Heya hey everyone, it's been a while, and it's time for a proper update on things. It's been an interesting year let's just say, and I've had plenty of time to think things over. I believe it's time for some things to change.
This has been a rather difficult decision to make, but I am going to try to work on Terra Restore Reborn once again, and this time full time. I don't know how long I'll be able to last working on it full time, but I'll see what I can do about that with time. I can at least say I have more money now saved up than what I had back when I was working on Terra Restore 2. This has always been something I've wanted to work on, so time to give it a proper go.
The map will be made on Minecraft. Hytale is far too out in the future than what I expected. And thinking of how much time I'd have to spend relearning how to make maps on there, building up another system, perfecting things, having to adjust the Terra Restore world, among other things just doesn't make it worth it. I obviously might still do something on Hytale at some point, but that's the future and likely well over a year away.
It might be some time yet before the first release. I've actually went ahead and started over on the map again, however I am still using the old lobby and starting village. The map is still planned to be similar to what I've mentioned before though.
Over time I've been working on building up a system to make better maps, and increase the options/flexibility I have. You can see a slightly dated version of this system in the A Hole New World map, which was actually kind of a nice test run. There are still some things I need to figure out and tweak with the system, which is the main thing I'm currently working on.
Some notable differences between this system and the one used in A Hole New World:
*Custom health system - Instead of using the normal Minecraft hearts the map will instead display your health via a boss bar at the top of the screen. The health system works almost identical to the normal Minecraft health system, while allowing for quite a bit more customization.
Previously with enemy abilities I had to use different levels of the instant damage + resistance status effects, or arrows with different damage values, to actually damage the player since there is still no /damage command. This was always tedious to do to get the damage values right, especially while trying to balance different difficulties. On top of that the player could actually bypass the ability damage if they were currently immune to damage. (if you just got hit you're immune to damage for like 1/2 a second) This is no longer an issue and I can easily make an ability take away 10 health from you or whatever.
*Spirit system - As mentioned before spirit is a new resource which is essentially mana. Abilities that you use require spirit to work. Spirit slowly regenerates over time, but also regenerates with each melee hit. Fury is not a system in this map.
*New food system - Hunger has been removed from the game and you can no longer starve to death. You can now eat food at any point which will give you health regeneration. Eating more than one food doesn't stack that effect. How long the regeneration effect lasts and how much it heals is determined by the stats on the food. The current available food gives you regeneration for 30 seconds. Food is now meant to be more of a slow but long healing effect, where as your potion is meant to be a fast on demand heal. You will continue to heal over time regardless of if you eat food or not, but it will be noticeably slower without it.
*Stamina system - Sprinting now depletes a new resource called stamina. Stamina is displayed where your Minecraft levels is normally at. On running out of stamina you physically can't sprint anymore until you regain enough stamina. This is to make combat a bit more tactical, and to potentially make the world slightly more immersive by slowing down the player a bit instead of having them sprinting everywhere all the time. It could also be used in different ways for racing minigames and such. This one is more so a bit of an experiment, so it might get removed in the future.
*Better translation support - All text in the map is now located inside the resource pack. In previous maps I made it so you could probably get away without using the map's resource pack, but this time I'm having it as a firm requirement. (especially so that doesn't limit me)
*Damage display system - Damage you deal and take now gets displayed.
*Enemy health handling system - This one is a bit more technical, but I now have greater control over what happens when an enemy hits a certain amount of health. For example I can now easily make it so an enemy enters a "2nd phase" when it hits 1/2 health, or I can detect when an enemy has run out of health points and make it do something special on dying. I might even make it in the future so that if you stealth hit an enemy (hit it before it detects you) it does double damage, or stuns the enemy, or something.
*Loot drops system - Again mostly more technical stuff, but I now have more options and ease of use over loot drops. One such thing being item drops now display their name over the item before you even pick them up.
*Custom natural mob spawning system - I can specify what types of mobs can spawn, where, how many there are, and that sort of thing.
There are a number of other differences too but you get the point. I'll probably get a video up at some point showing some of them off. I'm pretty happy with the system right now, I just need to clean up some things then I'll be back at working on the intro tutorial area. After the tutorial area bit I just need to setup a number of cutscenes introducing the story and world up to where you meet Vuco. From there it should be good for a small initial version release, and from there the actual open world development of the map will begin which I'm excited for. Anyway that's about all for right now at least. ^^
I did notice a few things. Iron golems, slimes, and magma cubes now actually use their attack damage attribute, which was a pain back in the day. Also think I read you can now place blocks on top of farmland without breaking the farmland. And also the new spectate command looks amazing for cutscenes. Higher frame rate cutscenes, no more seeing other player's heads during them, and everyone can now share the same camera viewport which makes things a lot easier.
You can upload my maps to other language sites other than English if you want, just make sure you add credit.
Sure, go for it.
Ahhhh yes, it's good to see Mithey up and kickin' again. Excited to see Terra Restore 2 again! I've been wanting to play it with more than 4 friends for the longest time.
Also, "A Hole New World" was absolutely awesome! It was also neat seeing all of those really cool systems, such as the fury bar and the main menu.
Nice to hear about progress on your' projects, Mithey. With Hytale being 2 years away, I fully understand why you've decided to develop TRR in Minecraft. I have a couple of questions though. Firstly, could you tell what major changes you've made with TRR when compared with the last post you made on it? Secondly, will there be any restoration events in the first version? Thanks in advance.
It's pretty much the same idea as the last post I made on it. Though it might end up being one giant map instead of the map being split into multiple parts. I can't say for certain if there will be a restoration event or not in the first version yet. There will be something related to restoration, not really an encounter/event though.
