Series of commands?

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

Re: Series of commands?

Postby Jackard » Wed Feb 16, 2011 8:20 pm

There are a few ways to do it, but the simplest would be holding a modifier key such as ALT (which is currently unused) when performing an action. Pressing ESC or a non-modifier action cancels the sequence. Some games also display your readied actions in a queue bar.

This has already been suggested. Of course I don't expect them to ever get around to it, as an interface improvement it is like salt to a slug
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Re: Series of commands?

Postby sabinati » Wed Feb 16, 2011 8:44 pm

cobaltjones wrote:That's all well and good but waypoints currently aren't implemented in H&H at all. Perhaps you'd like to explain how you'd implement waypoints into the current game system as opposed to simply saying "THERE SHOULD BE WAYPOINTS" without giving any other sort of contribution.


http://ringofbrodgar.com/wiki/Milestone
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Re: Series of commands?

Postby cobaltjones » Wed Feb 16, 2011 8:54 pm

sabinati wrote:
cobaltjones wrote:That's all well and good but waypoints currently aren't implemented in H&H at all. Perhaps you'd like to explain how you'd implement waypoints into the current game system as opposed to simply saying "THERE SHOULD BE WAYPOINTS" without giving any other sort of contribution.


http://ringofbrodgar.com/wiki/Milestone

Which is why I asked him for clarification. My understanding of "waypoints" is simply a system similar to that of the roadmaking/milestone system already in the game. However, it appears his use of waypoint is more just a different term for an action queue itself, merely giving your character a series of tasks to complete in order.
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Re: Series of commands?

Postby sabinati » Wed Feb 16, 2011 9:31 pm

the mention of milestones was to illustrate the fact that waypoints exist ingame. they are however, set in stone and immutable, much like a macro, it does one thing repeatedly. an action queue, on the other hand, would allow one to queue up the actions on the fly. for example, when standing directly west of a tree stump, with blueberries directly east of said stump: walk to the tile south of that tree stump, then walk to the tile a few tiles east of the tree stump, then pick those blueberries.
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Re: Series of commands?

Postby Potjeh » Wed Feb 16, 2011 9:34 pm

Hell, you could even chat while you harvest.
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Re: Series of commands?

Postby Jackard » Wed Feb 16, 2011 9:55 pm

cobaltjones wrote:"oh, so like that thing you were saying from your first post"

if you werent such an obvious troll i would question whether you were fucking dense
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Re: Series of commands?

Postby cobaltjones » Wed Feb 16, 2011 10:06 pm

If I'm a troll then prove it. I'm simply asking you questions which you keep failing to answer. I asked you what waypoints were. You linked me to a page which describes a couple dozen different definitions of waypoints in various games. I then asked you to clarify how waypoints would be used in H&H, to which you gave me a generic reply that seems like an interface way to do action queues. (Is this what you mean by waypoints? Are waypoints and the concept of action queues analogous to you or do you have separate definitions for each? I honestly still have no idea what you mean by waypoints since you seem to be so ambiguous about it.)

At least sabatini was able to put the concept into actual game terms. An action queue used for pathfinding during foraging. That's reasonable. That's something I can wrap my head around. Nothing you've posted in this thread has given me any indication of how you would like to see queueing work in the game.

An idea for another action queue which would be nice to have: chopping down a tree and then removing the stump, all in one strand of actions.

See? Was that so hard?
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Re: Series of commands?

Postby Jackard » Wed Feb 16, 2011 10:56 pm

A waypoint is a reference point used for navigation purposes by in-game characters. Most commonly used in strategy games and squad based games.

Movement Waypoint
This is the most basic type of waypoint. Units / characters that are assigned waypoints will move towards them in sequential order, until they reach the final given waypoint.

as stated before, waypoints are any form of queued movement. movement is a type of action.

http://www.thefreedictionary.com/waypoint
http://www.merriam-webster.com/dictionary/waypoint
http://www.answers.com/topic/waypoint
http://www.thefreedictionary.com/way+point

you are either being dishonest or an idiot
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Re: Series of commands?

Postby cobaltjones » Wed Feb 16, 2011 11:05 pm

Thanks. I was unfamiliar with the term and wasn't sure if it were merely a movement thing or if it were more task based.

If that's the case then I really wouldn't see a problem with implementing some sort of "on the fly" milestone system where your character will follow multiple points of movement. Although in all honesty I don't really see the point of it. I run the client at a ridiculous 2560x1440 resolution and even then an entire screens worth of game area is still relatively tiny and would only take me a few clicks and seconds to navigate across.

I was more interpreting the initial topic of "series of commands" as more of a task based system that mimicked the macros that bots use. "Cut tree -> remove stump" being my prior example. The problem is that I don't really see that many real world uses for it that don't eventually lean towards the botting/abuse end of the spectrum, which is why I keep asking for practical examples of the system in use. What tasks are available to be queued? Is "cut tree -> remove stump -> split blocks -> craft item" a reasonable series of commands? Or is that too overpowered? Where exactly would stuff like this be used.

I agree that this game is a horrible clickfest, but I can't really see a way to implement stringing commands together that would work correctly.
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Re: Series of commands?

Postby themendios » Fri Feb 18, 2011 1:45 am

An action queue would rock.

cobaltjones wrote:I agree that this game is a horrible clickfest, but I can't really see a way to implement stringing commands together that would work correctly.

Harvest, harvest next without having to wait for the first one to finish. It works fine in many games with clickable interactions, in fact it's so standardized I could tell you with almost absolute certainty to hold shift to queue the second one. Nobody has given you an example because it's painfully obvious to anyone who can think of 2 separate action in a row in a game that offers hundreds of possible actions.
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