Good news, everyone! Build 1.2.3 is here! Link in the top post.
Also, I have been having trouble with putting in the custom music so I made a thread about it (the link is in the top post). If you know how to help that would be great! Because I'm stuck.
Anyway, I've added most of the third part of the dungeon now, and it looks like a weird underground cave:
I like the redstone torches as a light source because it's juuuust enough to see but low enough to still be moody.
Anyway, you'll actually be wandering through some of this part (but not much). Feedback is appreciated! Thanks,
I've finished "building" the dungeon. You'll notice "building" is in quotes, because while all the rooms are made, it's still not quite ready for prime-time. But here's what it looks like. Thoughts are appreciated!
The big thing for this one was to get the dungeon to work. Everything works now (hopefully) but of course it can be improved. Example - while the dungeon is no real maze, it is rather dark and if you get lost it could be a problem. I do not know a way to make a map work down underground so for now just try not to suck at the game. In addition, the only items I've put in the dungeon are the three keys and the dungeon item. Any other chests you see are empty (and there are some rooms that will have chests but don't yet). I would really appreciate feedback on the dungeon to make it a good experience.
Anyway, hit up the first post for the link. Below I've put in a couple aerial screenshots:
I'm starting to clean up a bit of the world and fill it in. I learned how to make custom items today! So far I only have the one, called the "Rain Boots," which slightly increase armor and speed. Actually, the armor doesn't seem to show up in the HUD so I am not sure if I didn't put enough armor on it but that's a pretty easy fix. Now that I know how to use this stuff I'll be creating more unique items for the game.
Be sure to let me know if you encounter problems I've missed in the world! I want to make sure that first dungeon isn't too confusing.
I also built another place near the start - the Happy Orchard. Here's an aerial shot:
A friend of mine also told me that "Castle Town" was too far away from the castle to really have that name, so I renamed it:
This build focused on the opening area of the game - filling it out and giving you a reason to actually explore a bit. The biggest piece of this build was the lighthouse at the southeast corner. So far there's nothing to do there but check it out. Shots below:
Ayy. Nice work so far! I'll be sure to play it when the full version is out. If you have any questions on models, textures, or sounds you can ask me. Everything looks really nice.
Ps- Does the resourcepack come with the map? If not could you post a few screenshots of what it looks like without? That'd be great. Thanks!
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Ps- Does the resourcepack come with the map? If not could you post a few screenshots of what it looks like without? That'd be great. Thanks!
Well, I'm not completely 100% sure how to add the resourcepack to this map, since it is not a resourcepack I created. I'm using the John Smith Legacy pack, but it isn't required. So far I have not used anything I imagine that requires the pack. In the future I would like to have some custom texture things in the game - for example, keys that look like keys. Any tips/tricks/good tutorials you know of would be great to have, so send them my way. I probably will not be adding those things right away though.
And yeah, I should probably go through and make some non-John-Smith screenshots. Until next time!
I've finally built up the Castle Road, which connects the first village with the castle area. You can't get onto Castle Road at the moment (the outpost at the start is locked to you until you get there from another way, which you can't do in this build), so you get to wander underneath it through the Royal Forest Reserve.
Screenshots below:
Castle Road:
Part of the Reserve:
More of the Reserve (a lot of my time was spent terraforming this area to make it harder to get hopelessly lost):
Good news, everyone! Build 1.2.3 is here! Link in the top post.
Also, I have been having trouble with putting in the custom music so I made a thread about it (the link is in the top post). If you know how to help that would be great! Because I'm stuck.
Anyway, I've added most of the third part of the dungeon now, and it looks like a weird underground cave:
I like the redstone torches as a light source because it's juuuust enough to see but low enough to still be moody.
Anyway, you'll actually be wandering through some of this part (but not much). Feedback is appreciated! Thanks,
keyofw
Good news, everyone! Build 1.2.4 is out!
I've finished "building" the dungeon. You'll notice "building" is in quotes, because while all the rooms are made, it's still not quite ready for prime-time. But here's what it looks like. Thoughts are appreciated!
Looks nice. ^-^ Better than mine.
Good news, everyone! Build 1.2.5 is here!
The big thing for this one was to get the dungeon to work. Everything works now (hopefully) but of course it can be improved. Example - while the dungeon is no real maze, it is rather dark and if you get lost it could be a problem. I do not know a way to make a map work down underground so for now just try not to suck at the game. In addition, the only items I've put in the dungeon are the three keys and the dungeon item. Any other chests you see are empty (and there are some rooms that will have chests but don't yet). I would really appreciate feedback on the dungeon to make it a good experience.
Anyway, hit up the first post for the link. Below I've put in a couple aerial screenshots:
Good news everyone! Build 1.3.0 is here!
I'm starting to clean up a bit of the world and fill it in. I learned how to make custom items today! So far I only have the one, called the "Rain Boots," which slightly increase armor and speed. Actually, the armor doesn't seem to show up in the HUD so I am not sure if I didn't put enough armor on it but that's a pretty easy fix. Now that I know how to use this stuff I'll be creating more unique items for the game.
Be sure to let me know if you encounter problems I've missed in the world! I want to make sure that first dungeon isn't too confusing.
I also built another place near the start - the Happy Orchard. Here's an aerial shot:
A friend of mine also told me that "Castle Town" was too far away from the castle to really have that name, so I renamed it:
Enjoy!
Good news everyone! Build 1.3.1 is here!
This build focused on the opening area of the game - filling it out and giving you a reason to actually explore a bit. The biggest piece of this build was the lighthouse at the southeast corner. So far there's nothing to do there but check it out. Shots below:
The lighthouse:
The interior (not sure if I like it):
View from the top:
Ayy. Nice work so far! I'll be sure to play it when the full version is out. If you have any questions on models, textures, or sounds you can ask me. Everything looks really nice.
Ps- Does the resourcepack come with the map? If not could you post a few screenshots of what it looks like without? That'd be great. Thanks!
Well, I'm not completely 100% sure how to add the resourcepack to this map, since it is not a resourcepack I created. I'm using the John Smith Legacy pack, but it isn't required. So far I have not used anything I imagine that requires the pack. In the future I would like to have some custom texture things in the game - for example, keys that look like keys. Any tips/tricks/good tutorials you know of would be great to have, so send them my way. I probably will not be adding those things right away though.
And yeah, I should probably go through and make some non-John-Smith screenshots. Until next time!
Good news, everyone! Build 1.3.3 is here.
I've finally built up the Castle Road, which connects the first village with the castle area. You can't get onto Castle Road at the moment (the outpost at the start is locked to you until you get there from another way, which you can't do in this build), so you get to wander underneath it through the Royal Forest Reserve.
Screenshots below:
Castle Road:
Part of the Reserve:
More of the Reserve (a lot of my time was spent terraforming this area to make it harder to get hopelessly lost):