Hey,Mithey! God, I haven't seen you for so long! You sent a new map! This map deeply shocked me! This is a RPG game! I can't wait to show this map to more people! So... I want to move this map to mcbbs! I will use the download link of this website. Mcbbs is a minecraft Chinese Forum similar to minecraft forum. Can I do this?
Hey, Mithey. I'm wondering if you could give an estimate as to when TRR's first version will be released. I hope this doesn't come of as too pushy, I just would be interested you would be able to finish it before the end of the year.
It won't be finished by the end of the year, and is probably at the very least at least a couple weeks still away. It has been a bit of a slow start, especially with it being December and all the system stuff to get through. I've been redoing/expanding/adding on more system related stuff such as:
Added in basic fishing system.
Added in cooking pot crafting station.
Added in custom item tag system, allowing me to specify categories for items and do stuff based off of it. Categories for example being fish, crafting materials, weapons, etc.
Further changed/updated the item system. More options have been added for me to directly link items in their various forms to their specific item file. Basically meaning the menu system now gets the items it displays directly from the item file, and likewise I can now directly /summon items from that function file. I'm trying to make it so that modifying the item function file makes it so that all items of that type in their various forms also get modified no matter where or what they are.
Changed it so that whenever a mob takes damage it will be displayed as floating damage text instead of on your actionbar.
Redid the custom enemy health system since it wasn't the best.
Currently working on redoing/updating the custom natural mob spawning system. Instead of depending on Minecraft's natural mob spawning system via replacing spawns that happen, instead I'm seeing if I can just add in my own spawn system all together. 1.15 added in a new feature where you can test for block light level so this is now possible. Which method will work out best in the end has yet to be figured out.
Last month I played "a hole new world", it's so great! Thanks for your excellent creativity and efforts in making maps !
"Terra Restore" series have made a huge influence in our Chinese comunity mcbbs.net, and I think your new map will also bring lots of inspiration to Chinese creators and map players. Unfortunately, the language barrier is there. So I would like to try my best to translate it into Chinese and post in mcbbs.net so that it would be more popular.
Would you like to share this great work with us? I will never post in my name! And as a map creator, I will (may) be more professional to do this work
It's pretty much the same idea as the last post I made on it. Though it might end up being one giant map instead of the map being split into multiple parts. I can't say for certain if there will be a restoration event or not in the first version yet. There will be something related to restoration, not really an encounter/event though.
It won't be finished by the end of the year, and is probably at the very least at least a couple weeks still away. It has been a bit of a slow start, especially with it being December and all the system stuff to get through. I've been redoing/expanding/adding on more system related stuff such as:
Added in basic fishing system.
Added in cooking pot crafting station.
Added in custom item tag system, allowing me to specify categories for items and do stuff based off of it. Categories for example being fish, crafting materials, weapons, etc.
Further changed/updated the item system. More options have been added for me to directly link items in their various forms to their specific item file. Basically meaning the menu system now gets the items it displays directly from the item file, and likewise I can now directly /summon items from that function file. I'm trying to make it so that modifying the item function file makes it so that all items of that type in their various forms also get modified no matter where or what they are.
Changed it so that whenever a mob takes damage it will be displayed as floating damage text instead of on your actionbar.
Redid the custom enemy health system since it wasn't the best.
Currently working on redoing/updating the custom natural mob spawning system. Instead of depending on Minecraft's natural mob spawning system via replacing spawns that happen, instead I'm seeing if I can just add in my own spawn system all together. 1.15 added in a new feature where you can test for block light level so this is now possible. Which method will work out best in the end has yet to be figured out.
Bunch of other minor stuff.
Thanks for that, Mithey. An estimate is nice to have.
Will the fishing system work the same as in Chunk Restore where fishing pools differed by region/zone, or are fishing pools going to be differed by area?
Speaking of 1.15, will you have to wait for Optifine to update to it before you can release the first version of the map?
Edit: I fully agree with the possible change to make a single massive map, rather than dividing the map into smaller "parts".
Hello, sorry if this isn't the right place to post. I haven't played a Minecraft map in a few years now. I'm trying to download "A Hole New World" through twitch. I opened up the launcher, pressed play game, and it just crashed. I also tried to do the same thing without New World installed, and same result. I'd post the crash log, but I don't know how to compress it so that its not so massive. Can anyone help me out or refer me to someplace where someone can?
The custom natural monster spawning system I started working on was a success. It was actually a fair bit more tricky to get it working in a good enough fashion than what I was expecting. It's tricky finding available spawn spaces in a complete random and efficient manner with no biases, but it seems to have worked out.
I also updated the stability of the cutscene system, mainly in terms of multiplayer if people leave mid cutscene. The new 1.15 /spectate command unfortunately doesn't work in a way that I would like it to. While it makes cutscenes have way higher frames per second, it stutters once every second with the camera's movement and there doesn't appear to be a known way around it.
The systems seem to be all finished for now, so I should be able to continue actually working on finishing the tutorial now until something else pops up. I am thinking of adding in a void difficulty again this time around though, with it being the same difficulty as hard mode outside of boss fights/encounters which will be significantly trickier.
Last month I played "a hole new world", it's so great! Thanks for your excellent creativity and efforts in making maps !
"Terra Restore" series have made a huge influence in our Chinese comunity mcbbs.net, and I think your new map will also bring lots of inspiration to Chinese creators and map players. Unfortunately, the language barrier is there. So I would like to try my best to translate it into Chinese and post in mcbbs.net so that it would be more popular.
Would you like to share this great work with us? I will never post in my name! And as a map creator, I will (may) be more professional to do this work
Thanks for that, Mithey. An estimate is nice to have.
Will the fishing system work the same as in Chunk Restore where fishing pools differed by region/zone, or are fishing pools going to be differed by area?
Speaking of 1.15, will you have to wait for Optifine to update to it before you can release the first version of the map?
