LAST UPDATE: DECEMBER 02 2010 @ 05:25 UTC
(update summary: catching up with a bunch of Twitter stuff and the blog posts)
"If something ever doesn't feel fun, I'll remove it. I believe that I can combine enough fun, accessibility and building blocks for this game to be a huge melting pot of emergent gameplay." - Notch
All right people, here's the deal.
There's a big problem going on right now in the community where certain "facts" about what Notch has said are passed around without regard for truthfulness. These claims are never sourced, we never get a link to a podcast\interview or twitter\blog post to confirm them. A lot of these are just distortions of what has actually been said by Notch, and some of them are completely false.
So here's my proposal. Let's create a centralized repository of sources for these claims here in this thread. If you find any podcasts, interviews, twitter posts, etc., where Notch has said something about Minecraft, post here and, if possible, list the claims exactly as they were stated by Notch. I'm pretty sure we can create a great repository in no time, and this way we can easily debunk certain myths that are going around. This would benefit all of us, especially Notch.
I think it's important to remind you guys of a few things:
[*:23a141t5]Notch, being a human, sometimes changes his mind about certain decisions, and he is often ambiguous and contradictory in his replies. Sometimes this may open some not so obvious alternative interpretations, and I try to consider those if they ever occur to me. Which brings me to my second point...
[*:23a141t5]I'm a human being too, and prone to bias and error. While I do try my best to remain as factual as I can, some details that are revealed can be interpreted in a way that it would never occur to me, and there are several different reasons for this. Sometimes I just can't see it, sometimes it's Notch's weird way of saying things, sometimes it's my lack of understanding of certain English idioms. English is not my main language, so both my reading and my writing can be unclear at times.
This can lead to problems and certain incorrect affirmations, as it has happened before, and if you spot such an error or bias then please point it out in the thread. You guys have not only the right but the obligation of fact-checking me. This post is meant as a resource to all of us, and you should use it.
[*:23a141t5]I'm doing all of this in my spare time and out of good will. I have a lot of respect for Notch and his game, and I know how damaging hoaxes and myths can be. This is the main intent of this thread. The second goal of this thread is to create an outline of what Minecraft will be (hopefully!), which should help keeping and increasing the excitement over the project's future.
[*:23a141t5]I will update this when I can, and when I feel like it. Sorry to be blunt, but it's true. I can't update it immediately every time Notch posts a tweet. Sometimes I'll just wait until the end of the day for a big update. Also, I have absolutely no obligation on keeping this strictly up to date, or updated at all. This is a favor I'm doing to all of you, so don't take it for granted. I cannot guarantee I'll be doing this forever, but I will try to keep it up for as long as I can. :smile.gif:
Now that we got that out of the way, let's move on.
Note: updates from the last three days in GREEN
Twitter (Updated regularly, green stuff is recent)
Some Twitter stuff since august. Some are vague, but it's worth considering:
bengurney: "Will there ever be fish mobs? Your answer decides whether I spend ludicrous amounts of time on an underwater city with an ocean view."
Notch: "there will!" (Dec 01, 2010)
[*:23a141t5]Creative mode in Alpha:
Techrocket9: "If you are not planning to add a creative mode to Alpha, would you pretty please consider backporting sneaking to creative?"
Notch: "alpha is getting creative mode!" (Nov 25, 2010)
[*:23a141t5]Underwater torch/light source:
Durreta: "what about a torch that could be used under water? like a torch in a glass box would be great for making things under water"
Notch: "oh, good idea!" (Nov 25, 2010)
[*:23a141t5]Removing name labels, perhas group-based:
Jossi2011: "are you going to add a mechanic to remove nameplates? Perhaps a group system that shows the nameplates only of those your the group?"
Notch: "Yes, and making them per-team is a great idea!" (Nov 17, 2010)
[*:23a141t5]Minecraft will remain in development for a long time:
panzerKRUSH: "I love Minecraft, but when is the release? The never ending bug fix/create cycle with patches is turning me away from the game :("
Notch: "I'm going to keep adding to it for a long time" (Nov 12, 2010)
[*:23a141t5]Minecraft will probably never be feature complete:
Noctale: "I thought beta was feature complete? Surely you won't get named monsters, skill trees and everything else in as well?"
Notch: "minecraft will probably never be feature complete.." (Nov 11, 2010)
[*:3jsv2tsy]"The Ghasts are flying cuboid jellyfish that shoot fireballs at you, blowing chunks out of the world around you and setting it on fire."
[*:3jsv2tsy]"Notch is thinking of renaming [Hell] to avoid offending anyone’s religious sensibilities"
[*:3jsv2tsy]The red rock in Hell can burn forever when ignited, but you can put out the fire manually
[*:3jsv2tsy]Hell has a "compression" ratio of 16:1: "Distance you travel will take you 16 times further in the real world"
[*:3jsv2tsy]Recipe for portals: "You make one by building a frame out of obsidian – a hard and rare block type already in the game – then setting fire to the hole you’ve created"
[*:3jsv2tsy]Entering a portal creates an identical copy in the opposite world: "When you step inside, an identical portal will be created at the equivalent spot in the hell dimension"
[*:3jsv2tsy]You can build portals in either world: "To get back to the real world, you’ll have to create another portal – or use the one you came through."
[*:3jsv2tsy]A couple of screenshots were post: Check above to see the most relevant one.
Notch on 4chan's /v/ (October 20, 2010)
Notch has posted some new information on 4chan's /v/ board. Due to the nature of 4chan, threads are volatile and impossible to link reliably. I have saved the thread, get it here. His identity was confirmed once he verified his secure tripcode through Twitter:
[*:3jsv2tsy]Large elevators, ships, lifts: "I'm going to try adding something like that, yes. Next year."
[*:3jsv2tsy]Possibility of changing account name: "No. Sorry!"
[*:3jsv2tsy]Herobrine will NOT be added, and you will not WILL need obsidian for portals: "I do not have a brother, I will not add herobrine, and you will not need obsidian to make portals" [/color]Note: Notch lied to us about the obsidian! That or he changed his mind after he said it.
[*:3jsv2tsy]Work in progress texture for the Ghast: "Also, here, have some work in progress texture work for the ghast. But don't tell anyone!"
See the Halloween Update section for images of the Ghast.
Email exchange with Rhodox, author of the Painterly texture pack
I've contacted Rhodox, the author of the Painterly texture packs, about whether or not he was in talks with Notch about making Painterly the official textures, just to get an official update on this topic. Here's his reply (quoted with permission):
Quote from Rhodox »
No such thing was mentioned.
We've talked, and he discussed the possibility of either using some of
the textures in the future, or hiring me to create additional
textures, but it's just a possibility and probably unlikely now that
he appears to be hiring exclusively from Swedish folk.
