Game Development: Rotating Wolfdog

Announcements about major changes in Haven & Hearth.
User avatar
noindyfikator
Posts: 1478
Joined: Fri Jul 15, 2011 11:10 am

Re: Game Development: Rotating Wolfdog

Post by noindyfikator »

Great patch, thank you for your work
User avatar
MagicManICT
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Game Development: Rotating Wolfdog

Post by MagicManICT »

Love the attention to details and requested features.
Limitless0 wrote:
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.
Which resources exactly are these?
I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now. (Posting this just to get comments from anyone who is still stuck using one of the older clients.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
SnuggleSnail
Posts: 3616
Joined: Sat Oct 12, 2013 4:04 pm

Re: Game Development: Rotating Wolfdog

Post by SnuggleSnail »

jorb wrote:
  • Knarrs, Snekkjas, Battering Rams and Catapults, should all now refuse movements which require them to rotate into "hard" objects (houses, palisades, war flags, other siege engines, &c), thereby hopefully preventing various shenanigans with overlapping bounding boxes.
This fucked siege btw and I didn't test yet but I suspect navel combat too
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Rotating Wolfdog

Post by loftar »

MagicManICT wrote:I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now.
As far as I can tell, there are still around 1/5-1/3 or so of players using ArdClient.
SnuggleSnail wrote:This fucked siege btw
It would help if you were to describe in what way it "fucked siege".
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
shubla
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Game Development: Rotating Wolfdog

Post by shubla »

loftar wrote:
MagicManICT wrote:I believe everyone has made the transition at this point. I'm going to make a wild conjecture and say you're 99% safe turning this off now.
As far as I can tell, there are still around 1/5-1/3 or so of players using ArdClient.
If you keep supporting this old legacy stuff, seatribe will become microsoft.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
SnuggleSnail
Posts: 3616
Joined: Sat Oct 12, 2013 4:04 pm

Re: Game Development: Rotating Wolfdog

Post by SnuggleSnail »

loftar wrote:
SnuggleSnail wrote:This fucked siege btw
It would help if you were to describe in what way it "fucked siege".
Imagine a world where building 4 things that can only be broken with a ram around a ram, but you can't ram them with the ram because the ram can't rotate. Everybody in our discord called this being the case before the server was even back up. IDK how you guys don't see these things TBH
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
Archiplex
Posts: 1362
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Game Development: Rotating Wolfdog

Post by Archiplex »

sounds like a case for making soak growth a universal mechanism and making sure you can't just build objects around another object that takes a long time to bash/tools to bash
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Rotating Wolfdog

Post by loftar »

Archiplex wrote:sounds like a case for making soak growth a universal mechanism
That was the general idea. What did we miss? That being said, in this case, it could be that the better solution is to add a small building exclusion around siege engines.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Game Development: Rotating Wolfdog

Post by jordancoles »

loftar wrote:
Archiplex wrote:sounds like a case for making soak growth a universal mechanism
That was the general idea. What did we miss?
Kilns/tarkilns/smelters/crucibles/ovens?

Kilns and tarkilns would be the most spammable/common one you'd see. Probably mostly just as an early-world annoyance
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
Image Image Image
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Rotating Wolfdog

Post by loftar »

Sure, but none of those can "only be broken with a ram".
"Object-oriented design is the roman numerals of computing." -- Rob Pike

Return to “Announcements”