Game Development: Rotating Wolfdog

Announcements about major changes in Haven & Hearth.

Re: Game Development: Rotating Wolfdog

Postby Apocoreo » Thu Jan 27, 2022 11:35 pm

Forgot to reply after my last butchering run. I wrote the instant butchering thread. I appreciate the reduction of tedium. Still think it should be instant, as the time to butcher doesn't really add anything to the game but tedium. The time to take to butchering still increases the longer you take to get around to a cull. Also does this even effect hunted animals, who's meat quantity doesn't increase? The hunters, cooks, and farmers fight over who's job it is to butcher.

Still appreciate the improvement to the game.
i like game grumps


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Re: Game Development: Rotating Wolfdog

Postby MagicManICT » Fri Jan 28, 2022 1:30 am

Apocoreo wrote:The hunters, cooks, and farmers fight over who's job it is to butcher.

Amazing!
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Rotating Wolfdog

Postby Phaen » Fri Jan 28, 2022 7:09 am

Pommfritz wrote:plate mail looks like this from behind xd
but also the belt, is it a grand belt? I don't have one

Image

That's a troll belt
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Re: Game Development: Rotating Wolfdog

Postby Pommfritz » Fri Jan 28, 2022 8:52 am

I mean the belt on the other picture I posted before with the naked ass guy lol
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Re: Game Development: Rotating Wolfdog

Postby Phaen » Fri Jan 28, 2022 2:25 pm

Oh, silly me. In that case no idea
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Re: Game Development: Rotating Wolfdog

Postby MadNomad » Fri Jan 28, 2022 7:06 pm

jorb wrote:Added "Wolfdog", sausage


just a few other ones and then you can be proud of yourself

viewtopic.php?f=48&t=72240
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Re: Game Development: Rotating Wolfdog

Postby jorb » Mon Jan 31, 2022 4:03 pm

Missed a patch night yesterday. Sorry about that. Aiming for this week.
"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."

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Re: Game Development: Rotating Wolfdog

Postby noindyfikator » Mon Jan 31, 2022 7:15 pm

jorb wrote:Missed a patch night yesterday. Sorry about that. Aiming for this week.


any spoilers?
W3 - W10 - Hermit / small plots with spruces
W11 - The Friend Zone
W12 - KoA aka Kingdom of Ashes
W13 - Monke
W14 - Alpaca Farm aka Animal Planet
W15 - Whatever Bay - The Greatest Siege Defense Victory in Haven History - https://www.youtube.com/watch?v=KhyUveSeZ0Q
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Re: Game Development: Rotating Wolfdog

Postby Pommfritz » Tue Feb 01, 2022 11:49 am

[*] Knarrs, Snekkjas, Battering Rams and Catapults, should all now refuse movements which require them to rotate into "hard" objects (houses, palisades, war flags, other siege engines, &c), thereby hopefully preventing various shenanigans with overlapping bounding boxes.


Since this update sailing is fucking awkward can you try pulling a whale on land with a Knarr or generally try some sailing? xd If I get blocked on my left side, I can't turn right to avoid the block and I'm stuck in the forwards and backwards lane. when I sail close to a salt pit and it's on the left side of my boat I'm kinda stuck. I think this is becuase the backside can't rotate into the hard object.
Also it won't rotate to inspect stuff ofc.
It's just not smooth idk xd
how about some push out mechanic that moves you out of the wrong area if you got to close?
Suprisingly this doesn't happen when I try to block myself with another boat (I just tested, snekkja vs snekkja).
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Re: Game Development: Rotating Wolfdog

Postby SnuggleSnail » Tue Feb 01, 2022 12:15 pm

Don't listen to him, Jorb. He's trying to trick you into not ruining the entire game to theoretically make realms marginally better, but still a cancerous tumor on the game nobody will ever enjoy.
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