He has gone on record saying he would like to add official support for
allowing people to change their graphics through the game with texture
packs and used mine as an example, and has mentioned he wants to put a
Painterly link somewhere on the webpage eventually, but that's as far
as it ever got.
[*:3jsv2tsy]Server-side custom textures: "When I was playing that I got comments that I'd have to support, like, dynamic downloading of textures from the server, stuff like that. If people want to do that, they definitely should. Those things are really cool." (10:08)
[*:3jsv2tsy]Best feedbacks: "The best feedback recently is from people who say that they understand, like, the development speed might be down because of trying to set up that company and stuff like that. Those feedbacks, that's very good. Because I want to do development, that's really what I want to do. [...] That kind of feedback really helps bring the mood up." (10:28)
[*:3jsv2tsy]Worst feedbacks: "The worst [feedbacks] are probably when people get personal and nasty, like, trying to insult me and stuff like that." (10:58)
[*:3jsv2tsy]The worst thing to implement: "I think the water is actually... I've spent several times doing different versions of water [...]" (12:17)
[*:3jsv2tsy]Water system update: "I won't say I'm happy with the current version [of water] but I think it kinda fits because you can use it, and that's good enough for now. But it's one of those things I'm probably going to rewrite later on." (12:56)
[*:3jsv2tsy]The future of Minecraft: "I'm gonna keep working on the game for as long as there's at least some sales in it. Because I think there's a lot of potential and stuff I can add to the game, and I really want to add that. So, the thing I want to do is kind of work on Minecraft, and as long as I can do that, financially, I'll keep working on it." (19:18)
[*:3jsv2tsy]Minecraft will be open source: "When I stop working on Minecraft I'm going to release it as open source so people can still keep working on it." (19:35)
[*:3jsv2tsy]Server modding to be included during beta phase: "In beta we're gonna do the modding support, so people can write actual mods on the servers." (21:24)
[*:3jsv2tsy]Save files will end up being one file instead of several. Probably in beta: (very long quote, but that's the gist of it) (21:50)
[*:3jsv2tsy]Limited maps will return: "I'm going to put back the ability to have limited maps so they are not infinite. That should probably help a lot of people in laptops" (29:55)
[*:3jsv2tsy]Migrating away from Java: "Not at the moment. If we ever want to put it on consoles, we'll have to do that. Right now there are no plans to move it, but it might happen in the future." (30:53)
[*:3jsv2tsy]Better enemy AI: "Not really, no. I'm a bit fond of old-school enemy design, in which basically the enemies are kind cheap and predictable. [...] I think that kind of enemy design is more interesting, partly because I don't have to spend that much CPU time on actual AI. And I think it gives a nice distinction between enemies and other players in multiplayer." (31:53)
[*:3jsv2tsy]Official texture packs / theme selection: "We're talking to a couple of artists now about hiring them, but it depends on kind of what they want to work on, the new game or Minecraft. I've been speaking to other guys online who might be able to like help me out there, like the guy who did Painterly pack, he seems extremely eager to get like his resources into the game. So we might actually just make something where you can actually select what kind of texture you want to use, or something like that. [...] And I could purchase a license to put them officially in the game." (36:17)
[*:3jsv2tsy]Game will have narrative: "Hopefully there'll be some kind of narrative into the game. Like some kind of overarching goal that you could reach. But the idea is to have it really difficult, so it would be like NetHack, you don't win the game, you just hear about the people win the game." (39:10)
[*:3jsv2tsy]Monsters will use weapons and tools: "When I do the villages with monsters, like, friendly monsters, you'll probably be able to equip them by throwing stuff at them. So if you throw a sword at a goblin or something, they'll run around with the sword." (4:01)
[*:3jsv2tsy]No technology: "I'm trying to stay away from technology as much as I can." (9:49)
[*:3jsv2tsy]Notch doesn't like milk on his coffee: "Uses for milk? Like... Making coffee taste less good." (11:00)
[*:3jsv2tsy]Milk won't be a liquid: "No, that's far too silly." (11:17)
[*:3jsv2tsy]Technical details about liquids, new liquids, goo slime: "The liquid types take two tile types when I add them, and I have a fixed budget of 256 in total, so I try to avoid adding liquids just for fun. But I think I'm going add at least one or two more liquids to the finished game. [...] Goo slime, yeah." (11:25)
[*:3jsv2tsy]Liquid slime that spawns slimes: "There'll be like a liquid slime thing tile that will run like water or lava does now, and there'll be enemies made out of that material, that will spawn near it." (11:50)
[*:3jsv2tsy]Plush Creepers: "I'm looking into doing plush creepers." (12:57)
[*:3jsv2tsy]More crafting areas, modifying blocks (chimneys): "Crafting areas, like cooking table or stove or something. But they might also have prerequisites for the area around them [...], chimney, or something like that. The more you have that fits the block, the better it acts or something like that." (16:59)
[*:3jsv2tsy]Alchemy will have an hexagonal crafting table: "When I saw the hexagonal alchemy table thing, when you have the six and slot the middle, I just fell in love with it. So alchemy is definitely going to have a crafting table like that." (18:20)
[*:3jsv2tsy]Buddy list, Knowing what server your buddies are playing / PMing friends across servers: "That's a great idea." (70:03)
[*:3jsv2tsy]Global and local chat: "I might make it a server option, global chat or just local chat. But I find it's very confusing when you go out of range and the other person can't hear you, and you could hear them just recently now." (19:45)
[*:3jsv2tsy]Beer and alcohol: "I'll probably have beer because it looks really cool and I want to draw the little icon. But I'm not sure I'll have the effects of beer." (20:50)
[*:3jsv2tsy]Breweries: "It'll be fun to have breweries and make beer. It'll probably be like the furnace where you start it and keep it running and after a while you get a mug of beer or something." (21:11)
[*:3jsv2tsy]Economy system, trading, currency, coins: "I might make coins because I really like coins, for some reason, in games. [...] The trading in the game is probably mostly gonna be just you drop one thing and the other guy drops another thing. And if you don't get your thing you hit him with your axe." (21:40)
[*:3jsv2tsy]Rides, riding animals, some with special attacks: "There's gonna be more riding animals. Perhaps having special attacks on some of them would be fun. I don't think having multiple special attacks would be fun." (24:37)
[*:3jsv2tsy]Overhead maps, craftable maps: "I'm not sure I will [add an overhead map]. I might have limited, or probably will have limited maps you can make. Yeah, that's coming sometime." (26:21)
