No bridge too far

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

No bridge too far

Postby Apocoreo » Mon Feb 21, 2011 1:53 am

Greetings fellow Hearthlings, Mods, Devs (HA! I wish). When I started this lovely game, I was constanly searching for an escape from the wilderness to a village just accross the river. Luckily, I read the wiki on swimming, and promptly avoided it. However, there were no boats available to me. 4 Characters later, I find myself living in a village of roughly 10 people, and having to drag my boat all the way to the river just to go hunting. Bridges again come to mind. Hence, this thread.

So, I thought a skill called bridgebuilding could be added. But I had to ask myself, would bridges block boats, thus allowing someone with a claim around a bridge to basically control a river. Or maybe it reduces water and fish quality due to disturbing the nature ecosystem? I believe that would help carry out the vison of this game, but would result in griefers ruining village's fishing industries. Nevertheless, here is a summary of my thoughts.

Types of bridges:
Board Walkway: For people only, one-square width, decay's very quickly. When swimming is fixed, a chance to fall could be added due to lack of guardrails and balance diffcultlies.
Wooden Walkway: For people only, one square width. Handguards in place, good width, no more falling.
Wooden Bridge: 2 or 3 squares, basically a wooden walkway big enough to pull carts across.
Stone Bridge: A bridge that is very slow to decay.
Drawbridge: Stone-and-steel bridge that can either let boats through or block them.*

*Maybe all walkways block boats and all bridges, save the drawbridge, let the boats through?

To be continued in the second with Pros and Cons summarised.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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Re: No bridge too far

Postby Apocoreo » Mon Feb 21, 2011 1:59 am

Pros:

1. Reduce travel between resouce nodes.
2. Improve realism.
3. Potential alternative to the raft.
4. Greater sense of interconnected-ness.

Cons:
1. Griefers could build them EVERYWHERE, use to reduce fish and water quality
2. Big cities or griefers could use them to control rivers.
3. Greater sense of interconnected-ness. (?)

How to solve for cons:
1. Only allow bridges to be constructed at prime locations, maybe ON high Q water and fish zones, you want consquences, after all.
2. Just don't have them block boats, or maybe make them easily destructable?
3. Well, no helping that, but still, a few cons may be healthy for the game.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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Re: No bridge too far

Postby Jackard » Mon Feb 21, 2011 2:10 am

Apocoreo wrote:When swimming is fixed

What's wrong with swimming?
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Re: No bridge too far

Postby sabinati » Mon Feb 21, 2011 2:34 am

swimming got fixed, 40 con is enough to swim a river now. current code doesn't support the addition of bridges.
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Re: No bridge too far

Postby Apocoreo » Mon Feb 21, 2011 2:40 am

Alright then, maybe in the distant future then, thank you.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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Re: No bridge too far

Postby Truth0 » Tue Dec 27, 2011 5:14 pm

Well there are about a million bridge threads, so I chose this one.

It has been said multiple times that code cannot support bridges (because not being able to support vertical layers? or maybe because you'd have a tile type on top of another (bridge on water)? idk), however, I had an idea a month ago and forgot to share it. I'm sure the devs thought of it already, but if they haven't.... Why can't there be bridge sections (because rivers are of different lengths ofc, so a single set bridge size wouldn't work well) that have no hit detection for people in boats (or swimming)? In this way people on foot can cross over the water (which wouldn't be seen since the bridge will be blocking your view of it, but in reality the water no longer exists) and, again, people in the water can pass through the bridge as if on water like moths can pass through pretty much any object they want. No additional Y layer is needed (such as attics, cellars, or however those work).

Good idea, yes? Probably not a new one, though. Or also impossible with the engine :(
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Re: No bridge too far

Postby MagicManICT » Tue Dec 27, 2011 5:55 pm

sabinati wrote:swimming got fixed, 40 con is enough to swim a river now.


Under 20 for a narrow one, especially if you know the tricks.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: No bridge too far

Postby maze » Wed Dec 28, 2011 9:10 pm

code is an issue....

Or..and i don't say this often...dev being lazy.

a bridge can be coded but it'll be messy with in the code. simple put this game is 2d
but you see 3 side.
so your guy who goes under a bridge will look like he's gone under a tree.
a guy who walk over the bridge will look like he walking over a bed he has sleep'ed in.

The problem is, water code with bridge code.

Working on old game I use to bypass this by
>walk onto bridge
>>player X Value 1
>>player walks around bridge with setting's
>>player X walks off
>player x value set to 0

simple to me...the line of code not really
in HnH you'll have to build a bridge in segments like a wall.
or maybe it that players on bridge and boat will still hit eachother
or if you log off while holding something it will fall onto the river.
:p exploit...there here too

I might be just a grafic;s error that loaf is talking about.
WARNING! MY ENGISH SUCKS.
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Re: No bridge too far

Postby ImAwesome » Wed Dec 28, 2011 9:52 pm

a simpler fix, start point and end points similar to milestones(only parts with a hitbox), you rightclick select cross, your character walks across the bridge that doesn't really exist...
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Re: No bridge too far

Postby Truth0 » Thu Dec 29, 2011 5:18 pm

Yes, I did mean to mention the idea that, if passing "under" the bridge it would be the same as passing "under" a building, tree, etc.

Awesome's idea of teleporting to the other side would work, even if it'd be a bit... bleh.
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