Game Development: Lights in the Dark

Announcements about major changes in Haven & Hearth.

Game Development: Lights in the Dark

Postby jorb » Sun Oct 30, 2022 10:17 pm

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



New Implementations
-----------------------
  • Implemented zoned lighting. By partitioning the render space into small units, we have constructed a lighting model which allows for significantly more light sources, with each light source only affecting a distinct subset of the pixels rendered. Pretty neat.
  • Zoned lighting is a video setting, so if you have any problems with it, you can go back to the old global lighting should you so desire. Also added a "Light Source Limit"-slider which can be used both with the old global lighting model, and the new zoned lighting model. In the former case, it specifies number of lightsources total, and, in the latter case, the number of light sources per zone. Actual light sources in the game beyond the limit will be ignored. For reference, the global limit used to be three light sources plus the sun/moon (i.e. 4), quite simply.
  • Added "Lantern Post": A Rope can be tied between two Lantern Posts. Hold a Rope and Right-Click the Lantern Posts, between which you wish to tie the Rope, in sequence, to tie it. Lanterns can, in turn, be hung on the tied rope. Note that you can have multiple ropes connecting to a single post, so a pretty tangled weave it can become.
  • Added "Spherical Parchment Lantern" and "Rectangular Parchment Lantern". Both are crafted from pigments, and the colors they shine in are determined by the pigment used. You can also put sketches on them, should you so desire. They cannot be used to light things, but burn for about an RL week without refuling.
  • Honestly, it's very cool.

Key Fixes
-----------------------
  • Implemented the change to a change in last week's patch mentioned here. The helmsman of a ship can now Right-Click a knocked out passenger and "Maroon" them, evicting them from the ship. This action can only be performed in shallow water. Passengers are no longer auto dismounted when knocked out.

Small Fixes
-----------------------
  • Village Idol should now allow flattening of the tiles to the left and right of it.

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

Today's Patch Item, for the fair price of $9 is the "Spider Clown's Hat".

Store Description wrote:Image$9 Laughing maniacally as it conspires to weave its tangled web around the whole circus.


All Gold subscribers have been awarded the "Spider Clown's Hat", free of charge. Happy Halloween!

In the Pipe
-----------------------
  • Thinking a fair bit about making winter a smoother experience.
  • 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?

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
User avatar
jorb
 
Posts: 18263
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Lights in the Dark

Postby ekzarh » Sun Oct 30, 2022 10:18 pm

Le Toucan has arrived!

Jokes aside - nice, thanks
User avatar
ekzarh
 
Posts: 323
Joined: Tue Dec 20, 2011 9:42 pm

Re: Game Development: Lights in the Dark

Postby Audiosmurf » Sun Oct 30, 2022 10:18 pm

lantern.................
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
User avatar
Audiosmurf
 
Posts: 2001
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Game Development: Lights in the Dark

Postby 524u » Sun Oct 30, 2022 10:20 pm

Yooooooo, party time
B)
User avatar
524u
 
Posts: 86
Joined: Wed Nov 17, 2010 2:23 pm

Re: Game Development: Lights in the Dark

Postby deflegmator » Sun Oct 30, 2022 10:20 pm

fix the roadstones pls. cntrl dont working anymore, unable to build road in mines
deflegmator
 
Posts: 22
Joined: Thu May 06, 2010 9:32 pm

Re: Game Development: Lights in the Dark

Postby loftar » Sun Oct 30, 2022 10:21 pm

lighting-6.jpeg
lighting-6.jpeg (594.87 KiB) Viewed 6161 times

Fairly spoopy, no?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 8926
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Lights in the Dark

Postby NomadKahn » Sun Oct 30, 2022 10:21 pm

Ooo. Pretty.
User avatar
NomadKahn
 
Posts: 9
Joined: Wed Mar 25, 2020 10:54 am

Re: Game Development: Lights in the Dark

Postby Necrisha » Sun Oct 30, 2022 10:21 pm

jorb wrote:We've been developing, and here's what's new.
[*] Added "Spherical Parchment Lantern" and "Rectangular Parchment Lantern". Both are crafted from pigments, and the colors they shine in are determined by the pigment used. You can also put sketches on them, should you so desire. They cannot be used to light things, but burn for about an RL week without refuling.


Yusss! the longer burn time is fantastic.
Necrisha
 
Posts: 202
Joined: Sat May 27, 2017 7:40 am

Re: Game Development: Lights in the Dark

Postby pbbllt » Sun Oct 30, 2022 10:21 pm

Nice!

But still, please unfix blueprint movement and fix current cachalot tarsink pls.
pbbllt
 
Posts: 48
Joined: Fri Feb 01, 2019 7:01 pm

Re: Game Development: Lights in the Dark

Postby Rador » Sun Oct 30, 2022 10:23 pm

Looking good! :)
Rador
 
Posts: 162
Joined: Tue May 18, 2010 2:51 pm

Next

Return to Announcements

Who is online

Users browsing this forum: Python-Requests [Bot] and 19 guests