Edit: I fully agree with the possible change to make a single massive map, rather than dividing the map into smaller "parts".
Different areas will have their own fishing loot tables, similar to Chunk Restore. I might add in special stuff to fish up too only available at certain times of day, weather, or at specific locations in an area but that would be a future thing.
The whole advancement/achievement thing that was in Chunk Restore isn't in TRR currently btw. I'd prefer to somehow integrate it into my custom menu system instead of using the Minecraft advancement system, but I've yet to look into that.
Optifine is totally optional, and since all items now have a CustomModelData tag since 1.14 the only thing Optifine would add in is armor textures, and additional mob textures. I might end up recommending a certain Optifine shaderpack (Sildur's Enhanced Default) this time around too, but again would be totally optional and only if your computer could handle it.
Hello, sorry if this isn't the right place to post. I haven't played a Minecraft map in a few years now. I'm trying to download "A Hole New World" through twitch. I opened up the launcher, pressed play game, and it just crashed. I also tried to do the same thing without New World installed, and same result. I'd post the crash log, but I don't know how to compress it so that its not so massive. Can anyone help me out or refer me to someplace where someone can?
No idea how the whole download through Twitch thing works. I'd just try downloading it the normal way, unzipping the world into your Minecraft saves folder, and then play. See https://minecraft.gamepedia.com/Tutorials/Map_downloads if you need to.
Hey, Mithey. Is the race system still planned for TRR? Just interested as you haven't mentioned it in any of your' update posts. Thanks in advance.
Edit: Just watched the first teaser for TRR. I am blown away at how you've managed to change the base game. I'm also interested if there will be a way to craft items in bulk.
Edit 2: Could we get a percentage based list on how far progress has been with TRR like the one you had before restarting development? I hope I haven't been annoying with how many questions I've asked recently. Once again, thanks in advance.
Hey, Mithey. I was just wondering if you could give a progress update on TRR. I don't mean to rush you, I just think it would be great to have one for this week. Thanks in advance.
Hey, Mithey. With tommorow being the 2 year anniversary of Terra Restore Reborn's announcement, I think it would be an excellent time for an update post. Thanks in advance.
It's taking a bit longer than expected which I probably should have expected. Pretty much every new section of the tutorial dungeon I'm adding new systems or tweaking up existing ones so that they are setup for the rest of the map, which takes quite a bit of time and thought. Some notable recent developments:
Working on adding in new types of interactable objects into the environment. So far I have added in icicles & rope ladders, and I'm considering adding in breakable pots/crates at some point.
Icicles hang from ceilings and will fall either when they take damage or in some cases when you get close enough to them. If you are hit by them when they hit the ground you will take a small amount of damage. They also shatter any normal ice blocks they hit, opening up new pathways. They also provide a bit more ambience to cold environments.
You will also sometimes encounter a stack of ladders on the ground. When you click these they will begin to unfold downwards in a fashion that you might expect from a game like Paper Mario. They of course offer a safe descent and sometimes act like checkpoints.
The detection system has been updated to factor in line of sight and also sprinting. Now you can avoid being detected if you are behind blocks, even if you are right next to the enemy. Sprinting now increases the range in which enemies detect you by quite a bit, even in the direction that the enemy isn't watching. Oh also successfully hitting an enemy before it detects you will cause it to take double damage.
Similar to trying to make it so that items in their various forms all draw from one source for the sake of consistency and easy updatability, I've been working on doing the same thing with enemies. Summoned enemies from commands, spawners, pre placed enemies, and natural spawning enemies now all draw from one source.
The next thing I'm currently planning on trying to do is a custom physics system. As in being able to pickup certain objects, like a special stone block, and have it hover in front of your character. You will then be able to click it again to drop it. Hopefully I'll be able to make it so you can throw the object some distance too. I haven't done this before so who knows what it will turn out like. The result could be some fun occasional Legend of Zelda like physics puzzles, and perhaps some tnt or other things you can pick up & throw at enemies. (or perhaps vice versa)
After that and a couple other things I should be working on a mini boss fight, which again may require updating the boss system a bit. From that point I should be around 75% done of the tutorial dungeon.
Hey, Mithey. Is the race system still planned for TRR? Just interested as you haven't mentioned it in any of your' update posts. Thanks in advance.
Edit: Just watched the first teaser for TRR. I am blown away at how you've managed to change the base game. I'm also interested if there will be a way to craft items in bulk.
Edit 2: Could we get a percentage based list on how far progress has been with TRR like the one you had before restarting development? I hope I haven't been annoying with how many questions I've asked recently. Once again, thanks in advance.
I'm unsure if the race system will make it into the game, it's definitely going to be a future thing if anything. The finer details/systems of combat and it's balance in general will likely be fairly iterative in it's development.
I'd say I'm over 1/2 way done with the tutorial dungeon. Past that I still have to setup the whole Village of Beginnings part, which is already built, just requires making lots of cutscenes.
It's taking a bit longer than expected which I probably should have expected. Pretty much every new section of the tutorial dungeon I'm adding new systems or tweaking up existing ones so that they are setup for the rest of the map, which takes quite a bit of time and thought. Some notable recent developments:
Working on adding in new types of interactable objects into the environment. So far I have added in icicles & rope ladders, and I'm considering adding in breakable pots/crates at some point.
Icicles hang from ceilings and will fall either when they take damage or in some cases when you get close enough to them. If you are hit by them when they hit the ground you will take a small amount of damage. They also shatter any normal ice blocks they hit, opening up new pathways. They also provide a bit more ambience to cold environments.
You will also sometimes encounter a stack of ladders on the ground. When you click these they will begin to unfold downwards in a fashion that you might expect from a game like Paper Mario. They of course offer a safe descent and sometimes act like checkpoints.
