animal tracking

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

animal tracking

Postby ninja_yodeler » Sat Jun 18, 2011 9:21 am

did search this, and read over them, but i think my idea is a bit different :)

for anyone who has played deer hunter 2005 season, you will have a good idea of what im talking about in terms of appearance.

so i think that animals (that will fight back) should leave tracks, seen with hunting and ranging; they would appear as 4 small silver dots taking 2 tiles. they can be seen even without tracking turned on, and can be right clicked to give information by way of pressing "Examine" (or something similar) in a flower menu.

at the lowest per*exp you need to see these, the only info you will get is: the type of animal
at the next increment perc*exp you get: type of animal, and direction
then: type, direction, how long ago
finally :type, direction, time elapsed, level of animal (if thats possible to predict, if not, then im not sure what the last would be)

how would something like this fit in?? in your eyes? :mrgreen:
Phaen wrote:RIP Homicidal Ninja :(
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
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Re: animal tracking

Postby SacreDoom » Sat Jun 18, 2011 2:19 pm

I can imagine a shitload of footprints all over the place spamming up the forests and grasslands looking ugly.

The general idea is good, but it needs to be done right.
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Re: animal tracking

Postby ninja_yodeler » Sat Jun 18, 2011 11:07 pm

hmm, i thought of that to, but i cant think of any way around it, save one set of tgracks per animal for each grid, orone set for every X amount of tiles..


or a different thing, would be have to turn tracking on.. :?:
Phaen wrote:RIP Homicidal Ninja :(
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
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Re: animal tracking

Postby BruThoL » Sun Jun 19, 2011 1:41 am

That's a good idea imo.
Maybe something like animals leaving "scents" each time they've walked 200 tiles.
With a limit of 2 "scents" by animal (the oldest would disappear).

This afternoon, I was thinking about adding wolves which could bd tamed into dogs which can be used (with a rope in hand) for ranging animals/criminals after smelling scents.
Dogs could also be used for defending settlements, attacking anyone who trespass...

We need the hearling's best friend!
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Re: animal tracking

Postby ninja_yodeler » Sun Jun 19, 2011 1:47 am

dogs have been suggested sooo many times before...

but if they were around it would be good for this sorta thing
and the limit of scents would be good.
1 track per animal per grid, as soon as it changes grid, it gets a new track :)
Phaen wrote:RIP Homicidal Ninja :(
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
<3
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Re: animal tracking

Postby Elden » Mon Jun 20, 2011 11:34 am

Wolves posess some big trouble, as they live in herds and are both argessive and mass-aggro...
But i'd like to see dogs too.

As for animal scents: +1. one scent per grid is okay. i'd like to see some bear scents when it runs away.(if it doesnt despawn)
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Re: animal tracking

Postby Grable » Mon Jun 20, 2011 1:35 pm

Add ability to filter tracks and ability to turn on/off animal tracking and it should work.
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