[*:3jsv2tsy]Seasons: "The seasons don't really work too well with the infinite map thing, because if you leave an area when it's summer then you come back when its winter, it's going to be like, lots of exposed grass and such. So I'll have to go through the entire level, or chunk, and bring it up to date with the snowing and such, which will make it even slower when you're going back and forth. But I might have seasons where it snows more during some time of the year, but doesn't actually get cold or warm, so the snow melts, stuff like that. But I will have areas where there's snow just at the tops of mountains and areas where it's just totally solid frozen oceans and such." (27:13)
[*:3jsv2tsy]Pigmen villages: "I think... Probably like pigmen, perhaps?" (29:08)
[*:3jsv2tsy]Mods, modding, natural disasters: "The modding support will be very extensible, so you'll be able to write mods for natural disasters and such. I think I want to have them in the game, but it's probably going to take a long time for me to add them." (30:17)
[*:3jsv2tsy]Big entities, ships, elevators, boats: "I've kind of thinking about the idea of having entities that are kinda like level chunks, so they can have 16x16x16 blocks attached to them. But there's lot of problems with the physics and the rendering to get that fast. I haven't solved it yet, but if I do make something like that it could be as full as elevators you could design yourself and boats, and stuff like that. That'd probably be very good for the game." (31:38)
[*:3jsv2tsy]Changing the spawn point, teleporters, portals: "I'm considering that. I think it's kind of interesting to make it NOT possible to change the spawn point because that gives the game a lot of room to have cool technology or magical things to get people to travel faster, like having teleporters or portals to other worlds, stuff like that" (33:30)
[*:3jsv2tsy]Linked carts, self-powered trains: "Yes, when I solve it. There's some problems with the physics, they cannot start pushing each other and stuff. It's not a stable system at the moment." (35:48)
[*:3jsv2tsy]Oil: "If I do have oil it's not going to be able to power stuff, because that's a bit... techy." (36:23)
[*:3jsv2tsy]Flammable oil: "That sounds like a great recipe for disaster. I like that!" (36:40)
[*:3jsv2tsy]New furniture: beds, chairs, tables: "I'm going to sometime do a thing where I add a few more furnitures and beds are probably going to be one of those. Like beds, chairs, I don't know, tables maybe? Like that." (37:46)
[*:3jsv2tsy]Replacing all torches with oil lanterns during update: (at 38:02 mark) "I'm thinking I might actually have to ruin the game for everyone and make torches burn off after a while. Because right now it's far too easy to make dungeons totally safe because monsters don't spawn in bright areas. But when I do so I'll also make monsters even more sensitive for light so even in dimly-lit areas they won't spawn(*). But then I'll add like oil lanterns or something like that that'll burn forever. That's like a higher tier torch."
(Notch is then suggested to replace previous torches with this lantern to avoid making everyone angry, to which he replies, enthusiastically)
"Yeah! That's actually a pretty good idea! I'll just replace the torch ID-number thing with the oil lantern and add torch as a new item."
[*:3jsv2tsy]Native server-side build permissions in multiplayer: "I'll add so you can make areas where people can't build, except for a few selected people, which would be like the land flag thing." (38:40)
[*:3jsv2tsy]Server-side tools for admins, saving and loading map sections: "I'll add more tools for server admins, who will be able to save an area of the map or load an area of the map from a file." (38:36)
[*:3jsv2tsy]Crafting a map of what was already explored: "I want it, but it's kinda tricky to implement. Hopefully." (40:05)
[*:3jsv2tsy]Servers will have optional auto updates: "In the final version it'll be automatically updated, unless you turn it off in the settings." (40:19)
[*:3jsv2tsy]Uses for wool: reduce fall damage, clothes, dying and dyes: "It will reduce fall damage and it will be used for making clothes, which you can dye in different colors. If you want them." (40:30)
[*:3jsv2tsy]Customizable armors: "I'm not sure, maybe. It sounds like a pretty good thing to have so you can distinguish people easier from each other, because if everyone's wearing armor they'll look pretty much the same. But then it gets hard to see which armor people are using, which is kinda of the point of what I made them. I'm not sure. [...] I might have like you can have like an insignia on the armor." (40:04)
[*:3jsv2tsy]Engravings, chiseling, painting: "Yeah. Engravings could work. I think it'll actually be kinda cool to paint your own signs and chisel your own engravings. It's a bit more manual work than just writing the text, but it might be fun." (41:51)
[*:3jsv2tsy]Arrows with different tips: "Yes" (42:08)
[*:3jsv2tsy]No new metals, more mushrooms and cave-related findings/items: "I'm not sure if I'm gonna add more metals, but there's going to be more stuff to find in caves, at least. I think that the number of ores right now it's pretty good, but it'll be fun to find other things like more mushrooms, spider webs, stuff like that." (42:21)
[*:3jsv2tsy]No hostile birds, but birds you can hunt: "Yeah, probably. I don't want hostile birds because [?] are no fun. But birds you can hunt? Yeah, sounds like fun." (42:55)
[*:3jsv2tsy]Diving suits, diving helmets: "Yeah, I think so, yeah. Some kind of helmet you could use to dive." (43:13)
[*:3jsv2tsy]Lizards, snakes, iguanas: "Maybe. Lizards in general." (43:23)
[*:3jsv2tsy]Ropes, grappling hooks: "It would be interesting to have like a free hanging rope, that can be attached and it falls down, so you can climb up just free hanging. Perhaps. If I can find some kind of fun and unique use for it, I might add it, yeah. Grappling hooks could work as well." (43:43)
[*:3jsv2tsy]Leashes, tying things: "I'm going to have some kind of rope to drag animals around and such. I guess tying a pig to a boat would be fun." (44:30)
[*:3jsv2tsy]Fine-tuning level generator, sliders "I'm not sure I want to add options to the level generator. I just kinda like the purity of just roaming around in it and seeing fun things that way. " (46:55)
[*:3jsv2tsy]Bigger oceans, seas: "Having bigger oceans looks like a good idea now there are boats." (47:07)
[*:3jsv2tsy]TNT arrows, fire arrows, and other arrow tips: "I think I'd like having, someone a long time ago suggested TNT arrows, which I think it's a really fun idea and it there's a lot of potential to having them someday. An arrow with some kind of block that has some kind of effect, like an arrow plus TNT makes an arrow that explodes. An arrow plus bucket of water, so you can shoot away an arrow which creates a water spring when it hits. Something like that." (47:25)
[*:3jsv2tsy]Torch arrows that spawn a torch where they hit: Torch arrows "Yeah, that's a great idea." (48:07)
[*:3jsv2tsy]Things to help on making machinimas: "Hopefully." (48:22)
[*:3jsv2tsy]Long grass: "Possibly, yeah." (48:58)
[*:3jsv2tsy]Height of the map, infinite height: "Yeah. I think 256. It's 128 blocks now, 256 might actually happen but I would like to try to make them variable heights, so you can have huge, high areas. But it's really, really tricky to get it to perform well." (50:12)