The detection system has been updated to factor in line of sight and also sprinting. Now you can avoid being detected if you are behind blocks, even if you are right next to the enemy. Sprinting now increases the range in which enemies detect you by quite a bit, even in the direction that the enemy isn't watching. Oh also successfully hitting an enemy before it detects you will cause it to take double damage.
Similar to trying to make it so that items in their various forms all draw from one source for the sake of consistency and easy updatability, I've been working on doing the same thing with enemies. Summoned enemies from commands, spawners, pre placed enemies, and natural spawning enemies now all draw from one source.
The next thing I'm currently planning on trying to do is a custom physics system. As in being able to pickup certain objects, like a special stone block, and have it hover in front of your character. You will then be able to click it again to drop it. Hopefully I'll be able to make it so you can throw the object some distance too. I haven't done this before so who knows what it will turn out like. The result could be some fun occasional Legend of Zelda like physics puzzles, and perhaps some tnt or other things you can pick up & throw at enemies. (or perhaps vice versa)
After that and a couple other things I should be working on a mini boss fight, which again may require updating the boss system a bit. From that point I should be around 75% done of the tutorial dungeon.
I'm unsure if the race system will make it into the game, it's definitely going to be a future thing if anything. The finer details/systems of combat and it's balance in general will likely be fairly iterative in it's development.
I'd say I'm over 1/2 way done with the tutorial dungeon. Past that I still have to setup the whole Village of Beginnings part, which is already built, just requires making lots of cutscenes.
Thanks for the info Mithey!
I really like how you're able to make the environment able to be interacted with in such major ways, while still having the player in Adventure Mode. The revamped detection system will be really nice for players who like going for stealthier routes through dungeons. The physics system sounds like it lead to some really interesting puzzles and combat mechanics like you said.
What do you think will take longer: finishing up the Ice Peak Ruins/tutorial dungeon, or setting up the cutscenes in the Village of Beginnings?
It's totally beyond me how you manage with this stuff. It doesn't even sound like a map but as if you have made a new game. I once tried looking through your code in Chunk Restore but gave up. Also, how on earth do you manage so many files with notepad++ (I presume, don't know any other text editor with syntax highlighting for minecraft)
hey Mithey, I found that there are some entities who made to show texts do not exist in lang. there are also some spawnpoints are not the translatable text but the common text. So I had to search all of the villagers, aecs and items to translate it. It is a little difficult, I think.
The translation work have almost been done(it suspended for a while)
hey Mithey, I found that there are some entities who made to show texts do not exist in lang. there are also some spawnpoints are not the translatable text but the common text. So I had to search all of the villagers, aecs and items to translate it. It is a little difficult, I think.
The translation work have almost been done(it suspended for a while)
Heya hey everyone, time for an update on things! I've made some more progress on Terra Restore Reborn in a number of areas.
First off I added a physics system that certain blocks can use. For now only the new "power cell" block uses it. You can right click the block to pick it up, right click again to set it down, or even shift+right click to throw it. When picked up the block hovers in front of you. The power cell block can be set at specific locations to power up redstone contraptions. Eventually, I hope to add in TNT which would use the same system and blow up a few seconds after being thrown.
I've taken some time to try and really get better at interiors. Interiors have always been a thing I feel like I've only been so so at. In most cases, it felt like I was just repeating tables, chairs, storage, and pillars over and over. The biggest things I've noticed is it's often better to have smaller interior spaces or to divide up bigger spaces in some form. Sometimes however having bigger spaces can still be nice, especially for variety and gameplay purposes. I've also really noticed, in other games, interiors often have a number of objects, especially with multiple different variations, that are not really available in vanilla Minecraft.
As such I've been putting in the effort to create custom models for different neat blocks in the environment. Some of which get deleted when your performance settings are set to minimal to help avoid lag, which I obviously need to be careful with. I've also re-organized the resource pack a bit in general. I'm also considering adding in new paintings in the form of pixelated screenshots of existing builds in the world or of some builds in TR2.
Chests, barrels, furnaces and such might be a bit more common in the map now, especially to help interiors at times. The majority of time when you right click them they will just say they are empty rather than opening up the typical GUI, allowing for less tedious looting.
I went ahead and added in craft 1/craft 10/craft 64 options to my custom crafting system to help speed up mass crafting a bit.
I decided to get rid of the option for players to choose how many natural mob spawns there are. Instead, the system chooses automatically based on the area, difficulty, amount of players online, and if on minimal performance or not. I also optimized the natural mob spawning system a bit more, making it more likely that mobs will actually spawn where you can get to them. Which means less total natural mobs need to be present at a time.
Combat and progression have been a pretty big focus lately, which has required a great degree of thought figuring out what would be best and how it all would work...
I went ahead and added 2 weapon slots. Now you can choose to equip up to 2 different weapons at a time instead of being limited to just one, allowing for slightly more customization.
For a while there I was considering adding in a cool ability system where you could assign abilities of your choosing to your weapons. In order to unlock the abilities you had to learn about them, and then "trained" them by meeting certain conditions in order to use them. You could also sometimes further train the abilities in order to upgrade them. Unfortunately, I couldn't really figure out a good way to balance and integrate the idea with the other map's systems. So weapons will continue the course of sometimes having abilities attached to them. I'm considering adding in some sort of weapon upgrading system at some point though.
Bows have always been something I've wanted to add into the map, but haven't really been able to due to incompatibility with my custom offense/defense attribute system and balance issues in general. Thanks to experimenting with the physics system I was able to pick up a technique where you can throw something easily in the direction you are facing. As a result, lately I've been in the process of recreating my own version of bows.
The system I've made isn't perfect but I'm pretty happy with it so far. Due to Minecraft limitations the bow actually auto fires on its own when it's ready after holding down right click. The only other option I really had was to either have a 1/4 second delay on firing or made it right click to draw, and right click a 2nd time to fire.
