Game Development: Setting Icons

Announcements about major changes in Haven & Hearth.

Game Development: Setting Icons

Postby jorb » Sun Oct 18, 2020 8:58 pm

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

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New Implementations
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  • Added "Icon Settings". By the minimap, there is now a new button opening an interface for toggling minimap icons on or off, which includes the ability to toggle icons for trees, boulders, and bushes. The list is populated as you discover icons by moving through the world, and trees, boulders, and bushes are off by default. The list is searchable, but uncategorized.
  • The list as such, though not your particular settings, are kept server side, and you keep it if you clear your java cache or start playing on another computer, or whatever.
  • The list is kept per account, rather than character, so all characters on a specific account share their icon list, and it should persist over world resets and the like.
  • Added, fwiw, quick and dirty icons for all trees and bushes. Boulders use their corresponding stone icon.
  • We added an ugly hack to the protocol to prevent custom clients from flooding over with tree and bush icons.

Key Fixes
-----------------------
  • Redid the button elements over the minimap window, and they should now have better fidelity in scaled up UIs.

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As always, if you liked what we did here: Support the patch.

Today's Patch Items, for the fair price of $9 is the "Ace of Spades"

Store Description wrote:Image$9 This bowler dreams of high-stakes in smoky rooms, fortune telling from stacked decks, and vengeance, served cold.


All Gold & Silver subscribers have been awarded the "Ace of Spades". free of charge.

In the Pipe
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  • 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.
  • An update to the server-client protocol is the next project in the pipe. It is a relatively limited scope project to allow for better definitions of objects in relation to other objects (E.g. bubbling retort standing on lit tripod burner with variable materials, standing on an Alchemist's table. That kind of stuff). One upside is that it could allow us to add variable materials to tools and equipment. This is necessary for the next project after, namely Object Controlled Objects, which we consider the next major milestone in development.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

Enjoy!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Setting Icons

Postby shubla » Sun Oct 18, 2020 8:58 pm

A whole new look!
Feels like a different game!
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http://i.imgur.com/CRrirds.png?1
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Re: Game Development: Setting Icons

Postby Enjoyment_2 » Sun Oct 18, 2020 8:59 pm

imagine turning all the icons on and trying to see anything on that shit
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Re: Game Development: Setting Icons

Postby shubla » Sun Oct 18, 2020 9:02 pm

Could you give out some plans about which features you plan on doing and not doing to the default client in the future?
So I wouldn't make features to my new client which would overlap the soon-to-be default features?
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I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Re: Game Development: Setting Icons

Postby Infernoimpz » Sun Oct 18, 2020 9:05 pm

I'm glad to see the default client get some more functionality. Good update.
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Re: Game Development: Setting Icons

Postby Zentetsuken » Sun Oct 18, 2020 9:07 pm

everybody wrote: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.


jorb wrote:ICONS!
... but only if you've seen the item before


on the tiny, unresizable minimap




...uncategorized



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Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 9:09 pm

Zentetsuken wrote:ICONS!

Come one now, it's no secret that toggleable minimap icons have also been high on the request list of client features.

Zentetsuken wrote:on the tiny, unresizable minimap

The size of the minimap covers the rendering distance, so it's notlike there are any icons to be seen outside of it anyway, no?
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Re: Game Development: Setting Icons

Postby algorithm » Sun Oct 18, 2020 9:10 pm

loftar wrote:
Zentetsuken wrote:ICONS!

Come one now, it's no secret that toggleable minimap icons have also been high on the request list of client features.


But you made them in the worst way that could imagine...
algorithm wrote:Cape awarded? ;)

jorb wrote:Oh, for sure. Delivery 2022. ;)
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Re: Game Development: Setting Icons

Postby Apocoreo » Sun Oct 18, 2020 9:12 pm

Good update, could use categorization, but functional.

Resizing the minimap as suggested above would be nice, but also a separate feature.

I'm happy you've included this.
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Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 9:13 pm

Apocoreo wrote:Good update, could use categorization, but functional.

We'll consider categorization, but I am curious how useful it is. It seems to me that if you're looking for something, you know what it's called, and you'll go directly to that thing to turn just it on or off.

Apocoreo wrote:Resizing the minimap as suggested above would be nice, but also a separate feature.

I'm curious what the use for this is, when you have the map window. I mean, as I wrote above, the default minimap covers the rendering distance anyway, so I just don't see the reason for wanting to resize it.

It's also worth noting that, for the part of the list only containing things that you've seen previously, there is a toggle to get notification messages when new types are added, so whenever you know what you're looking for, you'll be able to find it that way.
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