[*:3jsv2tsy]Trap doors: "Yes" (50:51)
[*:3jsv2tsy]Traps: "Yes" (50:51)
[*:3jsv2tsy]Iron spikes: "Probably. Maybe it will be like the cacti." (50:51)
[*:3jsv2tsy]Deeper oceans, sea monsters, whirlpools: "If I do make the bigger oceans then there's definitely going to be deeper oceans as well. Sea monsters, well, yeah, it's terrifying so probably. Whirlpools... Yeah, why not? Sometime." (51:26)
[*:3jsv2tsy]Redstone dust on walls: "Maaaaaybe. I'm not convinced." (52:35)
[*:3jsv2tsy]Area restricted chat: "Probably not" (52:50)
[*:3jsv2tsy]Seaweed, fishing: "Seaweed, yes. Fishing, yeah. I think so. It's going to be boring, but yeah." (52:57)
[*:3jsv2tsy]Crossbows, guns: "No guns, but maybe crossbows." (53:09)
[*:3jsv2tsy]Skeletons using fire arrows: "Yeah. Some breeds of skeletons will probably have [interrupted] I like the idea of having monsters causing fires." (53:23)
[*:3jsv2tsy]Explosions causing fires, fire Creepers: "Not the normal Creeper ones, but I like the idea of having a Fire Creeper that has a much smaller blast radius, but spawns this lava thing or whatever that causes fires." (53:34)
[*:3jsv2tsy]Siege weapons, catapults, cannons that may fire any kind of block: "Yeah, I think that's definitely going to happen. [...] Well, I like cannons 'cause they're really tricky to use and that would be kinda fun to see. Cannons and [?] loading them with different ammunitions, so you can have like burning bolders or... I guess you could launch most things, like launching creepers. [...] Yeah, I guess you should be able to load it with any block or tie an entity to it, and let it launch it." (53:50)
[*:3jsv2tsy]Balloons, flying mounts: "I might add flying mounts. Balloons? Probably not." (55:35)
[*:3jsv2tsy]Flood gates controlled by redstone: "Absolutely, yes." (55:43)
[*:3jsv2tsy]Light sensors: "I think having like a light sensor which is sensitive to daylight would be kinda fun, because you can bases that lock when it gets dark." (56:09)
[*:3jsv2tsy]Redstone activated furnaces: "Possibly even having like furnaces that turn off when they're not triggered, I don't know why you would want to do that, but it's a possibility, yeah." (56:22)
[*:3jsv2tsy]Redstone may control/switch LOTS of things: "I think that the more things that get to react to it, the more fun people can have. I don't have to understand what it's useful for, I can just add it and people will find a use for it." (56:31)
[*:3jsv2tsy]Cave ins, falling boulders and rocks: "Maybe. I think having things attacking the players from above is kinda... Not really work in a game, Morrowind. So just having a boulder or something fall on you and kill you it's probably just going to be confusing, not fun. But sounds like an interesting thing." (57:47)
[*:3jsv2tsy]Environmental hazards, quicksand, sea porcupines/urchins: "Yeah, there are going to be more environmental hazards. Quicksand? Might belong, actually. I think, like, when you're going swimming there'll be these dangerous things that you can hurt yourself in the water, like prickly, piked black things." (58:15)
[*:3jsv2tsy]Larger, more complex dungeons with better loot: "For the dungeons, I'm really looking forward to actually implementing pseudo-random dungeon generating thing. I've been doing some experiments trying to make roguelikes and it's all this really fun doing the dungeons, so I think that's definitely going to make it into Minecraft sooner or later. As for finding equipment, yeah. I already have the chest in the small dungeons things [...] but finding like an enchanted sword could be really fun." (59:22)
[*:3jsv2tsy]Repairing of items: "I don't want to add repairing, because if you enchant an item, and you can't repair it, you'd have like, limited uses on it. Which's kind of good. But I'd like to have something like 50/50 repair thing, where either you break it or it gets repaired, like a 50/50 chance. Which would be really really annoying, but might be fun." (60:12)
[*:3jsv2tsy]Natural disasters: "I want to have it, but it's probably going to take a long time to add it. If it's too destructive then it might be no fun, but if you know you are in a like an area that's prone to natural disasters, then it might be fun. Like you see a volcano and the sky is dark or something, and you set up a base there and it suddenly goes off. That might be really fun." (61:21)
[*:3jsv2tsy]Capture the flag: "I do want stuff like Capture the Flag and stuff like that. I don't know how much of that is going to be done by modding. [...] I think it's probably going to be modding, and then I'll release mods myself or other people will" (61:56)
[*:3jsv2tsy]Team Furnace game mode: "And the Team Furnace, where the first team to smelt gold or whatever wins" (62:22)
[*:3jsv2tsy]Taming animals that fight alongside you: "I think so, yeah. Perhaps not pigs and sheep, but if you manage to somehow tame a spider, it would be really fun to have it attack the people you are attacking." (63:32)
[*:3jsv2tsy]Pre-defined map size limits: "Yeah... They'll like, gradually turn into ocean the farther you get out and everything will just be endless ocean outside that, chunks won't use up any network space or disk space" (64:31)
[*:3jsv2tsy]Musical instruments: "Maybe. Sounds like a fun idea. How would you play them, though? [...] Yeah, you hit the wall and it'll go 'TING!'" (64:48)
[*:3jsv2tsy]Biome specific monsters: "Yes. Absolutely." (65:05)
[*:3jsv2tsy]Elementals: "Elementals. Yeah, I like elementals. Basically, if you find a feature that's in Dungeon Keeper 2, I mean Dungeon Master 2, sorry, then I'm probably going to add it. Because I LOVE that game." (65:09)
[*:3jsv2tsy] Inviting friends into your single player game: "I'm going to spend time making single player and multiplayer even more integrated, to the point of you being able to invite friends directly into your single player game."
[*:3jsv2tsy] Actual game narrative: "I'm also most likely going to add some kind of narrative to the game so that the player has an actual goal."
[*:3jsv2tsy] Capture the flag game mode: "One aspect that's kind of evolved over the time, and still isn't in place, is the idea of competitive multiplayer with game modes like Capture The Flag or Team Furnace. These will appear when I add the modding support sometime during beta."
[*:3jsv2tsy] New ores: "Yes, if we can figure out what they should do. Redstone is a great example of a new mineral with a new purpose, even if the new ones don't need to be as complicated in any way."
[*:3jsv2tsy] Craftable shelves for item display: "I wouldn't mind having more decorative items that you can create, and perhaps craftable shelves so you can show off your possessions without worrying about them vanishing after five minutes."
[*:3jsv2tsy] Gears and mechanisms: "I doubt the gears and so from it will make it into the game, but I really like the idea of larger structures like windmills." and "But we might revisit it in the future once there's more than just one programmer."
[*:3jsv2tsy] Game will enter beta once survival works in multiplayer: "Once survival mode multiplayer works as well as singleplayer, the game will enter beta."
