Game Development: Rotating Wolfdog

Announcements about major changes in Haven & Hearth.
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Apocoreo
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Joined: Wed Feb 02, 2011 4:33 pm

Re: Game Development: Rotating Wolfdog

Post by Apocoreo »

Forgot to reply after my last butchering run. I wrote the instant butchering thread. I appreciate the reduction of tedium. Still think it should be instant, as the time to butcher doesn't really add anything to the game but tedium. The time to take to butchering still increases the longer you take to get around to a cull. Also does this even effect hunted animals, who's meat quantity doesn't increase? The hunters, cooks, and farmers fight over who's job it is to butcher.

Still appreciate the improvement to the game.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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MagicManICT
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Joined: Tue Aug 17, 2010 1:47 am

Re: Game Development: Rotating Wolfdog

Post by MagicManICT »

Apocoreo wrote:The hunters, cooks, and farmers fight over who's job it is to butcher.
Amazing!
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Phaen
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Joined: Fri Jan 21, 2011 2:17 am

Re: Game Development: Rotating Wolfdog

Post by Phaen »

Pommfritz wrote:plate mail looks like this from behind xd
but also the belt, is it a grand belt? I don't have one

Image
That's a troll belt
Image
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Pommfritz
Posts: 360
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Re: Game Development: Rotating Wolfdog

Post by Pommfritz »

I mean the belt on the other picture I posted before with the naked ass guy lol
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Phaen
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Joined: Fri Jan 21, 2011 2:17 am

Re: Game Development: Rotating Wolfdog

Post by Phaen »

Oh, silly me. In that case no idea
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MadNomad
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Re: Game Development: Rotating Wolfdog

Post by MadNomad »

jorb wrote:Added "Wolfdog", sausage
just a few other ones and then you can be proud of yourself

viewtopic.php?f=48&t=72240
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jorb
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Re: Game Development: Rotating Wolfdog

Post by jorb »

Missed a patch night yesterday. Sorry about that. Aiming for this week.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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noindyfikator
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Joined: Fri Jul 15, 2011 11:10 am

Re: Game Development: Rotating Wolfdog

Post by noindyfikator »

jorb wrote:Missed a patch night yesterday. Sorry about that. Aiming for this week.

any spoilers?
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Pommfritz
Posts: 360
Joined: Wed Sep 16, 2015 6:00 pm

Re: Game Development: Rotating Wolfdog

Post by Pommfritz »

[*] 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.
Since this update sailing is fucking awkward can you try pulling a whale on land with a Knarr or generally try some sailing? xd If I get blocked on my left side, I can't turn right to avoid the block and I'm stuck in the forwards and backwards lane. when I sail close to a salt pit and it's on the left side of my boat I'm kinda stuck. I think this is becuase the backside can't rotate into the hard object.
Also it won't rotate to inspect stuff ofc.
It's just not smooth idk xd
how about some push out mechanic that moves you out of the wrong area if you got to close?
Suprisingly this doesn't happen when I try to block myself with another boat (I just tested, snekkja vs snekkja).
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SnuggleSnail
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Joined: Sat Oct 12, 2013 4:04 pm

Re: Game Development: Rotating Wolfdog

Post by SnuggleSnail »

Don't listen to him, Jorb. He's trying to trick you into not ruining the entire game to theoretically make realms marginally better, but still a cancerous tumor on the game nobody will ever enjoy.
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