Building in-game Idea (Aesthetic)

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Building in-game Idea (Aesthetic)

Postby Fenrier » Fri Jun 14, 2013 3:05 am

I was thinking, and I don't know if this has been suggested before, I didn't see anything immediately stating it, but....

What if as you were building things, the physical appearance of the structure/item would show it steadily developing until it reached the finished product. Not only would this help with identifying the dimensions of say, a stone mansion, for navigational purposes, it would also be kinda neat to see.
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Re: Building in-game Idea (Aesthetic)

Postby dragonxkai » Fri Jun 14, 2013 3:12 am

Fenrier wrote:I was thinking, and I don't know if this has been suggested before, I didn't see anything immediately stating it, but....

What if as you were building things, the physical appearance of the structure/item would show it steadily developing until it reached the finished product. Not only would this help with identifying the dimensions of say, a stone mansion, for navigational purposes, it would also be kinda neat to see.

They'd have to take the code that manages construction and modify the signpost sprite so when building it changes sprites... On a percentage value most likely.

Then again, if we can have a base 'construction sprite' instead of a signpost, it'd look better, but will take additional work to create more art and to implement it on a existing working mechanic.

Like houses, you got 3 stages for 3 types then. That's 9 different sprites someone would have to draw.

A quicker fix, with a less aesthetic is to replace the signpost with a 'construction area' that looks like a 'fenced area' with wood and supplies littering the inside of it. A 'construction yard' in a way.

This is so you only need to make one stage for the 'construction' state, and it also makes it useful when stone mansions don't have invisible walls for once and looks like a area under construction.

If said structure is a 3.2x3.2, you use a 3x3 sized construction sprite (log cabin).
If it's a Timberhouse, you use a 5x5 construction sprite.
If it's a stone mansion you used a 7x7 construction sprite.

You can also implement this to other structures of similar sizes, like mine holes, and construction based structures.
Kilns and Ovens are built with clay and brick so they don't really have a 'construction area' since they are more of a machine than a structure.

Then again, in regards to modding and custom clients, I wonder if it's technically possible to change the art client sided so the signpost that is used for all construction, becomes it's own sprite for every different choice.
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Re: Building in-game Idea (Aesthetic)

Postby Fenrier » Fri Jun 14, 2013 3:39 am

dragonxkai wrote:
Fenrier wrote:I was thinking, and I don't know if this has been suggested before, I didn't see anything immediately stating it, but....

What if as you were building things, the physical appearance of the structure/item would show it steadily developing until it reached the finished product. Not only would this help with identifying the dimensions of say, a stone mansion, for navigational purposes, it would also be kinda neat to see.

They'd have to take the code that manages construction and modify the signpost sprite so when building it changes sprites... On a percentage value most likely.

Then again, if we can have a base 'construction sprite' instead of a signpost, it'd look better, but will take additional work to create more art and to implement it on a existing working mechanic.

Like houses, you got 3 stages for 3 types then. That's 9 different sprites someone would have to draw.

A quicker fix, with a less aesthetic is to replace the signpost with a 'construction area' that looks like a 'fenced area' with wood and supplies littering the inside of it. A 'construction yard' in a way.

This is so you only need to make one stage for the 'construction' state, and it also makes it useful when stone mansions don't have invisible walls for once and looks like a area under construction.

If said structure is a 3.2x3.2, you use a 3x3 sized construction sprite (log cabin).
If it's a Timberhouse, you use a 5x5 construction sprite.
If it's a stone mansion you used a 7x7 construction sprite.

You can also implement this to other structures of similar sizes, like mine holes, and construction based structures.
Kilns and Ovens are built with clay and brick so they don't really have a 'construction area' since they are more of a machine than a structure.

Then again, in regards to modding and custom clients, I wonder if it's technically possible to change the art client sided so the signpost that is used for all construction, becomes it's own sprite for every different choice.


Now that I think about it, it would probably actually be easier to just do it for yourself in a mod. I just wanted to see if they might bite, as they are already changing the code almost constantly lately :P

I definitely think that at least the idea of the construction site would be great cause it would show dimensions and give that same aesthetic appeal for players. The three stage thing would help others also realize that you're not there to steal their building materials, should you feel the sudden urge to save them their own time by doing them a favor.
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Re: Building in-game Idea (Aesthetic)

Postby DDDsDD999 » Fri Jun 14, 2013 6:40 am

Would take too much effort to draw all of those.
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Re: Building in-game Idea (Aesthetic)

Postby SuperNoob » Fri Jun 14, 2013 6:44 am

dragonxkai wrote:A quicker fix, with a less aesthetic is to replace the signpost with a 'construction area' that looks like a 'fenced area' with wood and supplies littering the inside of it. A 'construction yard' in a way.

This is so you only need to make one stage for the 'construction' state, and it also makes it useful when stone mansions don't have invisible walls for once and looks like a area under construction.

didn't I post this in a thread as a reply to something you posted? glad you liked the idea :mrgreen:
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Re: Building in-game Idea (Aesthetic)

Postby g1real » Fri Jun 14, 2013 5:41 pm

DDDsDD999 wrote:Would take too much effort to draw all of those.

Ah, the good old opposing polars.

On one had you have, jorb, on the other, effort.
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Building in-game Idea (Aesthetic)

Postby TeckXKnight » Fri Jun 14, 2013 6:25 pm

DDD is right. It more or less breaks down to economies of time. Drawing lots of art, while pretty, does not satisfy the requests for new content, rebalancing old content, and structuring the game forward. While having a nicety like this is something we all would appreciate, I don't think anyone is going to blame the devs for trying to make combat and siege work over adding a few more sprites to buildings. =)
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Re: Building in-game Idea (Aesthetic)

Postby miraclew » Sun Jun 16, 2013 5:50 am

Less time consuming way to add this would be to change the X on building signs to a little white bar for 25%, 50%, and 75%. Then the community can make their own sprites to replace the sign ones. It would be a decent fluff change but pretty low on the priority list.
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