19, 2024 7:33 am

O fair enough :oops: not rly what I had in mind but kinda true
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Re: Game Development: Leaning Tooltip

Postby The_Lich_King » Tue Nov 19, 2024 5:01 pm

Slowwalker wrote:
SnuggleSnail wrote:Late world I carry 66L and still have to refill during a lot of fights. Right now I carry 30L and a lot of it is in my inventory. It feels pretty uncomfortable to have less.

Would not call this mandatory, and even if you were super tryhard meta slaving then I think creels for stuff that can be turned into grub grub would be technically better.

Either way, I think everybody would kindof like water sips to take .01L instead of 0.05l. Even with a troll belt you don't rly have room for tools in there.


I have a solution! Drinking water during battle should be prohibited. Or at least add a big cooldown on the ability to drink after using any move.


The issue with this is that if someone locks you in combat, you wouldn't be able to use water to get away and non-aggroed people who can use water could use all manner of grief to prevent you escape.

If we went with the cooldown strategy then it would make the water meta even worse because you'd have to run your opponent out of water before using any abilities at all.
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Re: Game Development: Leaning Tooltip

Postby reqvaa » Wed Nov 20, 2024 8:49 am

What about to add to mammoths some random attachments like trolls have? )

hair, balls, pi-pi xD as a curios

idea not mine, but i like it, and want to share )

all hail to "Pad" in case it will be implemented )
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Re: Game Development: Leaning Tooltip

Postby menillos » Wed Nov 20, 2024 9:48 am

jorb wrote:We've been developing, and here's what's new.

Image

New Implementations
-----------------------
  • Added proper attribute/ability modifier tooltips! Hovering over a modified attribute/ability will now present the source(s) for any bonii/malii applied to them. About time!
  • Added "Ship-in-a-Bottle", curiosity.
  • Added "Rat Hat", a hat with a nice long tail crafted using "Caverat" stuff. (Not to be confused with the by now ancient storehat "Rat Hat", btw).
  • Added "Lean Against", emote, unlocked by "Yeomanry". Character appears to lean against an object with relaxed indifference. Slaem & Hearth confirmed!
  • Added a new experience.
  • Significantly reworked an old piece of graphics to introduce a bit of an easter egg/fun mechanic. Find it if you can!

Key Fixes
-----------------------
  • Added/extended support for allowing items held on the cursor to affect the character model, thus, when holding "Branding Irons" or "Firebrands" on the cursor, the character will now visually appear to hold those. Likewise, holding a "Torch" or "Lantern" on your cursor will make those visually appear, or remain, equipped on the player model.
  • Characters should now respond properly to right-click/interact type actions when standing ready near a ridge/cliff, hopefully making them feel somewhat less magnetic.
  • Lanterns, Ropes, Waterskin, Waterflask, Glass Jug and Keyring are all now equippable in the pouch slots added last patch.

Small Fixes
-----------------------
  • Action Menu Cleanup. I have significantly reworked, moved, and subdivided menus, primarily under the "Craft" and "Build" submenus, with one of the primary objectives being to abolish the "Odds & Ends" category. Some notable changes.
    • Removed "Odds & Ends" submenu.
    • "Waterflask", "Water Skin" and "Glass Jug" moved to new category "Vessels & Liquids" under "Clothes & Equipment".
    • "Cheese Tray", "Frying Pan", "Grid Iron", Cookie Cutters, "Pickling Jar", "Roasting Spit" and "Sap tap" all moved to new category "Craft"->"Clothes & Equipment"->"Tools"->"Cooking Utensils".
    • "Pack Rack" & "Saddlebags" moved to "Packs & Sacks" crafting submenu.
    • Made "Kuksa" and "Leaf Cup" weak symbel items and moved them to the "Cups, Mugs, Glasses & Goblets" crafting submenu.
    • Made "Snowball" a weak curiosity and moved it to the "Toys" crafting submenu.
    • Renamed "Furniture" to "Furniture & Decorations".
    • Renamed "Signs & Display" to "Signs & Flags".
    • Added new category "Decor & Display" under "Furniture & Decorations" and moved to it: The "Signs & Flags" submenu, along with "Bell Fountain", "Carpet", "Glass Display Case", "Hatrack", "Mannequin", "Skullpole" and "Snowman".
    • Moved "Postbox" to "Furniture & Decorations".
    • Moved "Grave Cairn" and "Runed Dolmen" to "Buildings & Constructions".
    • Moved "Brazier", "Candelabrum", "Hookah", "Lantern Hanger", "Lantern Post", "Lantern Stand", "Pumpkin Lantern", "Snow Lantern" & "Torchpost" to new category "Build"->"Furniture & Decorations"->"Light & Fire".
    • Added new category "Build"->"Farming & Animals", and moved to it: "Food Trough", "Hitching Post", "Mound Bed" and "Trellis".
    • Subdivided the "Containers" menu with subcategories for liquid containers/boxes/baskets/chests
    • Moved "Parchment" from "Odds & Ends" to "Processing & Materials".
    • Moved "Mask of the Green Man" and "Goat Mask" to "Hats & Headwear".
  • Added proper light sources and vfx to "Village Idol" and "Ancestral Shrine". Prty c00l. Further, characters should now use the "Casting Hearth Magic"-animation when founding villages.
  • The following items now stack: "Sand", "Jellyfish", "Odd Tubers", "Bee Larvae", "Lake Snail", "Forest Snail", "Odd Honeycomb", "Toad", "Frog", "Bark Cordage" (additionally made "Bark Cordage" count as "Wicker") and all types of Hair (Aurochs, Badger, Squirrel).
  • Fixed a bug by which one could not pave the tiles immediately in front of the Stonehut door, reported here.
  • Can put "Sly Ear of the Fox" in "Hide" stockpiles.
  • "Fishwrap" only requires 1 "Fruit".
  • One must now have seen "Bar of Bronze, Iron, or Steel" in order to learn the "Cellar Recipe". This was a bit of a trap before, as the cellar could be built, but not excavated, by someone with only soft metal.
  • Made the "Fireplace" inventory 3x3, rather than 2x2.
  • Redrew "Wall Shelf", "Frying Pan", "Retort", "Mortar & Pestle", "Alchemy" and "Clothes & Equipment" icons in 4x resolution.
  • Casting molds now present their cooling time in their recipe tooltip, and you can also inspect molds to find out how much time there is left until they cool.
  • Mannequins can now, when empty, be removed from their stands and carried away separate from them.

