Game Development: World 7

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 7

Postby NaoWhut » Tue Jun 04, 2013 5:45 pm

I'm loving the tweaks you made to combat, Jorb
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Re: Game Development: World 7

Postby Chiprel » Tue Jun 04, 2013 5:45 pm

No pick up delay/timer for foragables plx Jorb ;______________;
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Re: Game Development: World 7

Postby g1real » Tue Jun 04, 2013 5:46 pm

jorb wrote:Same UI paradigm. I don't deny that those things make a huge difference, but the fundamentals of the UI are the same.

Updated my post a bit.

It doesn't matter if the fundamentals are the same, the fundamentals are the same compared to World of Warcraft too.

It is the minor details and conveniences that make or break it, in the same way bad or good sound/graphics can make or break it.
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: Game Development: World 7

Postby cobaltjones » Tue Jun 04, 2013 5:46 pm

jorb wrote:Let's reframe the question a bit: Does the UI of, say, Ender's client suck?

Because if it doesn't then the UI paradigm we use is just fine.

It certainly sucks less than the default client, which is kind of the point.
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Re: Game Development: World 7

Postby Sinister_Grim » Tue Jun 04, 2013 5:46 pm

jorb wrote:
burgingham wrote:Lighting, overlapping of different graphics etc are a good start.


Sweet! But if those are the only kinds of things you want changed then by all means use a custom! When people complain about the UI they seem to take issue with the fundamental paradigms of it, and if they do I think they need to offer some better solutions, is all.

If the suck consists in some nifty features missing then, meh.

Default UI is fine and the default client is fine aswell.
For me; I dont need all that kinky custom stuff is makes the game allot more easy and less adventures/survival.

I am not talking about ender anyways I am talking about clients like Rizen,Odin and allot more the ones I cannot name they give huge advantages. Ram indicators with arrows advanced scent systems 1 button push bots and so much more...
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Re: Game Development: World 7

Postby burgingham » Tue Jun 04, 2013 5:47 pm

jorb wrote:
burgingham wrote:Lighting, overlapping of different graphics etc are a good start.


Sweet! But if those are the only kinds of things you want changed then by all means use a custom! When people complain about the UI they seem to take issue with the fundamental paradigms of it, and if they do I think they need to offer some better solutions, is all.

If the suck consists in some nifty features missing then, meh.


Yeh there is probably stuff around the fundamental paradigms that should be changed. I think the whole selecting actions and selecting your environment stuff could be handled differently, it feels slow and clunky...it is however far from trivial to come up with a solution to this.

So does movement itself. Pathfinding not really being a direct part of the UI though I guess. One of the worst things that can happen to me in this game is if I have to move back somewhere I just came from though or if I cancel an action by accident, since it takes so much time and effort to do it again.
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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:48 pm

burgingham wrote:Yeh there is probably stuff around the fundamental paradigms that should be changed. I think the whole selecting actions and selecting your environment stuff could be handled differently, it feels slow and clunky...it is however far from trivial to come up with a solution to this.


See, this is what I'm getting at.
"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: World 7

Postby Arcanist » Tue Jun 04, 2013 5:48 pm

Better organisation for craft menus, like being able to search all things by ingredients and alphabetical. r :Dperhaps the client seeing what's in your inventory and suggesting a recipe. A auto path system, ccustom hotkeys. being able to see all options from the start, but when you try to craft without the skill, it tells you what skills and discoverys you need. And for more of it to be client side rather than server side so that we don't have to wait for lag to do every little thing. I could go on.
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Re: Game Development: World 7

Postby Jackard » Tue Jun 04, 2013 5:49 pm

jorb wrote:(It is nice to see you, banter aside)

same
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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:49 pm

cobaltjones wrote:It certainly sucks less than the default client.


I agree completely. The default client is terrible compared to Ender's. I use Ender's myself.
"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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