Game Development: Pelican Pool

Announcements about major changes in Haven & Hearth.
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linkfanpc
Posts: 2415
Joined: Wed Aug 05, 2015 7:07 pm

Re: Game Development: Pelican Pool

Post by linkfanpc »

New birb, new gilding, new pools, can't complain, quite nice.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn
Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
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springyb
Posts: 695
Joined: Wed Feb 03, 2010 11:39 am

Re: Game Development: Pelican Pool

Post by springyb »

jorb wrote: [*] It really has been too long, thus: Added "Pelican"s, ocean birbs, spawning in small flocks on or near oceans.
https://www.youtube.com/watch?v=XnLguForuh4
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hektor96643
Posts: 57
Joined: Fri Mar 18, 2016 6:37 pm

Re: Game Development: Pelican Pool

Post by hektor96643 »

not just a bird, but a BIG BIRD!
love it.
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loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Pelican Pool

Post by loftar »

shubla wrote:Could you explain how the old pools actually worked like?
I'm sure that many people would be curious to know that.
Quite a simple mechanic, I don't think it ever was a secret. There was a global structure for each pooled foregable that kept track of an imaginary number in the pool, and a maximum number. Think of it as it being possible for 500 bluebells (made-up number, I don't remember what it actually was), and each time a bluebell was picked, one was subtracted from the number of bluebells in the pool. The remaining number as a fraction of the maximum number was then used to modulate the chance of the forageable in question actually spawning, and the number filled up over time at some particular rate.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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IngloriouslyBad
Posts: 148
Joined: Tue Feb 02, 2016 9:21 am

Re: Game Development: Pelican Pool

Post by IngloriouslyBad »

Nice, new use for snakes. Now how about otters xD so useless

Pickaxe melee when?
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VDZ
Posts: 2766
Joined: Sun Jul 17, 2011 2:27 am

Re: Game Development: Pelican Pool

Post by VDZ »

The server appears to have crashed :(
The server last talked to me at Sun May 2 22:33:52 2021 (UTC).
That was quick.
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shubla
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Game Development: Pelican Pool

Post by shubla »

Whenever you enter an Action Menu submenu using the scripted hotkeys, the hotkeys for all actions under that menu are shown over the icon, making it hopefully somewhat simpler to browse around without having to use the mouse.
What the heck is action menu, I dont understand.
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linkfanpc
Posts: 2415
Joined: Wed Aug 05, 2015 7:07 pm

Re: Game Development: Pelican Pool

Post by linkfanpc »

Crashed while our anthill dungeon was finished and quaking with us inside, Jorbtar plz...
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn
Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
User avatar
Nomuza
Posts: 7
Joined: Mon Apr 09, 2012 4:46 pm

Re: Game Development: Pelican Pool

Post by Nomuza »

Finally, large birb.
Landscaping is an ADVENTURE!
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Lightning2
Posts: 662
Joined: Mon Aug 10, 2009 12:26 pm
Location: Sodom

Re: Game Development: Pelican Pool

Post by Lightning2 »

Found a glimmermoss within a second in the cave nearby now.

Aside from, crashing directly next to it ofcourse.

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