[*:3jsv2tsy] Square rainbows: "Well, I'm considering possibly adding square rainbows."
[*:3jsv2tsy] Changes in the water algorithm: "As for features I've given up on, I'd say water and large monsters. Water as it is now kind of works, but it's far from perfect. Making it behave nice and run fast is starting to seem like an almost impossible problem."
[*:3jsv2tsy] Large monsters\mobs: "I've done some experiments with large monsters, but the current monster physics just don't play well with it. [...] I need to figure out how to solve this, as I want to eventually add megabeasts."
[*:3jsv2tsy] Ability to move the spawn point: "Not sure! There are some interesting economics that arise from not being able to move it easily. For example, teleporters would become terribly valuable, and death becomes more and more costly the further out you are."
[*:3jsv2tsy] Vertical limits for the map: "It will never be truly infinite. [...] On the vertical, there's a whole host of issues that more or less force it to be limited in size, mostly related to lighting and downfall, but also because entities can fall very fast compared to how fast they can move horizontally."
[*:3jsv2tsy] Alchemy: "Oh, yes! Absolutely!"
[*:3jsv2tsy] Keeping items indefinitely after death: "No, that would clog up the world too much. I might possibly add some workarounds for this though, like if you keep a Stone of Holding in your inventory, a chest spawns where you die, containing all items except the Stone. Or something like that."
[*:3jsv2tsy] Addition of epic underground monsters: "Yes. They will not be fair."
[*:3jsv2tsy] Crafting of large objects/Sea ships: "Maybe! I'm considering a craftable super entity made up of 16x16x16 blocks. The idea would be that you can use this to make huge doors, or boats, or elevators, or whatever else you can think of. I don't know if I'll be able to solve all the technical issues with it, but hopefully!"
[*:3jsv2tsy] Gamma adjustment slider: "Yes, I will consider it. There are technical problems. I might be able to solve it in software."
(Note: this list is very old and it's not really updated anymore)
[*:3jsv2tsy][color=#FF0000][OBSOLETE]No floating blocks, except for obsidian: "Perhaps all floating chunks of blocks should fall down, except for a special block (obsidian?) that can be used to make floating things. Floating islands would need obsidian veins to stay afloat."
[*:3jsv2tsy]Smoke block: "Would be generated by fire, be passable, cast shadows, float upwards and disappear after a short time."
[*:3jsv2tsy]Flags for claiming areas: "Planting a flag (costs gold in survival?) claims an area of land. No monsters can spawn or die from age in that area, and only selected players can build in that area."
[*:3jsv2tsy]Artificial structures/goblin villages in randomly generated maps: (Jun 30)
Note: This is from 2009, over a year ago. He has changed his mind on a few things since then, so don't take this list as authoritative. I'll be marking any obsolete information as such.
[*:3jsv2tsy]Mobile/iPhone versions and expansions: "What's probably going to happen is that once the game is out of beta and the first couple of point releases have been done, I'll make a smaller game or two (quite probably an Android or iPhone game), then work on the Levers and Dungeons expansion." (Note: Levers and Dungeons mode is now called "Adventure Mode," and it's currently planned for the final version, not an expansion)
[*:3jsv2tsy]Siege weapons, catapultable explosives: "From chatting on IRC, I've grown vague plans for a siege weapons expansion, with catapultable explosives, but I can't promise anything yet."
[*:3jsv2tsy]Crouching, rock climbing and dashing as skills: "I'm still on the fence on this. Dashing and crouching are pretty straight-forward (although crouching is a bit hard to animate without joints..), but I've always found climbing in first person games to be a quite poor experience, be it crawling up over ledges or climbing up ladders. I'm going to try not having them in the game."
[*:3jsv2tsy]Hunger, thirst and poison meters: "Food will only be needed to regain health, there is no food bar. One of my top goals with the project is to make the game as readable and intuitive as possible, so any status ailments I’ll add will be ones that are immediately understandable. An example of something I’ll probably not add is poison. There’s no real way to show that other than to use an icon, and even that is hard to understand, and there’s no way to know how to STOP being poisoned."
[*:3jsv2tsy]Limping and fatigue: "I might add limping when the player is low on health if it isn’t too annoying, but there are no plans for fatigue."
[*:3jsv2tsy]Mods and Zombie Siege mode: "Mods will be able to change the sky color and the light brightness. Fade these over time, and you can fake day/night transitions. It won’t be in the standard game, but Zombie Siege mode will use it."
[*:3jsv2tsy][OBSOLETE]Server-side custom textures: "I’ve decided against automatic custom textures sent from the servers"
[*:3jsv2tsy]Seasons: Seasons have been delayed (but seem to be planned). Leaves change color, more rain during the spring and fall, colder weather during the winter, causing the upper layer of still water to freeze into ice blocks (only when connected to land or other ice blocks, though, so it'd slowly spread), and snow falling to the ground, creating loads of snow blocks everywhere.
[*:3jsv2tsy]Carryable light sources/torches: Carryable light sources are now a possibility. He ruled them out initially as taking too much processing power because of the way lighting worked, but with the new lighting system it may be feasible, and you can even have colored light (glowing fungus, orange-tinted lanterns, etc)
[*:3jsv2tsy]Competitive multiplayer modes: Multiplayer competitive modes with an end goal are planned. He used an example of two teams having an 'altar' at which gold must be burned away for points, and after a week (real time, but just an example) whoever had the most points would win and a new map would generate. He said since gold would burn off slowly the teams could raid each others' bases to steal their unburned gold. Evidently this was just one example of such a mode. This, of course, on top of normal or more open multiplayer modes.
[*:3jsv2tsy][OBSOLETE]Ramps / Slopes: Ramp tiles may eventually be added since he dislikes the current half-blocks so much and doesn't want to add more of them.
[*:3jsv2tsy]Future mobs will be fantasy themed (kobolds, goblins): Future mobs and enemies will be fantasy themed, his example included kobolds and goblins. He said he really liked the idea of finding a goblin village while exploring in infinite mode, for example. Goblins will be small and swarming, while things like trolls will be huge and can throw destructive boulders. Golems were also confirmed.
[*:3jsv2tsy]Monster villages\towns: On that note, "Monster Towns" will be one of many things you can find in Infinite mode. Again, he mentioned the possibility of many goblins living there. You can play around with them or try and destroy them.
[*:3jsv2tsy]Ragdoll physics: The game will eventually have ragdolls for all models.
[*:3jsv2tsy]Many more craftable elements/deeper craft tree: He talked about making the crafting tree much deeper, but says he'll keep the actual method.
[*:3jsv2tsy]Magic and enchanting: Magic and Enchanting are planned but he hasn't really worked out any details yet, which is why we don't know anything about how it'll function. Also, a direct quote: "I'm thinking you find ingredients by killing monsters (harder to farm), then you assemble them with some kind of alchemy, and attach it to items that decay when you use them. So if you manage to get a Sword of Being Cool +2, you might still want to avoid it because of the damage thing. Hopefully it's fun."
