Game Development: UI Scaling

Announcements about major changes in Haven & Hearth.
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Nightdawg
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Joined: Fri Feb 28, 2020 12:31 am

Re: Game Development: UI Scaling

Post by Nightdawg »

jorb wrote: There are, for example, several features that you may think critical (turning off day/night cycle, replacing every rendered object with a bounding box indicator, flattening the terrain entirely, drawing movement vectors) that are just too ugly for us to consider including in the default client.
Those are advanced settings that are not turned on by default in custom clients, but are really useful. They're just like the the "bad" camera (used by probably 90% of the players), but you can actually turn it on without using a secret command in a secret console that doesn't even have a background window (just to obfuscate it even further if you open it by mistake) and uses text on a bright background (unless it's night).
jorb wrote:I also have to say that I think its somewhat of an unwinnable battle. A custom client will always and by definition be what we have, and then some.
I don't think there is someone who doesn't agree to this, but that doesn't mean you shouldn't add some QoL features that are considered standard by players in all clients. Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.

I agree that most things used by players that get past the q20 bronze sword hermit stage break the immersion, but you have to keep in mind that this is a video game, and me using those features on my client won't break the immersion for the larper sitting next to me, at his computer, using his own client settings.

Can you even imagine mining tiles with a q200 pickaxe and 1.4k str, one by one, while having to look at the mining support and distinguish the 3 slightly different shades of red, and going back to repair it when the right shade is on it? Does the default client even have column radius? Doesn't that radius break immersion?
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
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loftar
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Re: Game Development: UI Scaling

Post by loftar »

valeriesusanne wrote:...but I STILL crash - on vanilla (the big red play button) - when I open certain cabinets (specifically the one loaded with curios :cry: )
You're having this error. More information over there.
valeriesusanne wrote:(btw - to whom is the error reported?)
To me.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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dafels
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Re: Game Development: UI Scaling

Post by dafels »

Disregard all the feedback(especially the negative feedback), it is just random noise 90% of times, there will be always people that won't like whatever you do for the game. Including me ¦]
Sad to see you guys trying to argue with them...
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valeriesusanne
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Re: Game Development: UI Scaling

Post by valeriesusanne »

Thank you so much, Loftar (et al) for the feedback. I'm never sure if a problem I'm experiencing is something I have any control over (ie, my end or your end). I really do appreciate the help - navigating this forum can be daunting :shock:
"He doesn't understand. Explain as you would a child." General Roth'h'ar Sarris
mvgulik
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Joined: Fri May 21, 2010 2:29 am

Re: Game Development: UI Scaling

Post by mvgulik »

> there are at least a couple of core custom features we are looking to most likely implement.

1) Grid line toggle.
2) Bounding box toggle.
...
x) More normal/readable font.

Without the first 2, its custom client only for me.

---

:? Image
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czaper2
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Re: Game Development: UI Scaling

Post by czaper2 »

Nightdawg wrote:Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.
That pearl bot thing is just a meme anyways, nobody's every posted a video of one in action.
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Ardennesss
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Re: Game Development: UI Scaling

Post by Ardennesss »

czaper2 wrote:
Nightdawg wrote:Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.
That pearl bot thing is just a meme anyways, nobody's every posted a video of one in action.
lol
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SnuggleSnail
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Re: Game Development: UI Scaling

Post by SnuggleSnail »

Ardennesss wrote:
czaper2 wrote:
Nightdawg wrote:Said QoL features are not pepper bots, pearl (or any other global pool thing that only benefits them) bots, realm building pathfinding bots, or any other sort of bots.
That pearl bot thing is just a meme anyways, nobody's every posted a video of one in action.
lol
lol
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wonder-ass
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Re: Game Development: UI Scaling

Post by wonder-ass »

why bot pearls when you can buy/steal them in bulk from hermits every world because you dominate in the quality grind. you dont have to bot anything whn youre filthy rich ingame through having the highest q in a certain core industry. which is oke its just funny that its such a misconception that everything is botted in a faction.
see homo sexuality trending,. do not do that.
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noindyfikator
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Re: Game Development: UI Scaling

Post by noindyfikator »

because it is

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