Since it's my own system I of course have far more freedom now over how bows work. I now have proper damage scaling options, I can adjust the rate of fire, adjust the degree at which bows slow you down when pulling, how many projectiles get fired and in which direction, the distance they go, ammo regulation, custom projectile models, degree of knockback, etc. Thanks to the degree of customization I now have I now feel much better having bows be in the map, and even having them as one of the main weapon types that the player can choose.
The plan is to add more types of weapons over time to enhance player customization. For now, I'm just focusing on different melee, ranged, and magic weapons, but in the future it would be nice to have other different types like something based on redstone.
To help balance these different types of weapons I was considering adding in a class system of some sort. Ideally, all weapons types of equal strength would have roughly around the same DPS over the length of a big combat encounter. The problem is that certain weapons put you up close to danger, making it so you are far more likely to take damage. That's where it would be nice to have melee classes take less damage than ranged/magic classes to help balance it out.
Ultimately I decided against adding in the class system due to complexity, player freedom, and player expectations of what a class system should all encompass, whereas I just wanted a quick system to help balance things. Instead, I'm just planning on having the whole thing combined in with the player base system, which again will be like a "talent tree" at points. Most likely the very first thing you get will give you the choice between specializing between melee/magic/ranged weapons, and giving a damage boost for them. (and defense if melee) Hopefully, in the end, the player base system will be like a create your own class type of system.
Lastly on a side note looking back on things regarding me making maps, I think I'm starting to learn that I really can't do too much system work at once. Any time I start working on systems for more than around 2-3 hours in a day (depending on how much thought/focus is required really) I generally notice myself procrastinating and burning out a bit.
While working on the custom bow system I've definitely noticed this. I figured with my knowledge adding in my own bow system wouldn't be that hard, but then I kept hitting roadblocks after roadblocks and it became hard to stay organized and figure out what the best solutions to the different problems would be. As such I've been trying to limit my daily time spent working on the bow system, which is probably around a few days from being complete now.
In contrast, any time I'm working on creating content (environments, dungeons, models and such) I notice things go far more smoothly and the hours can just kind of pass. Unfortunately, TRR as of right now is 90% system work, and 10% actually making content, which is probably the biggest reason for things being a bit slow right now. This is kind of just how game development goes though, it takes a long time to finally get the systems/tools setup enough to finally get things really going.
That being said I think the best solution for me might be to start working on multiple different projects inside the map at the same time on a daily basis, with at least one being content focused. Normally I try to only work on one thing in a map at a time from start to finish before moving on to the next thing, so we will see how this goes. I think the core systems have progressed enough at this point to be able to do this too. My only worry might be if system work keeps piling up more and more, but hopefully that wouldn't be the case.
Heya hey everyone, time for an update on things! I've made some more progress on Terra Restore Reborn in a number of areas.
First off I added a physics system that certain blocks can use. For now only the new "power cell" block uses it. You can right click the block to pick it up, right click again to set it down, or even shift+right click to throw it. When picked up the block hovers in front of you. The power cell block can be set at specific locations to power up redstone contraptions. Eventually, I hope to add in TNT which would use the same system and blow up a few seconds after being thrown.
I've taken some time to try and really get better at interiors. Interiors have always been a thing I feel like I've only been so so at. In most cases, it felt like I was just repeating tables, chairs, storage, and pillars over and over. The biggest things I've noticed is it's often better to have smaller interior spaces or to divide up bigger spaces in some form. Sometimes however having bigger spaces can still be nice, especially for variety and gameplay purposes. I've also really noticed, in other games, interiors often have a number of objects, especially with multiple different variations, that are not really available in vanilla Minecraft.
As such I've been putting in the effort to create custom models for different neat blocks in the environment. Some of which get deleted when your performance settings are set to minimal to help avoid lag, which I obviously need to be careful with. I've also re-organized the resource pack a bit in general. I'm also considering adding in new paintings in the form of pixelated screenshots of existing builds in the world or of some builds in TR2.
Chests, barrels, furnaces and such might be a bit more common in the map now, especially to help interiors at times. The majority of time when you right click them they will just say they are empty rather than opening up the typical GUI, allowing for less tedious looting.
I went ahead and added in craft 1/craft 10/craft 64 options to my custom crafting system to help speed up mass crafting a bit.
I decided to get rid of the option for players to choose how many natural mob spawns there are. Instead, the system chooses automatically based on the area, difficulty, amount of players online, and if on minimal performance or not. I also optimized the natural mob spawning system a bit more, making it more likely that mobs will actually spawn where you can get to them. Which means less total natural mobs need to be present at a time.
Combat and progression have been a pretty big focus lately, which has required a great degree of thought figuring out what would be best and how it all would work...
I went ahead and added 2 weapon slots. Now you can choose to equip up to 2 different weapons at a time instead of being limited to just one, allowing for slightly more customization.
For a while there I was considering adding in a cool ability system where you could assign abilities of your choosing to your weapons. In order to unlock the abilities you had to learn about them, and then "trained" them by meeting certain conditions in order to use them. You could also sometimes further train the abilities in order to upgrade them. Unfortunately, I couldn't really figure out a good way to balance and integrate the idea with the other map's systems. So weapons will continue the course of sometimes having abilities attached to them. I'm considering adding in some sort of weapon upgrading system at some point though.
Bows have always been something I've wanted to add into the map, but haven't really been able to due to incompatibility with my custom offense/defense attribute system and balance issues in general. Thanks to experimenting with the physics system I was able to pick up a technique where you can throw something easily in the direction you are facing. As a result, lately I've been in the process of recreating my own version of bows.