Image
The mad hatter in me has gone fishing for a spell, after all the world reset hattery, but I'm sure you can think of ways to support the game even so, if you liked what we did here. Thank you to all those of you who already have!

In the Pipe
-----------------------
  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

UPDATE YOUR CLIENTS... and merge the new hot attribute modifier codes.

Enjoy!


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Re: Game Development: Leaning Tooltip

Postby PonyStew » Fri Nov 22, 2024 1:15 am

menillos wrote:
jorb wrote:We've been developing, and here's what's new.

Image

New Implementations
-----------------------
  • Added proper attribute/ability modifier tooltips! Hovering over a modified attribute/ability will now present the source(s) for any bonii/malii applied to them. About time!
  • Added "Ship-in-a-Bottle", curiosity.
  • Added "Rat Hat", a hat with a nice long tail crafted using "Caverat" stuff. (Not to be confused with the by now ancient storehat "Rat Hat", btw).
  • Added "Lean Against", emote, unlocked by "Yeomanry". Character appears to lean against an object with relaxed indifference. Slaem & Hearth confirmed!
  • Added a new experience.
  • Significantly reworked an old piece of graphics to introduce a bit of an easter egg/fun mechanic. Find it if you can!

Key Fixes
-----------------------
  • Added/extended support for allowing items held on the cursor to affect the character model, thus, when holding "Branding Irons" or "Firebrands" on the cursor, the character will now visually appear to hold those. Likewise, holding a "Torch" or "Lantern" on your cursor will make those visually appear, or remain, equipped on the player model.
  • Characters should now respond properly to right-click/interact type actions when standing ready near a ridge/cliff, hopefully making them feel somewhat less magnetic.
  • Lanterns, Ropes, Waterskin, Waterflask, Glass Jug and Keyring are all now equippable in the pouch slots added last patch.