[*:3jsv2tsy]Zoos, animal husbandry and persistent animals (no despawn): Zoos and the like are feasible since it will be possible to move and keep animals more easily, and they won't despawn.
[*:3jsv2tsy]Enemies attacking in groups: Smaller, weaker enemies may come in large groups
[*:3jsv2tsy]Maps: Maps, compasses, and clocks are all confirmed, the latter two using animated textures.
[*:3jsv2tsy]Better diamond: Diamond will last longer and be even better, right now Notch thinks it sucks.
[*:3jsv2tsy]Carts/caravans for carrying lots of items: He's going to attempt to make not only carts that can carry large amounts of goods over long distances (for things like caravan trains, trading between nations, moving to a new settlement) but also mine carts.
[*:3jsv2tsy]Mega mobs/big creatures/giants: Megabeasts are again confirmed, and should hopefully be fun, and a challenge no matter how well-equipped you are, but never just annoying and uncontrollable like Sim City disasters.
[*:3jsv2tsy]Mobs that can destroy blocks: Mobs that can destroy blocks are confirmed, so you can no longer just camp out in a dirt-doored hut and be fully safe. However, "it has to be in some obvious way. Coming back to a ruined house when you weren't even around to stop it would be no fun. But seeing a couple of lava golems advance on your settlement and know they'd mess it up bad if they reach it would be quite fun indeed."
[*:3jsv2tsy]Smoke: Smoke blocks may be added, necessitating a chimney.
[*:3jsv2tsy]Playing as monsters: The ability to play as monsters would be possible, he says, and in fact very easy. But if you didn't have an inventory survival mode would probably get boring.
Check the link for other information (some already implemented, which were omitted here).
[*:3jsv2tsy]Working of biomes: "The level generator will generate large maps using different parameters and the biomes will be the result of those. Right now I'm planning on having temperature, humidity and "danger". Dry and hot makes desert, humid and cold makes snow. Danger and hot, and there will possibly be lots of lava."
[*:3jsv2tsy]Compatibility between old Classical Multiplayer (CMP) maps and the new one: "For the maps, probably possibly maybe, depending on how tall they are. If they're taller than 128 blocks, they won't load. And what physics? If you mean the water or sponges, then no."
[*:3jsv2tsy]Minecraft on Steam: "But I definitely want the game to end up on Steam, when I look for games to buy, I go to Steam first."
[*:3jsv2tsy]Trapdoors and floodgates: "There will be trapdoors. And flood gates."
[*:3jsv2tsy]Larger craft table: Notch might add 4x4 crafting table
[*:3jsv2tsy]Rituals/summoning: Rituals, summoning creeper armies
[*:3jsv2tsy]No stackable food: too powerful
[*:3jsv2tsy]Different arrowheads confirmed
[*:3jsv2tsy]More vegetables: yes, a lot more farming, pumpkins, carrots perhaps
[*:3jsv2tsy]Mountable horses confirmed
[*:3jsv2tsy]Controllable animals confirmed: no controllable pigs, but other animals will be controllable
[*:3jsv2tsy]Dyes for cloth confirmed
[*:3jsv2tsy]Secret doors: possibly secret doors that look like rock
[*:3jsv2tsy]Siege weapons confirmed
[*:3jsv2tsy]Cooking multiple foods at once: being considered
[*:3jsv2tsy]No stats or experience-based skills: stats for hp, speed, that enhance skills such as mining faster. No stats like that, because it's too much grinding, maybe achievements for mining 10 billion tons of stone
[*:3jsv2tsy]Cobblestone growing moss naturally/natural mossy cobblestone: possibly
[*:3jsv2tsy]Obsidian tools: not sure, Notch likes the idea of diamond being the strongest
[*:3jsv2tsy]Full specifications of level format: definitely should, but more likely to release open source API or stuff you can use directly
[*:3jsv2tsy]Rocks falling/cave ins: probably no physics for huge structures falling down
[*:3jsv2tsy]Wet sand: will probably have thing like wet sand, where it stays, but then it will eventually fall
[*:3jsv2tsy]Campfires: kind of, yeah
[*:3jsv2tsy]Additional animals: might be horses, might be donkeys or bears, don't want unfriendly animals
[*:3jsv2tsy]Ham sandwiches:he may add ham sandwiches
[*:3jsv2tsy]Coins: He wants to add coins. He likes coins in games.
[*:3jsv2tsy]Alchemy and magic: He wants to make alchemy magic, and would use it for taming animals. No fireballs or offensive things. More fun, less war.
[*:3jsv2tsy]Sharks: He wants to add sharks as a passive mob.
[*:3jsv2tsy]In game maps: Almost certainly. It will be a craftable object.
[*:3jsv2tsy]Prefixes or mob modifiers: flaming birds, shadow creeper, giants, etc.
[*:3jsv2tsy]Mobs that only move when you're not looking: he may implement mobs that only move when you don't look at them, much like Weeping Angels from Dr. Who or Boos from Mario.
[*:3jsv2tsy]Creating monster spawners: Magic may be used to make monster spawners.
[*:3jsv2tsy]No trading: No advanced trading, just dropping items
[*:3jsv2tsy]NPCs: OPs may be able to add NPCs, but it would be "very complex"
[*:3jsv2tsy]Increased map height: He will probably heighten the skybox, but not soon. No infinite height, ever.
[*:3jsv2tsy]Grappling hooks: Maybe.
[*:3jsv2tsy]Zombie siege: Zombie Siege will not be in it's own game mode, and zombies will be able to break blocks. There will be certain nights were the moon will be red or something which indicates a zombie horde.
[*:3jsv2tsy]Incidental music: Sure.
[*:3jsv2tsy]Land flags for claiming terrain under consideration
[*:3jsv2tsy]Stealing from chests is desired
[*:3jsv2tsy]Beds: Crafting beds could pass time like oblivion and possibly recover health, but maybe only food could restore health.
[*:3jsv2tsy]Sleeping in SMP: Sleeping in SMP could be a ten minute break where you can't get back to the server for 10 minutes.
[*:3jsv2tsy]Improved water: "too much work and really, really difficult".
[*:3jsv2tsy]Cloud interaction: He likes the idea of clouds slowing things down, and being physically active with the player.
[*:3jsv2tsy]Enemies immune to light: He will add enemies that spawn deep down, but aren't afraid of light.
[*:3jsv2tsy]New boats: There may be multiple kinds of boats if it's needed.
[*:3jsv2tsy]CTRL+Click functions: sounds good to Notch.
[*:3jsv2tsy]Hunger/thirst: Nope. Maybe you lose health when cold, though.
