Bloat List

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

Bloat List

Postby Peter » Wed Jun 17, 2009 9:28 pm

In DF terms, a Bloat is some goal or additional item to be added to the program that isn't critical or even major. Something that might not be trivial to add, but would be appreciated by the users. Every so often I've had a few such items I wanted to bring up here, but rather than make several threads, and I'll be adding to this list. You're welcome to add similar items, so far as they are specific wants.

I'm certain that at least a few of these are already planned or suggested, so take those as meaning "I agree".


EDIT: Sorry, totally wrong category... how did that happen? This should be moved to Critiques.
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Beds:
Built of lumber, wool, branches, and cloth, they allow someone to log out while using it. When so logged out, the character gains a very, very gradual HHP restore. Not enough to replace anything else, but so that if you sleep in a bed every day, you tend to keep 1-2 HHP higher than otherwise.

Tables:
Items can be placed on them somehow and removed easily. More of a decoration, but it would look nice in cabins and perhaps provide a "safe" place to put things down without putting them away.

Chairs:
Sitting down gives a faster energy restoration- though it would be odd that you can only sit down on chairs and not on the ground once in a while. May make meals more enjoyable when sitting down. Again, mostly decorative.

Potatoes:
Fills a niche as a cookable plant. A good ingredient for stews.

Berries:
Harvestable berries that give you a big handful or a bucketful of berries. Similar to apples but can only be harvested once or twice.

Woodpiles:
A container that can only hold lumber (blocks, planks, potentially branches and logs), but has a very large capacity, at least one log's worth per pile.

Shelves:
Take up a large space and can't be moved with things in them, but have several large storage spaces in them.

Crates:
Movable, but so large that they drain stamina very quickly; as such, they can't be moved far, only just a few feet at a time, perhaps into and out of a cart. Slightly smaller than chests, but cheaper to make (no metal).

Sheaths:
Worn as a belt, and can hold a sword. Said sword is effectively in your hand for attacks; alternatively, making an attack causes it to hop into your hand and replace whatever you where carrying.

Flooring:
Allow stone or wood floors to be built in cabins using the appropriate resource. Chunks for individual tiles or planks for several, or stone chips to floor tiles.

Fireplaces:
Little more than formalized fires, these have a few advantages to an adventure->fire. You can stack fuel in them that lasts longer, they provide light longer (though in half the area), and cook faster. Plus presumably they'd keep you warmer than a simple open fire.

Rideable carts:
Who else wants to set up a nice rickshaw service? Huh? Huh?

Auto-fishing:
If you're fishing, you keep fishing after catching things. Potentially, fishing the same tile for a long time will cause yeild to drop. This will allow fishers to spend more time chatting to buddies while fishing.
Last edited by Peter on Wed Jun 17, 2009 10:26 pm, edited 1 time in total.
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Re: Bloat List

Postby Tahin » Wed Jun 17, 2009 11:47 pm

I agree with everything, except I suggest that the sheathe idea be expanded to the following:

Three new equipment slots: Left belt, right belt, and back. The left and right belt slots would hold one-handed wieldable items, whereas the back slot would be for twohanded items, but would also work for a one-handed item.

Say you have a sword on your belt and an axe and saw in your hands. You choose to attack something with you sword ("Sting" attack). It would juggle your items until your sword was in your hand, essentially. The axe might be put on your belt, and the sword would be moved into your hand. Then you go to chop a tree, and the axe is moved back into your hand and the sword sheathed.

Another possibility (perhaps toggleable by the player) would be to put an item back in the belt slot when it's finished being used. Thus you could keep your sword sheathed until you initiated combat, without having to juggle things between the inventory and equipment menu or manually put it back in the belt slot.

I just think this would be a little more convenient, and I can't imagine it feeling too "cheaty," though the number of extra slots would have to be played around with to find a nice balance. Even one would be useful, as often I want to carry three tools around but need an empty backpack for something. Perhaps you'd need to make a belt out of 2 pieces of leather before you could use them, or something.

There's also the issue of what happens when you have a pickaxe on your back, two items in your hands, and two items on your belt, and want to do some mining.
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Re: Bloat List

Postby Laremere » Thu Jun 18, 2009 12:08 am

I like the idea of a sheathe, it would allow one to carry around their weapon without having it take up inventory space.
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Re: Bloat List

Postby Peter » Thu Jun 18, 2009 12:30 am

Laremere wrote:I like the idea of a sheathe, it would allow one to carry around their weapon without having it take up inventory space.


Also allow for warriors to walk around town without swinging high-tech military hardware around.
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Re: Bloat List

Postby Jfloyd » Fri Jun 19, 2009 2:17 am

Beds would be amazing. Also, shevles would be nice.
They could look like this
X= Storage spot
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