In a couple of tweets by notch he was struggling to come up with an idea for town boarders that would look good. He stated that the player could help to make the town grow so the boarders would need to be able to change, Give your best ideas. One that i heard and really like is for music to start when you walk in the town.
Why do you need boarders? The only reason you'd need boarders is if you were playing with a blindfold and were walking randomly until you hit something. :sleep.gif:
It's easy to tell when you're in and out of a town. The buildings...you know...stop.
Why do you need boarders? The only reason you'd need boarders is if you were playing with a blindfold and were walking randomly until you hit something. :sleep.gif:
It's easy to tell when you're in and out of a town. The buildings...you know...stop.
I dont think he wants it to be to similer to the millinier mod (Pardon spelling) and wants ti more homie and town like, maybe really nice walls to keep out mobs
I like the idea of a physical wall. I would like to view their progress by wall building. I would say two block high by one block wide wooden walls. Entrances I'm not so sure about...but wooden walls. Easy for them to take down and put back up.
I read that as though was having trouble more with the technicals of it, instead of coming up with ideas. What if a town's fence goes over a cave - does it try to seal the cave (what if the cave is really wide?), does it ignore it? What about massive terrain changes. What if there is another town, or water. Trees and their different shapes. What about wall thickness. ectect.
All something to consider especially when trying to keep performance high in realtime.
I think a good idea would be to have an NPC that can place and remove signs displaying the towns name as the town grows and also if he walked around putting torches on the trees the really defined the "border" would be great since they cause no obstructions and prevent monsters from getting into the town. In fact in adventure mode they should make a quest where the "Border Patrolman" went missing before finishing the town's new border leaving the town vulnerable to attack and your mission is to finish the town border during the night the quest is cued and fight off any invading monsters.
I read that as though was having trouble more with the technicals of it, instead of coming up with ideas. What if a town's fence goes over a cave - does it try to seal the cave (what if the cave is really wide?), does it ignore it? What about massive terrain changes. What if there is another town, or water. Trees and their different shapes. What about wall thickness. ectect.
All something to consider especially when trying to keep performance high in realtime.
Why not just make it so that when it generates a town, it's given a completely flat surface of grass or whatever foundation is going to be used? It may be boring, but in theory it seems like it'd work fine.
I'm a n00b when it comes to coding and whatnot, but it seems like it could be done.
Why not have boarders like a primitive style territory system. The town boarder is originally defined by the edge of the biome the village spawns in. And to expand you simply 'take over' more neighboring biomes. simple and effective. It would also allow people to divide up the villages into manageable province-like areas. "Here is the plains region" "here is the forest region" etc.
At least, this is what I do when I make towns/villages in SSP.
“Daddy, I had a bad dream.”You blink your eyes and pull up on your elbows. Your clock glows red in the darkness — it’s 3:23. “Do you want to climb into bed and tell me about it?”“No, Daddy.”The oddness of the situation wakes you up more fully. You can barely make out your daughter’s pale form in the darkness of your room. “Why not, sweetie?”“Because in my dream, when I told you about the dream, the thing wearing Mommy’s skin sat up.”For a moment, you feel paralyzed; you can’t take your eyes off of your daughter. The covers behind you begin to shift.
2. It think maybe a simple fence or a meter high wall would suffice. I do really like the idea of walking into a bustling pigman town tho with some cheery C418 music (not 13.ogg).
3. Towns need to have shops. You must be able to do something with all of that leftover gravel and dirt.
Do dee do do doo, do dee do, do dee do, do dee do doooo (bum bum bum bum buuum buummmmm)
It's easy to tell when you're in and out of a town. The buildings...you know...stop.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I dont think he wants it to be to similer to the millinier mod (Pardon spelling) and wants ti more homie and town like, maybe really nice walls to keep out mobs
All something to consider especially when trying to keep performance high in realtime.
I'm not sure whether I should laugh or if I should rage.
Ima laugh
Click 'dis shiz!
I had the exact same notifiation pop-up idea! I think thtas the best bet. muic would be call to.
Why not just make it so that when it generates a town, it's given a completely flat surface of grass or whatever foundation is going to be used? It may be boring, but in theory it seems like it'd work fine.
I'm a n00b when it comes to coding and whatnot, but it seems like it could be done.
At least, this is what I do when I make towns/villages in SSP.
I believe you're thinking of Kakariko Village.
"I want to genetically engineer a mammoth that is 2 feet tall and makes a WEH noise, I don't know why."
1. It's spelled 'borders'; This is a boarder, and this is a border.
2. It think maybe a simple fence or a meter high wall would suffice. I do really like the idea of walking into a bustling pigman town tho with some cheery C418 music (not 13.ogg).
3. Towns need to have shops. You must be able to do something with all of that leftover gravel and dirt.