Game Development: Seaworthy Movement

Announcements about major changes in Haven & Hearth.

Game Development: Seaworthy Movement

Postby jorb » Sun Feb 28, 2021 9:21 pm

We've been developing, and here's what's new.

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New Implementations
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  • Added a "Seaworthiness" meter, active while on Ships (Knarrs & Snekkjas), displaying how much damage the vessel has currently taken. We debated adding it to rafts, dugouts, and rowboats, but decided against it since it would be useless info most of the time, but feel free to opine otherwise.
  • Hearth Magic tooltips now try to present costs dynamically where applicable, so bonuses and cost increases (e.g. cheaper Hearth Magics bonus from Mystic credo, increasing cost from contemplation) should now be accounted for when presenting the cost.

Key Fixes
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  • Fixed a problem with follow movements causing jittery movement, for example when pulling a cart after a horse. Looks much nicer now.
  • Probably fixed a long-standing issue with the saving of maps on windows machines, occasionally causing map segments to fail to save due to file locks.
  • Redrew the character statusbar meters, and the speedometer, to 4x resolution, to better support UI scaling.

Small Fixes
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  • Natural wonders should no longer display double map icons. The minimap object icon can now be interacted with the usual right-click, and the marker icon on the world map can be left or right clicked for marker or object interactions. Not 100% sure on the ideal function here, as there is a bit of a conceptual mismatch between minimap icons and marker icons in terms of when you want to see them and how you want to interact with them. Clicking the marker icon, for example, selects the entry in the marker list, while clicking the object icon opens the flower menu to interact with the object (i.e. pick stuff from it and the like). Could perhaps be better unified still.
  • You can now shift-ctrl-right-click to add all items of a suitable type to a map object, for example: Add all coal in inventory to a smelter. Add all woodblocks in inventory to a tarkiln. Add all fuel (branches, woodblocks &c) in inventory to a fire. Essentially this translates as an exhaustive repeat of a shift-right-click.
  • Fixed a bug with Churn quality being calculated wrong.
  • Gooseneck Barnacles can now be put in Creels.

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As always, if you liked what we did here: Support the patch.

Today's Patch Items, for the fair price of $9, is the "Tombstone Stetson".

Store Description wrote:Image$9 Recalling untimely death, and smelling of gunsmoke from some forsaken corral.


All Gold subscribers have been awarded the "Tombstone Stetson", free of charge.

In the Pipe
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  • We are working on a bigger implementation. Might be a few weeks.
  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

UPDATE YOUR CLIENTS... for the map icon fixes.

Enjoy!
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Re: Game Development: Seaworthy Movement

Postby shubla » Sun Feb 28, 2021 9:21 pm

We are working on a bigger implementation. Might be a few weeks.

But what is it? Give even a hint!
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Re: Game Development: Seaworthy Movement

Postby shubla » Sun Feb 28, 2021 9:33 pm

Added a "Seaworthiness" meter, active while on Ships (Knarrs & Snekkjas), displaying how much damage the vessel has currently taken. We debated adding it to rafts, dugouts, and rowboats, but decided against it since it would be useless info most of the time, but feel free to opine otherwise.

One that comes to my mind is that if one accidentally boats to the ocean with a rowboat or such he can see the seaworthiness quickly drop and then just may survive from accidental drowning.

You can now shift-ctrl-right-click to add all items of a suitable type to a map object, for example: Add all coal in inventory to a smelter. Add all woodblocks in inventory to a tarkiln. Add all fuel (branches, woodblocks &c) in inventory to a fire. Essentially this translates as an exhaustive repeat of a shift-right-click.

One of the bestests additions in a long time by far!

But did you consider that sometimes people don't want ALL of the items to go in. Like often people want 12 coals go in smelter instead of them all? Or 4 branches in an oven.
One possible fix for this would be that you could configure for each smelter etc. object an upper bound to which the smelter is filled when shift+ctrl+rightclick is used? Not sure on precise UI but I think it would be a neat way to pretty much solve the issue.
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http://i.imgur.com/CRrirds.png?1
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Re: Game Development: Seaworthy Movement

Postby BoxingRock » Sun Feb 28, 2021 9:33 pm

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"Not to say that we're in any way perfect, but for the most part, what you call "lack of communication" is simply reflective of how we develop." - loftar
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Re: Game Development: Seaworthy Movement

Postby Ciego » Sun Feb 28, 2021 9:36 pm

(Edit)

It's OUR job to learn to play the game, and use what is given to us.
Last edited by Ciego on Mon Mar 01, 2021 12:21 am, edited 5 times in total.
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Re: Game Development: Seaworthy Movement

Postby loftar » Sun Feb 28, 2021 9:37 pm

shubla wrote:One that comes to my mind is that if one accidentally boats to the ocean with a rowboat or such he can see the seaworthiness quickly drop and then just may survive from accidental drowning.

Indeed that is one of the stronger arguments for it, but it is also true that 99% of the time spent in a rowboat is not trying to cross the sea, in which case it will be almost entirely redundant, and you do after all get a message about ship damage when going into the high seas.

Ciego wrote:You chose shft+ctl+rclk instead of shft+alt+rclk.

Duly noted. Not sure why the departure from consistency(?)

As far as I'm aware, that is the consistent UI, since Alt is hardly used for anything else, and Ctrl-Shift is on the other hand used to transfer all items of a type between inventories, or am I missing something?
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Re: Game Development: Seaworthy Movement

Postby oloth » Sun Feb 28, 2021 9:43 pm

thanks for the quick fix for the churn quality bug! 8-)
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Re: Game Development: Seaworthy Movement

Postby strpk0 » Sun Feb 28, 2021 9:46 pm

loftar wrote:Indeed that is one of the stronger arguments for it, but it is also true that 99% of the time spent in a rowboat is not trying to cross the sea, in which case it will be almost entirely redundant, and you do after all get a message about ship damage when going into the high seas.


Maybe only show it while crossing high seas then? It would be nice to have an easier cue to tell how long you have to get out of high seas. The slight red hue that gets applied to damaged boats is (depending on the material of the boat) kind of hard to see.

Also, despite the message there is not much graphical difference other than the minimap tiles between dangerous high seas tiles and safe ones, so this could be a clear indicator that your boat is currently being damaged.
Last edited by strpk0 on Sun Feb 28, 2021 9:49 pm, edited 1 time in total.
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Re: Game Development: Seaworthy Movement

Postby captainmorgan » Sun Feb 28, 2021 9:46 pm

Can you make it so we can add commands via run time arguments so we don't have to type :command for every command every time we open the game?
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Re: Game Development: Seaworthy Movement

Postby jorb » Sun Feb 28, 2021 9:48 pm

strpk0 wrote:The slight red hue that gets applied to damaged boats is (depending on the material of the boat) kind of hard to see.


Would be kind of funny if there was a trail of black smoke after them when damaged.
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