The system I've made isn't perfect but I'm pretty happy with it so far. Due to Minecraft limitations the bow actually auto fires on its own when it's ready after holding down right click. The only other option I really had was to either have a 1/4 second delay on firing or made it right click to draw, and right click a 2nd time to fire.
Since it's my own system I of course have far more freedom now over how bows work. I now have proper damage scaling options, I can adjust the rate of fire, adjust the degree at which bows slow you down when pulling, how many projectiles get fired and in which direction, the distance they go, ammo regulation, custom projectile models, degree of knockback, etc. Thanks to the degree of customization I now have I now feel much better having bows be in the map, and even having them as one of the main weapon types that the player can choose.
The plan is to add more types of weapons over time to enhance player customization. For now, I'm just focusing on different melee, ranged, and magic weapons, but in the future it would be nice to have other different types like something based on redstone.
To help balance these different types of weapons I was considering adding in a class system of some sort. Ideally, all weapons types of equal strength would have roughly around the same DPS over the length of a big combat encounter. The problem is that certain weapons put you up close to danger, making it so you are far more likely to take damage. That's where it would be nice to have melee classes take less damage than ranged/magic classes to help balance it out.
Ultimately I decided against adding in the class system due to complexity, player freedom, and player expectations of what a class system should all encompass, whereas I just wanted a quick system to help balance things. Instead, I'm just planning on having the whole thing combined in with the player base system, which again will be like a "talent tree" at points. Most likely the very first thing you get will give you the choice between specializing between melee/magic/ranged weapons, and giving a damage boost for them. (and defense if melee) Hopefully, in the end, the player base system will be like a create your own class type of system.
Lastly on a side note looking back on things regarding me making maps, I think I'm starting to learn that I really can't do too much system work at once. Any time I start working on systems for more than around 2-3 hours in a day (depending on how much thought/focus is required really) I generally notice myself procrastinating and burning out a bit.
While working on the custom bow system I've definitely noticed this. I figured with my knowledge adding in my own bow system wouldn't be that hard, but then I kept hitting roadblocks after roadblocks and it became hard to stay organized and figure out what the best solutions to the different problems would be. As such I've been trying to limit my daily time spent working on the bow system, which is probably around a few days from being complete now.
In contrast, any time I'm working on creating content (environments, dungeons, models and such) I notice things go far more smoothly and the hours can just kind of pass. Unfortunately, TRR as of right now is 90% system work, and 10% actually making content, which is probably the biggest reason for things being a bit slow right now. This is kind of just how game development goes though, it takes a long time to finally get the systems/tools setup enough to finally get things really going.
That being said I think the best solution for me might be to start working on multiple different projects inside the map at the same time on a daily basis, with at least one being content focused. Normally I try to only work on one thing in a map at a time from start to finish before moving on to the next thing, so we will see how this goes. I think the core systems have progressed enough at this point to be able to do this too. My only worry might be if system work keeps piling up more and more, but hopefully that wouldn't be the case.
Anyway I think that's about all for now
Good to see these major updates Mithey.
I was wondering what you had in mind for the class system given that you didn't say anything about it for a while, and while I'm sad to see it go, I'm sure whatever replacement you have for it will be great.
Anyway, do you have a good guess as to how complete the first version is? Thanks in advance.
I loved all your maps and even enjoyed replaying them.
I think you should shape the map the way you see it fit. I am sometimes shuckling at the complexity you are putting in creating these new maps. It's incredible that you challenge yourself this much for creating maps. Take things at your own pace and enjoy the challenge.
Terra restore is very popular in China. Even now, there are so many people still download and play Terra restore ! In MCBBS (a Chinese forum),many people often ask ," Has Terra Restore Reborn been made? We are all looking forward to playing Terra Restore Reborn !
Ahhhh yes, it's good to see Mithey up and kickin' again. Excited to see Terra Restore 2 again! I've been wanting to play it with more than 4 friends for the longest time.
Also, "A Hole New World" was absolutely awesome! It was also neat seeing all of those really cool systems, such as the fury bar and the main menu.
It's pretty much the same idea as the last post I made on it. Though it might end up being one giant map instead of the map being split into multiple parts. I can't say for certain if there will be a restoration event or not in the first version yet. There will be something related to restoration, not really an encounter/event though.
You can use my maps on other language websites as long as you give credit, yes.
It won't be finished by the end of the year, and is probably at the very least at least a couple weeks still away. It has been a bit of a slow start, especially with it being December and all the system stuff to get through. I've been redoing/expanding/adding on more system related stuff such as:
Last month I played "a hole new world", it's so great! Thanks for your excellent creativity and efforts in making maps !
"Terra Restore" series have made a huge influence in our Chinese comunity mcbbs.net, and I think your new map will also bring lots of inspiration to Chinese creators and map players. Unfortunately, the language barrier is there. So I would like to try my best to translate it into Chinese and post in mcbbs.net so that it would be more popular.
Would you like to share this great work with us? I will never post in my name! And as a map creator, I will (may) be more professional to do this work
Thanks for that, Mithey. An estimate is nice to have.
Will the fishing system work the same as in Chunk Restore where fishing pools differed by region/zone, or are fishing pools going to be differed by area?
Speaking of 1.15, will you have to wait for Optifine to update to it before you can release the first version of the map?
Edit: I fully agree with the possible change to make a single massive map, rather than dividing the map into smaller "parts".
Hello, sorry if this isn't the right place to post. I haven't played a Minecraft map in a few years now. I'm trying to download "A Hole New World" through twitch. I opened up the launcher, pressed play game, and it just crashed. I also tried to do the same thing without New World installed, and same result. I'd post the crash log, but I don't know how to compress it so that its not so massive. Can anyone help me out or refer me to someplace where someone can?