[*:3jsv2tsy]Giant beasts/persistent mobs: Megabeasts will be persistent, and so will certain tagged mobs.
[*:3jsv2tsy]No blocks over redstone
[*:3jsv2tsy]Light sources may put off heat that will melt things
[*:3jsv2tsy]Hedgehogs are being considered: they may hurt if you step on them
[*:3jsv2tsy]Glowing blocks through magic
[*:3jsv2tsy]Natural disasters being considered
[*:3jsv2tsy]Moving lights: Moving lighting is really hard and nauseating at the moment. But being worked on.
[*:3jsv2tsy]Throwable torches being considered
Check link for expanded quotes and actual recordings.
[*:3jsv2tsy]New blocks: "Well anything I add is going to have a purpose."
[*:3jsv2tsy]Progression in pickaxes: "Probably with tools, but probably with crafts"
[*:3jsv2tsy]Light sensors: Addition of sensors is being considered: "[...] sensor, or like a brightness sensor stuff like that. So you can say like your doors get shut when it's night."
[*:3jsv2tsy]Trapdoors: "Yeah, I'm gonna do trap doors. I'm trying to work out a way to do it."
[*:3jsv2tsy]Linking minecarts: "Yeah, I think I'm gonna figure out a way to do that."
[*:3jsv2tsy]Cart tracks that exert force: "Yeah, I might do that. There's a bit of overlap between those and the powered minecarts. I'm not sure which one is best to have."
[*:3jsv2tsy]Better powered carts that push and pull: "Yeah, I'm definitely going to fix that. I didn't even test them."
[*:3jsv2tsy]Lifts: Notch has lifts planned, but it might not involve lighting fixtures. "Yeah so it could look like normal terrain but it wouldn't do lighting. So it could just have lighting decorations."
[*:3jsv2tsy]Trading system: Not very likely, Notch likes the basic "drop your item" mechanic:" But I kinda like the rough like -- especially when you throw it from your hand."
[*:3jsv2tsy]Kill thieves that steal your stuff: "Yes, it's gonna be on by default."
[*:3jsv2tsy]Storage shortcuts (shift+click): "Yeah, I'm gonna do that. That's coming."
[*:3jsv2tsy]Enchanted armors: "Well, not detailed I guess. Later on in the summer I guess. It'll be possibly a prefix and a suffix. Like burning armor, which will automatically ignite you or something. That's not a good one."
[*:3jsv2tsy]Magic shoes to reduce/remove fall damage: "I love the like -- in Morrowind where they just added the random magic without testing it, so you could jump and end up flying into the air"
[*:3jsv2tsy]Mountains: "Yeah, I'm leveling mountains now because it's broken."
[*:3jsv2tsy]Cars and other vehicles/Mountable rides: "Well, not a car. But I'm thinking like ride an animal around the island. Some way to travel to a new area."
[*:3jsv2tsy]Bug tracking is a good idea, as long as community helps tidying it up: "Yeah, probably. It's going to be spammed a lot of duplicates. If there are enough people interested in communities to really handle it, try to mark stuff as duplicates, stuff like that."
[*:3jsv2tsy]Lanterns/Oil lamps might need steel: "An oil lamp feels like it should run out itself, so it's going to be something else. But it's going to be not much more expensive than normal torches, but perhaps you're going to have at least found steel or something before you can make them."
[*:3jsv2tsy]Windmills: "Yeah, that's a good idea. Yeah. I saw the animated gif with the waterwheel thing, was really awesome. If I'd seen that early in development of Minecraft I would have gone that route."
[*:3jsv2tsy]Oil being considered: "Yeah, I could."
[*:3jsv2tsy]Open volcanoes, snow covered mountain tops: "Definitely. It would have been in by now if it had worked. But that's going to be part of the megastructures thing. Caves are the only megastructures I have now."
[*:3jsv2tsy]Fancier graphics: "I don't think the game needs fancier graphics at all. I mean, I've seen some of the texture packs people do, and some of those are really good looking. So I think it can have like prettier graphics, but it needs to be higher resolution." and "I don't really want to go there. I think the graphics now are kind of iconic, instead of group sensitive, so it gets more immersible because it's kind of not great looking."
[*:3jsv2tsy]Food will stack in chests, but not in inventory: "Yeah, I think it's going to stack in containers. The reason is the inventory, otherwise you could just put a full stack and then you're invulnerable."
[*:3jsv2tsy]Fragile boats: "If they're making the splashes, then they will crash when you run into something." "They're kind of cheap to make, so I have to make them fragile."
[*:3jsv2tsy]Killing pigs with fire will spawn cooked meat: "Yeah, I like that."
[*:3jsv2tsy]Tracks/rails on stairs: "Yeah, that's a good idea. I should do that. I should make it so if you place tracks on stairs you can walk up."
[*:3jsv2tsy]Cobblestone will grow moss: "Then if you have an old cobblestone house, it should be covered in moss."
[*:3jsv2tsy]Clouds will be entities: "I'm going to remake the clouds so they're an actual entity."
[*:3jsv2tsy]Ramps / Slopes: "It's gonna be jagged stairs. Earlier on I was thinking about diagonals and stuff, but I think the style is established now."
[*:3jsv2tsy]Large boats/ships, superentities: "Yeah, I think the max is gonna be like 16x16x16. But yeah, and they won't have lighting. But it is for elevators and moving large doors, and boats, and stuff like that. It's going to be a pain to work out all the physics for it, but I think I can do it somewhat. If I manage to do the large entity block things, then you can just build them. It won't be like a premade thing, but you just made something that can rotate."
[*:3jsv2tsy]Seasons and weather: "Maybe. I may have seasons that are differing, like in the winter it's always snowing. But things that effect the blocks are tricky. Weather is coming."
[*:3jsv2tsy]Recovering complex items without breaking into components: "That's probably not going to happen."
[*:3jsv2tsy]Beacons being considered: "Like beacons that you use? Perhaps if you were carrying a beacon."
[*:3jsv2tsy]Chalk for drawing on walls instead of engraving: "I like that." "Chalk is probably more fun."
[*:3jsv2tsy]Leashes / animal powered carts: "Yeah, I'm gonna have kinda leashes that you can drag animals along. And yeah, having them be able to drag carts as well."
[*:3jsv2tsy]No minions: "No, probably not."
[*:3jsv2tsy]Egg tossing: "I was thinking I'd do something with the eggs, where you throw the egg and it hatches immediately."
[*:3jsv2tsy]Enemies getting angry with throwing snowballs\eggs\rocks: "I don't think if they get angry by that but they should."
[*:3jsv2tsy]Farming animals: "Yeah, that's the plan for animals. They're not going to spawn in groups of 20 anymore, but when you find them you have to bring them back."
[*:3jsv2tsy]Water modifications are unlikely: "Yeah, I'm not sure if I'm ever going to fix the water system. Because it's a local model that way and I want to keep it that way."
