Game Development: Fluid Incline

Announcements about major changes in Haven & Hearth.

Game Development: Fluid Incline

Postby jorb » Wed Nov 30, 2022 11:57 pm

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

Image

New Implementations
-----------------------
  • Reworked the map offset handling.
    • Most any carryable object can now be placed in shallow water, and be appropriately offset against the sea/lake/river-bed, rather than e.g. rest on the water surface.
    • Normal items can now be dropped in shallow water, and appear as resting on the sea/lake/river-bed, much as if they were simply lying on the ground. If/when items decay away from shallow water, they will be washed away to the pool of items lost in water as per usual.
    • Many objects now visually apply the incline of the tile they are standing on: Containers, Skis, Kicksled, &c&c. Pretty neat. Feel free to suggest others.

Key Fixes
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  • Buffed the minimum output from "Mound Bed"s.
  • Redrew some icons under the "Build" menu of the Action menu, specifically: "Buildings & Construction", "Containers", "Furniture", "Production & Processing" and "Siege Equipment" in 4x resolution.

Small Fixes
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  • Added error message when attempting to plant in an unwatered "Mound Bed".
  • Proper soft sound when walking on Woodchip tiles.

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 "Observatory Hat".

Store Description wrote:Image$9 A telescope aimed at the night sky, ever searching for distant stars.


All Gold subscribers have been awarded the "Observatory Hat", 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.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

UPDATE YOUR CLIENTS... for the map offset stuff to work.

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: Fluid Incline

Postby Austinh15 » Thu Dec 01, 2022 12:02 am

jorb wrote:Proper soft sound when walking on Woodchip tiles.[/list]


My life is complete. I may rest now.
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Re: Game Development: Fluid Incline

Postby SlicingTheMoon » Thu Dec 01, 2022 12:03 am

noice
Always working on intelligent Village Designs.
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Re: Game Development: Fluid Incline

Postby cb111 » Thu Dec 01, 2022 12:04 am

excellent thanks.

this will be an ocd nightmare, however
Many objects now visually apply the incline of the tile they are standing on: Containers, Skis, Kicksled, &c&c. Pretty neat. Feel free to suggest others.
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Re: Game Development: Fluid Incline

Postby Sany_CZ » Thu Dec 01, 2022 12:09 am

Now you need to level tanning fluid surface, it should not be inclined.
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Re: Game Development: Fluid Incline

Postby Teacwr » Thu Dec 01, 2022 12:10 am

Good update!
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Re: Game Development: Fluid Incline

Postby axus » Thu Dec 01, 2022 12:17 am

I dropped a bucket of water over the shallows, it's resting on the surface of the water. I can see a little shadow under it on the lakebed.
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Re: Game Development: Fluid Incline

Postby axus » Thu Dec 01, 2022 12:20 am

axus wrote:I dropped a bucket of water over the shallows, it's resting on the surface of the water. I can see a little shadow under it on the lakebed.


OK I screwed up the testing again. The patch note says "Restart your client", you have to close the Haven & Hearth app and restart it to get the effects. Now bucket is where it should be.
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Re: Game Development: Fluid Incline

Postby clio » Thu Dec 01, 2022 12:24 am

Normal items can now be dropped in shallow water, and appear as resting on the sea/lake/river-bed, much as if they were simply lying on the ground.


So does this mean we can now pick up dead swans after killing them comfortably from a ship in shallow water?
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Re: Game Development: Fluid Incline

Postby axus » Thu Dec 01, 2022 12:37 am

The client does take longer to load resources when going through doors, mineholes, etc. Just a split second, but I'm noticing "Building map (queued)" which I didn't really before.
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