The custom natural monster spawning system I started working on was a success. It was actually a fair bit more tricky to get it working in a good enough fashion than what I was expecting. It's tricky finding available spawn spaces in a complete random and efficient manner with no biases, but it seems to have worked out.
I also updated the stability of the cutscene system, mainly in terms of multiplayer if people leave mid cutscene. The new 1.15 /spectate command unfortunately doesn't work in a way that I would like it to. While it makes cutscenes have way higher frames per second, it stutters once every second with the camera's movement and there doesn't appear to be a known way around it.
The systems seem to be all finished for now, so I should be able to continue actually working on finishing the tutorial now until something else pops up. I am thinking of adding in a void difficulty again this time around though, with it being the same difficulty as hard mode outside of boss fights/encounters which will be significantly trickier.
Sure, go for it. ^^
Different areas will have their own fishing loot tables, similar to Chunk Restore. I might add in special stuff to fish up too only available at certain times of day, weather, or at specific locations in an area but that would be a future thing.
The whole advancement/achievement thing that was in Chunk Restore isn't in TRR currently btw. I'd prefer to somehow integrate it into my custom menu system instead of using the Minecraft advancement system, but I've yet to look into that.
Optifine is totally optional, and since all items now have a CustomModelData tag since 1.14 the only thing Optifine would add in is armor textures, and additional mob textures. I might end up recommending a certain Optifine shaderpack (Sildur's Enhanced Default) this time around too, but again would be totally optional and only if your computer could handle it.
No idea how the whole download through Twitch thing works. I'd just try downloading it the normal way, unzipping the world into your Minecraft saves folder, and then play. See https://minecraft.gamepedia.com/Tutorials/Map_downloads if you need to.
Woooo boy! That's awesome! Can't wait for the first version of TR2 Reborn!!!
Hey, Mithey. Is the race system still planned for TRR? Just interested as you haven't mentioned it in any of your' update posts. Thanks in advance.
Edit: Just watched the first teaser for TRR. I am blown away at how you've managed to change the base game. I'm also interested if there will be a way to craft items in bulk.
Edit 2: Could we get a percentage based list on how far progress has been with TRR like the one you had before restarting development? I hope I haven't been annoying with how many questions I've asked recently. Once again, thanks in advance.
Hey, Mithey. I was just wondering if you could give a progress update on TRR. I don't mean to rush you, I just think it would be great to have one for this week. Thanks in advance.
Hey, Mithey. With tommorow being the 2 year anniversary of Terra Restore Reborn's announcement, I think it would be an excellent time for an update post. Thanks in advance.
It's taking a bit longer than expected which I probably should have expected. Pretty much every new section of the tutorial dungeon I'm adding new systems or tweaking up existing ones so that they are setup for the rest of the map, which takes quite a bit of time and thought. Some notable recent developments:
The next thing I'm currently planning on trying to do is a custom physics system. As in being able to pickup certain objects, like a special stone block, and have it hover in front of your character. You will then be able to click it again to drop it. Hopefully I'll be able to make it so you can throw the object some distance too. I haven't done this before so who knows what it will turn out like. The result could be some fun occasional Legend of Zelda like physics puzzles, and perhaps some tnt or other things you can pick up & throw at enemies. (or perhaps vice versa)
After that and a couple other things I should be working on a mini boss fight, which again may require updating the boss system a bit. From that point I should be around 75% done of the tutorial dungeon.
I'm unsure if the race system will make it into the game, it's definitely going to be a future thing if anything. The finer details/systems of combat and it's balance in general will likely be fairly iterative in it's development.
I'd say I'm over 1/2 way done with the tutorial dungeon. Past that I still have to setup the whole Village of Beginnings part, which is already built, just requires making lots of cutscenes.
Thanks for the info Mithey!
I really like how you're able to make the environment able to be interacted with in such major ways, while still having the player in Adventure Mode. The revamped detection system will be really nice for players who like going for stealthier routes through dungeons. The physics system sounds like it lead to some really interesting puzzles and combat mechanics like you said.
What do you think will take longer: finishing up the Ice Peak Ruins/tutorial dungeon, or setting up the cutscenes in the Village of Beginnings?
It's totally beyond me how you manage with this stuff. It doesn't even sound like a map but as if you have made a new game. I once tried looking through your code in Chunk Restore but gave up. Also, how on earth do you manage so many files with notepad++ (I presume, don't know any other text editor with syntax highlighting for minecraft)
Perseverance always pays. Sooner or later.
hey Mithey, I found that there are some entities who made to show texts do not exist in lang. there are also some spawnpoints are not the translatable text but the common text. So I had to search all of the villagers, aecs and items to translate it. It is a little difficult, I think.
The translation work have almost been done(it suspended for a while)
Why not use plugins as tools
Hey, Mithey. With it being three weeks since your last update post, I was wondering if you could make another one. Thanks in advance.
Heya hey everyone, time for an update on things! I've made some more progress on Terra Restore Reborn in a number of areas.
First off I added a physics system that certain blocks can use. For now only the new "power cell" block uses it. You can right click the block to pick it up, right click again to set it down, or even shift+right click to throw it. When picked up the block hovers in front of you. The power cell block can be set at specific locations to power up redstone contraptions. Eventually, I hope to add in TNT which would use the same system and blow up a few seconds after being thrown.
I've taken some time to try and really get better at interiors. Interiors have always been a thing I feel like I've only been so so at. In most cases, it felt like I was just repeating tables, chairs, storage, and pillars over and over. The biggest things I've noticed is it's often better to have smaller interior spaces or to divide up bigger spaces in some form. Sometimes however having bigger spaces can still be nice, especially for variety and gameplay purposes. I've also really noticed, in other games, interiors often have a number of objects, especially with multiple different variations, that are not really available in vanilla Minecraft.