[*:3jsv2tsy]Pumps: "Don't even need them, we have the springs now."
[*:3jsv2tsy]Domesticated animals are permanent: "Yeah, when I do the fix on the animals, if you have them domesticated they'll stay there forever."
[*:3jsv2tsy]Notch's philosophy: "My unofficial philosophy is to give people what they want, not what they think they want."
[*:3jsv2tsy]Favorite mob suggestion: "Pigman."
[*:3jsv2tsy]Moon cycles related to alchemy/magic: "And that could be tied into the alchemy and stuff like that."
[*:3jsv2tsy]Werewolves: "Werewolves, yeah."
[*:3jsv2tsy]More inventory slots: "I think I'm gonna go with inventory slots. Probably have more additional slots. Like a cloak on your back."
[*:3jsv2tsy]Bump mapping: "I think that would look out of place."
[*:3jsv2tsy]No intelligent AI: " I try to make them dumber. I like animate ... in the old games, would have like predictable behaviors. But it was kind of difficult."
[*:3jsv2tsy]Cheese: "I love cheese. So I'm probably going to add cheese."
[*:3jsv2tsy]Maps/map making/cartography: "Yeah, I'm not sure how I would implement that from a technical standpoint. Because what would it keep track of, where would it store it, and what about when you moved. I want it, but I don't know how."
[*:3jsv2tsy]No random threats / lightning: "I'm trying to avoid things that randomly kill the player. Sure, if you can't hear a Creeper or something you explode. Most of the time you see them just as you die, which is more fun than just dying."
[*:3jsv2tsy]Dragons are definitely planned
[*:3jsv2tsy]Polar bears considered: "In the winter."
[*:3jsv2tsy]Corals and fish/big sea change: "When I do the big sea change, with corals and fish."
[*:3jsv2tsy]New weapons: "Weapons that do different stuff, yes."
[*:3jsv2tsy]Trapdoors, floodgates: "Yeah. Trap doors are coming, I don't know how yet. And they will be able to be activated by redstone. Watergates as well. That can let water through."
[*:3jsv2tsy]Monster villages/goblins/passive or neutral settlements: "I don't have much planned, but random villages with monsters in them, and they start up either aggressive, neutral, or friendly, depending on what type of mob it is. And if you do good things to them, the meter of how much they like you goes up, and the bad things go down. Like if you hit them they get angry. And if they're friendly they might start throwing things at you as gifts, and if they hate you they might chase you. It'd be very basic. The idea is to make it so you get kind of-- they look silly-- so you feel the emotional like, they look at you. Throw stuff at them."
[*:3jsv2tsy]Loot in chests in monster villages: "Yeah, probably."
[*:3jsv2tsy]Mobs won't build things, they'll be prespawned: "They would be prespawned when you load the map. It would be interesting to have them build them, but I think that would be too complicated."
[*:3jsv2tsy]Gold tools may be used for enchanting: "I wanted a new minable ore. I think. Yeah. And then I had some vague plans like the gold tools being easier to enchant or something."
[*:3jsv2tsy]"Recruiting" hostile mobs: "That's a really good idea."
I've got a few plans and visions, but my only true design decision is to keep it fun and accessible. There's no design doc, but there are two lists; one for bugs, and one for features I want to add but think I might forget.
I make sure to play the game a lot, and I've built my share of towers, and flooded my share of caves. If something ever doesn't feel fun, I'll remove it. I believe that I can combine enough fun, accessibility and building blocks for this game to be a huge melting pot of emergent gameplay.
I strongly believe that all good stories have a conflict, and that all good games tell a good story regardless of if it's pre-written or emergent. Free building mode is fine and dandy, but for many people it will ultimately become boring once you've got it figured out. It's like playing a first person shooter in god mode, or giving yourself infinite funds in a strategy game.. a lack of challenge kills the fun.
For survival mode, I'd rather make the game too difficult than too easy. That also means I'm going to have to include some way of winning the game (or some other climax) to prevent it becoming too exhausting.
I appreciate you making this thread. I am usually skeptical of what people say on the forums now-a-days, but I am almost sure that Alchemy will be implemented sometime. It's simply too good of an idea to reject. (Yes, that is my reasoning)
I appreciate you making this thread. I am usually skeptical of what people say on the forums now-a-days, but I am almost sure that Alchemy will be implemented sometime. It's simply too good of an idea to reject. (Yes, that is my reasoning)
Good list man! This answered alot of questions I had about the future of the game. I still wont to know if guns (or a gun) are going to be in Mine craft though I'll research it. If I find anything I'll post the answer here :smile.gif:
Rollback Post to RevisionRollBack
"He's trolling the game mechanic itself. And succeeding."
I would really appreciate it if someone could link to where these claims that Notch has said existing torches will turn into lanterns came from. Also, if there's any word from Notch about whether lanterns will be breakable or how long torches will last, that'd be very much appreciated. I've tried searching and came up with nothing :sad.gif:
(*) Yeah, this looks wrong, but I triple-checked and this seems to be what he said, which is exactly the opposite of what the Halloween update says. Don't trust this part.
The Halloween update says that areas with great depth will be more likely to spawn monsters.
It's possible that on the surface, even a little bit of light (though I assume it'd have to be more than moonlight, at least at right around sea level) will stop monsters from spawning, but as soon as you start to descend into caves, monsters would be able to spawn at higher and higher light levels.
There has been a sourceless thing on the wiki forever that I want either proven or denied and deleted. On the future mobs page someone added that Notch said he might add wolves, hamsters and polar bears. Could you sort this out for me so I can change the page accordingly?
Rollback Post to RevisionRollBack
AT: nOW YOU'RE GETTING IT, wHAT YOU ARE IN FOR,
AT: aRE YOU READY TO BE TROLLLLLED,
AT: wITHIN AN INCH OF YOUR MISERABLE HUMAN CORTEX,
There has been a sourceless thing on the wiki forever that I want either proven or denied and deleted. On the future mobs page someone added that Notch said he might add wolves, hamsters and polar bears. Could you sort this out for me so I can change the page accordingly?
I saw that, absolutely ridiculous. I'll try to find something about it. Again, it sucks to be the only one fetching this information, so I would really appreciate some help. :smile.gif:
Previously placed torches will automatically become lanterns. - Heard this in a podcast
Beds will be able to work as spawn points. - Never heard of this one before
There'll be hunger and/or poison bars in survival. - See above
Dynamic lighting is never going to happen. - That is a fact. Java can't handle moving lights.
Painterly might become the official texture. - Herp derp? Who said that?
Guns are never going to happen. - Podcast(s)
There'll be more ores. - Of course there will be...
There'll be an alchemy system. - Podcast.
Notch is going to add Herobrine in the game. - Speculation.