Small Fixes
-----------------------
  • Action Menu Cleanup. I have significantly reworked, moved, and subdivided menus, primarily under the "Craft" and "Build" submenus, with one of the primary objectives being to abolish the "Odds & Ends" category. Some notable changes.
    • Removed "Odds & Ends" submenu.
    • "Waterflask", "Water Skin" and "Glass Jug" moved to new category "Vessels & Liquids" under "Clothes & Equipment".
    • "Cheese Tray", "Frying Pan", "Grid Iron", Cookie Cutters, "Pickling Jar", "Roasting Spit" and "Sap tap" all moved to new category "Craft"->"Clothes & Equipment"->"Tools"->"Cooking Utensils".
    • "Pack Rack" & "Saddlebags" moved to "Packs & Sacks" crafting submenu.
    • Made "Kuksa" and "Leaf Cup" weak symbel items and moved them to the "Cups, Mugs, Glasses & Goblets" crafting submenu.
    • Made "Snowball" a weak curiosity and moved it to the "Toys" crafting submenu.
    • Renamed "Furniture" to "Furniture & Decorations".
    • Renamed "Signs & Display" to "Signs & Flags".
    • Added new category "Decor & Display" under "Furniture & Decorations" and moved to it: The "Signs & Flags" submenu, along with "Bell Fountain", "Carpet", "Glass Display Case", "Hatrack", "Mannequin", "Skullpole" and "Snowman".
    • Moved "Postbox" to "Furniture & Decorations".
    • Moved "Grave Cairn" and "Runed Dolmen" to "Buildings & Constructions".
    • Moved "Brazier", "Candelabrum", "Hookah", "Lantern Hanger", "Lantern Post", "Lantern Stand", "Pumpkin Lantern", "Snow Lantern" & "Torchpost" to new category "Build"->"Furniture & Decorations"->"Light & Fire".
    • Added new category "Build"->"Farming & Animals", and moved to it: "Food Trough", "Hitching Post", "Mound Bed" and "Trellis".
    • Subdivided the "Containers" menu with subcategories for liquid containers/boxes/baskets/chests
    • Moved "Parchment" from "Odds & Ends" to "Processing & Materials".
    • Moved "Mask of the Green Man" and "Goat Mask" to "Hats & Headwear".
  • Added proper light sources and vfx to "Village Idol" and "Ancestral Shrine". Prty c00l. Further, characters should now use the "Casting Hearth Magic"-animation when founding villages.
  • The following items now stack: "Sand", "Jellyfish", "Odd Tubers", "Bee Larvae", "Lake Snail", "Forest Snail", "Odd Honeycomb", "Toad", "Frog", "Bark Cordage" (additionally made "Bark Cordage" count as "Wicker") and all types of Hair (Aurochs, Badger, Squirrel).
  • Fixed a bug by which one could not pave the tiles immediately in front of the Stonehut door, reported here.
  • Can put "Sly Ear of the Fox" in "Hide" stockpiles.
  • "Fishwrap" only requires 1 "Fruit".
  • One must now have seen "Bar of Bronze, Iron, or Steel" in order to learn the "Cellar Recipe". This was a bit of a trap before, as the cellar could be built, but not excavated, by someone with only soft metal.
  • Made the "Fireplace" inventory 3x3, rather than 2x2.
  • Redrew "Wall Shelf", "Frying Pan", "Retort", "Mortar & Pestle", "Alchemy" and "Clothes & Equipment" icons in 4x resolution.
  • Casting molds now present their cooling time in their recipe tooltip, and you can also inspect molds to find out how much time there is left until they cool.
  • Mannequins can now, when empty, be removed from their stands and carried away separate from them.

Image
The mad hatter in me has gone fishing for a spell, after all the world reset hattery, but I'm sure you can think of ways to support the game even so, if you liked what we did here. Thank you to all those of you who already have!

In the Pipe
-----------------------
  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

UPDATE YOUR CLIENTS... and merge the new hot attribute modifier codes.

Enjoy!


if you needed a hat you could have asked me


On a more serious note, community contributed hats would be great.
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Re: Game Development: Leaning Tooltip

Postby Slaveboy29 » Fri Nov 22, 2024 3:57 am

The_Lich_King wrote:
Slowwalker wrote:
I have a solution! Drinking water during battle should be prohibited. Or at least add a big cooldown on the ability to drink after using any move.


The issue with this is that if someone locks you in combat, you wouldn't be able to use water to get away and non-aggroed people who can use water could use all manner of grief to prevent you escape.

If we went with the cooldown strategy then it would make the water meta even worse because you'd have to run your opponent out of water before using any abilities at all.

Drinking water should stun you. People drink water a lot in fights and this is bad. Stand still so I can b12 cleave you!!!
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Re: Game Development: Leaning Tooltip

Postby ctopolon4 » Fri Nov 22, 2024 4:18 am

rework credos! waiting grapes sucks
remove drinking, my drinking button broke
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Re: Game Development: Leaning Tooltip

Postby sMartins » Fri Nov 22, 2024 12:26 pm

Amazing the mist hovering where the falls break, I don't think it was there before, when was it added?
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Re: Game Development: Leaning Tooltip

Postby Kaios » Fri Nov 22, 2024 1:16 pm

sMartins wrote:Amazing the mist hovering where the falls break, I don't think it was there before, when was it added?


I'm not sure exactly but jorb mentions it in the World 16 announcement thread.

jorb wrote:We finally took the time to do something about graphically representing water falls in World 15, and that was pretty nice.


I agree, they definitely look really great. Sailing up/down mountains feels a lot better when you're going over the falls and the portions that are more horizontal rather than vertical look like actual rapids. Still looks a bit silly sometimes when you're sailing up an entirely vertical waterfall but the animations/graphics themselves are very well done.
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