As such I've been putting in the effort to create custom models for different neat blocks in the environment. Some of which get deleted when your performance settings are set to minimal to help avoid lag, which I obviously need to be careful with. I've also re-organized the resource pack a bit in general. I'm also considering adding in new paintings in the form of pixelated screenshots of existing builds in the world or of some builds in TR2.
Chests, barrels, furnaces and such might be a bit more common in the map now, especially to help interiors at times. The majority of time when you right click them they will just say they are empty rather than opening up the typical GUI, allowing for less tedious looting.
I went ahead and added in craft 1/craft 10/craft 64 options to my custom crafting system to help speed up mass crafting a bit.
I decided to get rid of the option for players to choose how many natural mob spawns there are. Instead, the system chooses automatically based on the area, difficulty, amount of players online, and if on minimal performance or not. I also optimized the natural mob spawning system a bit more, making it more likely that mobs will actually spawn where you can get to them. Which means less total natural mobs need to be present at a time.
Combat and progression have been a pretty big focus lately, which has required a great degree of thought figuring out what would be best and how it all would work...
I went ahead and added 2 weapon slots. Now you can choose to equip up to 2 different weapons at a time instead of being limited to just one, allowing for slightly more customization.
For a while there I was considering adding in a cool ability system where you could assign abilities of your choosing to your weapons. In order to unlock the abilities you had to learn about them, and then "trained" them by meeting certain conditions in order to use them. You could also sometimes further train the abilities in order to upgrade them. Unfortunately, I couldn't really figure out a good way to balance and integrate the idea with the other map's systems. So weapons will continue the course of sometimes having abilities attached to them. I'm considering adding in some sort of weapon upgrading system at some point though.
Bows have always been something I've wanted to add into the map, but haven't really been able to due to incompatibility with my custom offense/defense attribute system and balance issues in general. Thanks to experimenting with the physics system I was able to pick up a technique where you can throw something easily in the direction you are facing. As a result, lately I've been in the process of recreating my own version of bows.
The system I've made isn't perfect but I'm pretty happy with it so far. Due to Minecraft limitations the bow actually auto fires on its own when it's ready after holding down right click. The only other option I really had was to either have a 1/4 second delay on firing or made it right click to draw, and right click a 2nd time to fire.
Since it's my own system I of course have far more freedom now over how bows work. I now have proper damage scaling options, I can adjust the rate of fire, adjust the degree at which bows slow you down when pulling, how many projectiles get fired and in which direction, the distance they go, ammo regulation, custom projectile models, degree of knockback, etc. Thanks to the degree of customization I now have I now feel much better having bows be in the map, and even having them as one of the main weapon types that the player can choose.
The plan is to add more types of weapons over time to enhance player customization. For now, I'm just focusing on different melee, ranged, and magic weapons, but in the future it would be nice to have other different types like something based on redstone.
To help balance these different types of weapons I was considering adding in a class system of some sort. Ideally, all weapons types of equal strength would have roughly around the same DPS over the length of a big combat encounter. The problem is that certain weapons put you up close to danger, making it so you are far more likely to take damage. That's where it would be nice to have melee classes take less damage than ranged/magic classes to help balance it out.
Ultimately I decided against adding in the class system due to complexity, player freedom, and player expectations of what a class system should all encompass, whereas I just wanted a quick system to help balance things. Instead, I'm just planning on having the whole thing combined in with the player base system, which again will be like a "talent tree" at points. Most likely the very first thing you get will give you the choice between specializing between melee/magic/ranged weapons, and giving a damage boost for them. (and defense if melee) Hopefully, in the end, the player base system will be like a create your own class type of system.
Lastly on a side note looking back on things regarding me making maps, I think I'm starting to learn that I really can't do too much system work at once. Any time I start working on systems for more than around 2-3 hours in a day (depending on how much thought/focus is required really) I generally notice myself procrastinating and burning out a bit.
While working on the custom bow system I've definitely noticed this. I figured with my knowledge adding in my own bow system wouldn't be that hard, but then I kept hitting roadblocks after roadblocks and it became hard to stay organized and figure out what the best solutions to the different problems would be. As such I've been trying to limit my daily time spent working on the bow system, which is probably around a few days from being complete now.
In contrast, any time I'm working on creating content (environments, dungeons, models and such) I notice things go far more smoothly and the hours can just kind of pass. Unfortunately, TRR as of right now is 90% system work, and 10% actually making content, which is probably the biggest reason for things being a bit slow right now. This is kind of just how game development goes though, it takes a long time to finally get the systems/tools setup enough to finally get things really going.
That being said I think the best solution for me might be to start working on multiple different projects inside the map at the same time on a daily basis, with at least one being content focused. Normally I try to only work on one thing in a map at a time from start to finish before moving on to the next thing, so we will see how this goes. I think the core systems have progressed enough at this point to be able to do this too. My only worry might be if system work keeps piling up more and more, but hopefully that wouldn't be the case.
Anyway I think that's about all for now
Good to see these major updates Mithey.
I was wondering what you had in mind for the class system given that you didn't say anything about it for a while, and while I'm sad to see it go, I'm sure whatever replacement you have for it will be great.
Anyway, do you have a good guess as to how complete the first version is? Thanks in advance.
Hey Mithey,
I loved all your maps and even enjoyed replaying them.
I think you should shape the map the way you see it fit. I am sometimes shuckling at the complexity you are putting in creating these new maps. It's incredible that you challenge yourself this much for creating maps. Take things at your own pace and enjoy the challenge.
Wish you the best.
WOW! It's amazing!
Terra restore is very popular in China. Even now, there are so many people still download and play Terra restore ! In MCBBS (a Chinese forum),many people often ask ," Has Terra Restore Reborn been made? We are all looking forward to playing Terra Restore Reborn !
Here are some comments from Chinese players: