Game Development: Attribute Dream

Announcements about major changes in Haven & Hearth.
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jorb
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Game Development: Attribute Dream

Post by jorb »

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

Image

New Implementations
-----------------------
  • Added support for more arbitrary attribute definitions. Many of the smaller/more specific bonii which the game has historically had have been somewhat hidden and never clearly communicated. With the new attribute system, defining and tracking such mechanics/values can now be done in a more formalized system, which also allows for greater ease in e.g. providing multiple sources for increasing a particular value.
  • The following minor attributes have been implemented.
    • Butchering Speed
    • Demolition Damage, damage when destroying things.
    • Cave-in Damage, additional demolition damage when destroying cave-in stones.
    • Tree-stump Damage, additional demolition damage when destroying tree stumps.
    • Board Yield, more output when sawing boards.
    • Woodblock Yield, more output when chopping woodblocks.
    • Tree Chopping Speed,
    • Mining Strength, Speed, and Stamina.
    • Shearing Speed
  • All of those were previously implemented more or less ad hoc as particular tool mechanics, but are now, indeed, generalized. It would now, for example, be relatively easy to design gildings, wounds, or other effects which buff or debuff those values.
  • Note that most of these buffs only apply "when used", that is to say when the tool carrying them is in use, but that it would be easy for us to also implement passive versions.
  • Furthermore, the UI is now capable of properly presenting these values to give some idea of what the various tools actually do, and how they compare.
  • It should be a pretty faithful conversion of old implementations to this new one, but some math has changed. Notably, "Quarryman" and "Lumberjack" bonii, to Mining Strength and Board/Block Yield respectively, used to be applied multiplicatively, but are now rather applied additively. Buffed the base values of those credo buffs a bit to compensate ("Quarryman" from +20% to +40%, "Lumberjack" from +30% to +50%).
Small Fixes
-----------------------
  • Added some "Tree Chopping Speed" to the "Woodsman's Token" gilding.
Image
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In the Pipe
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ElCabron
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Re: Game Development: Attribute Dream

Post by ElCabron »

POG
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Ganhart
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Re: Game Development: Attribute Dream

Post by Ganhart »

POG
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Audiosmurf
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Re: Game Development: Attribute Dream

Post by Audiosmurf »

Very very neat, though I always lament the lack of obfuscation bit by bit, as I find it to be a part of the game's charm
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sneezewortt
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Re: Game Development: Attribute Dream

Post by sneezewortt »

plz fix rootfill if it wasnt
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azrid
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Re: Game Development: Attribute Dream

Post by azrid »

nice
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Image
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The_Blode
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Re: Game Development: Attribute Dream

Post by The_Blode »

brety gud stuffs
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jorb
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Re: Game Development: Attribute Dream

Post by jorb »

Audiosmurf wrote:Very very neat, though I always lament the lack of obfuscation bit by bit, as I find it to be a part of the game's charm
lel, yeah, that's a good topic of discussion tbh. Discovery is fun, being thrown off the deep end can be. Older games had more of that before the great streamlining happened.

... that being said I'm not convinced flipping to the wiki to look up literally everything is great either, so there's that.
"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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Girth
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Re: Game Development: Attribute Dream

Post by Girth »

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

Image

New Implementations
-----------------------
  • Added support for more arbitrary attribute definitions. Many of the smaller/more specific bonii which the game has historically had have been somewhat hidden and never clearly communicated. With the new attribute system, defining and tracking such mechanics/values can now be done in a more formalized system, which also allows for greater ease in e.g. providing multiple sources for increasing a particular value.
  • The following minor attributes have been implemented.
    • It should be a pretty faithful conversion of old implementations to this new one, but some math has changed. Notably, "Quarryman" and "Lumberjack" bonii, to Mining Strength and Board/Block Yield respectively, used to be applied multiplicatively, but are now rather applied additively. Buffed the base values of those credo buffs a bit to compensate ("Quarryman" from +20% to +40%, "Lumberjack" from +30% to +50%).

I am a little confused here. Mining Strength is represented as a flat number and not a percentage on the pickaxe example. so what difference would it make for the Quarryman bonus to be Mult vs Add? Is there another source of mining strength that adds percentage, such as STR attribute?
another stupid day of my worthless hermit life
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dafels
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Re: Game Development: Attribute Dream

Post by dafels »

nice, I definitely agree there should be much less reliance on wiki and most importantly the food service

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