1.4.4 Pre-Release Available Now!
#21
Posted 08 November 2012 - 04:31 PM
Take your time and get them all!
#22
Posted 08 November 2012 - 04:34 PM
Diggin' Minecraft Style
#23
Posted 08 November 2012 - 04:55 PM
#24
Posted 08 November 2012 - 04:57 PM
#25
Posted 08 November 2012 - 05:06 PM
#26
Posted 08 November 2012 - 05:24 PM
Personally, because I think this survey is mostly some silliness, I suggested Were-bunnies: cute, cuddly passive bunnies for atmosphere in the day, but at night they transform into ferocious giant Were-bunnies!
#27
Posted 08 November 2012 - 05:33 PM
SunnyDaze, on 08 November 2012 - 05:24 PM, said:
Personally, because I think this survey is mostly some silliness, I suggested Were-bunnies: cute, cuddly passive bunnies for atmosphere in the day, but at night they transform into ferocious giant Were-bunnies!
Lol, that is actually a cool idea as well. I am not sure what it would take for the drastic transformation to take place (Ie. They may need to make multiple character textures, like a bunny texture, half-transformed bunny, and were-bunny), but they also could also just instantly "poof" into were-bunny form, i suppose. (This would be easier, but a little less realistic) Anyway, even though you said it was a joke, that would be kind of funny: "Oh, a cute little bu--- Oh my god!"
#29
Posted 08 November 2012 - 07:11 PM
Dwer_1, on 08 November 2012 - 03:35 PM, said:
My suggestion: Tinkers - Small gnome-like creatures that sneak up behind a player, steal an item from their inventory and then run off back to their burrow with the prize. If the player tracks the Tinker down and digs into it's burrow they find a chest with their stolen item and a few other random items.
#30
Posted 08 November 2012 - 07:17 PM
#31
Posted 08 November 2012 - 07:24 PM
#32
Posted 08 November 2012 - 07:41 PM
#33
Posted 08 November 2012 - 07:49 PM
InfiniteNexus, on 08 November 2012 - 07:41 PM, said:
#34
Posted 08 November 2012 - 08:09 PM
fundamental game engine changes! Now we can enjoy the simple, dated combat
system that hasn't changed since the first version of the game, with less mildly
bothersome glitches!
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaay...
But seriously, the combat engine needs some reworking. The
fighting in Mario games is more deep and enjoyable. And all you do is
step on stuff in those games. That speaks volumes about this game's
fighting system.
#35
Posted 08 November 2012 - 08:13 PM
koopachris, on 08 November 2012 - 08:09 PM, said:
fundamental game engine changes! Now we can enjoy the simple, dated combat
system that hasn't changed since the first version of the game, with less mildly
bothersome glitches!
Yaaaaaaaaaaaaaaaaaaaaaaaaaaaay...
But seriously, the combat engine needs some reworking. The
fighting in Mario games is more deep and enjoyable. And all you do is
step on stuff in those games. That speaks volumes about this game's
fighting system.
#37
Posted 08 November 2012 - 08:28 PM
I suggested "a hostile mob that only spawns in 1x1 holes in the wall"
Something that would reward the player (by not spawning) for fixing terrain oddities and enderman damage. The mob could be like an evil chicken or something?
#38
Posted 08 November 2012 - 08:40 PM
YEAHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!
#39
Posted 08 November 2012 - 08:45 PM
#40
Posted 08 November 2012 - 08:46 PM
koopachris, on 08 November 2012 - 08:09 PM, said:
fundamental game engine changes! Now we can enjoy the simple, dated combat
system that hasn't changed since the first version of the game, with less mildly
bothersome glitches!
I'm surprised you don't consider the food restructuring, the addition of critical hits, or the change in how armor works a change in the combat system.




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