Game Development: Hat Placement

Announcements about major changes in Haven & Hearth.
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WowGain
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Re: Game Development: Hat Placement

Post by WowGain »

Nightdawg wrote:
jorb wrote: [*] Looking to shift the standard patch-day to Tuesdays. Pushing a patch here this week to space it out a little.
Still wondering what the point of mentioning this was, if patches are once again no longer weekly lmao
It means he can say "next Tuesday" instead of "next Sunday"
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Nightdawg
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Re: Game Development: Hat Placement

Post by Nightdawg »

WowGain wrote:
Nightdawg wrote:
jorb wrote: [*] Looking to shift the standard patch-day to Tuesdays. Pushing a patch here this week to space it out a little.
Still wondering what the point of mentioning this was, if patches are once again no longer weekly lmao
It means he can say "next Tuesday" instead of "next Sunday"
I'm afraid
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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noindyfikator
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Re: Game Development: Hat Placement

Post by noindyfikator »

Unfortunately
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telum12
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Re: Game Development: Hat Placement

Post by telum12 »

jorb wrote:
  • Pushed a change to building placement outlined here. Hoping this covers all our use cases and is reasonably nice for everyone.
    • Building placement blueprints last until the construction sign is placed, rather than disappear when you click to place it.
    • Holding Shift while placing a building blueprint allows you to finely place (move it around in small steps), and finely rotate (rotate in small rotation steps), the building.
    • Holding Ctrl allows you to rotate the building, and walk with LMB.
Why not just use a different mouse mod for moving while plobs exist instead of co-opting one that's already in use? Road placement is a huge edge-case. In the majority of cases, having to release CTRL to place things is a hassle, which means this is going to be another thing that half the client devs remove and/or move to other keys, causing a headache for everyone.

pls I'm being asked to change this and I don't want to maintain random shit like this, let's use ALT or something
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Sephiron
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Re: Game Development: Hat Placement

Post by Sephiron »

I just say make the keys bindable lol. Seems like the best course of action. Make whatever Loftar thinks is right to be the default, but let us rebind 'Fine placement', 'rotation', and 'shuffle/move' (idk wtf you'd call this, no other game I've played has a dedicated walk while holding something button)
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jorb
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Re: Game Development: Hat Placement

Post by jorb »

Nightdawg wrote:Still wondering what the point of mentioning this was, if patches are once again no longer weekly lmao
Best laid plans of mice and men, and all that. Still the plan, but we missed the target this week. Will patch tonight.
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Sephiron
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Re: Game Development: Hat Placement

Post by Sephiron »

jorb wrote:
Nightdawg wrote:Still wondering what the point of mentioning this was, if patches are once again no longer weekly lmao
Best laid plans of mice and men, and all that. Still the plan, but we missed the target this week. Will patch tonight.
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pawnchito
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Re: Game Development: Hat Placement

Post by pawnchito »

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Please pretty please some of these need some love.
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Audiosmurf
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Re: Game Development: Hat Placement

Post by Audiosmurf »

Audiosmurf wrote:Just make fine placement the default, and you have to hold a button to snap to grid
Just want to point out that this is an amazing idea
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lordgrunt
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Re: Game Development: Hat Placement

Post by lordgrunt »

Nearly a year passed and baby goats still can't wear hats.

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