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[1.2.3] Hack Slash Mine (Spellscript Update is out!)

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#1

Frizzil
    Frizzil

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  • Location: Tuscaloosa, AL
  • Minecraft: Frizzil

Posted 26 July 2011 - 05:04 AM

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A WIP multiplayer hack n' slash mod for Minecraft


3/6/2013: The Spellscript Update is out, and is now patched!  Check below for the download (or go download the Technic Launcher!)...





Spellscript-Blocks!  I again try my clumsy hand at video commentary.



The Yogscast did a review!




Need a server to play on?  I tend to bounce around these.  You'll need the client installed.

Also, the Offical Hack/Mine Wiki just got started, and needs contributin'!  I'm already excited about its progress, and it should hopefully clear up any details.


Status Update (2/24/2013)

The Spellscript Update is out!  Go download the fancy new Technic Launcher and play it!!!

If you'd rather do a manual install (or want to run a server), check the Downloads section below.  Note that the installation instructions have changed!

What's new in this update?  A lot.  Here be the patch notes:

Spoiler:

*Yaaaawwwnn*, it's been a long day, so I'll post some more details tomorrow.  Have fun with the update!

EDIT:  If your controls are screwy/you can't move, you'll want to delete hmoptions.txt from the .minecraft (or .techniclauncher/hackslashmine/) folder!  This can happen if you already had H/M installed.  Not sure how many people are experiencing this, so leave a post on the thread if you did/didn't have this issue!


UPDATE:  Be sure to check out the offical wiki for info on how to use Spellscript!  I'm workin' on a Spellscript tutorial right now, in addition to a language reference.  It's all WIP at the time of this update, so be sure to check back now and again to learn yourself sumpthin' fierce!


Status Update (1/9/2013)

The third alpha is up!  Download it here!  You'll need this version if you want to log onto the public alpha server!  

This is probably the last alpha I'll be releasing-- after this has been relatively stable, and I've worked on the Technic push a good bit, we'll be ready for the launcher Posted Image

The last two alphas can be found here (version 1) and here (version 2).

This alpha features several bug fixes, greatly improved controls, much, much less crashing, and teleporters at the end of dungeons!  So, get testin'.

Once you've got it installed, you can log on to the server at frizzil.aegisgaming.org (no longer running) to help test!  I'll be on tonight if you wanna say hello Posted Image  And thanks again to the community at aegisgaming.org for hosting this amazing server!

Also, a preview of the Spellscript Update is up!  My video commentary abilities are put to the ultimate test...

What is Spellscript?  A separate, WIP mod I've been a'workin' on that Hack/Mine makes extensive use of.  It allows users to thoroughly mod Minecraft while in-game, no recompilation required, for both client and server.  In SMP, you can run arbitrary scripts from the console (or as an op) to manage your server, create new content, and much, much more.  All the spells, effects, and dialogues in H/M are currently implemented with it and are thus open to customization.

This patch has been very, very long in the making, so hopefully it's just what you've been waiting for.  As stated before, the alpha is currently available for manual installation, and you can help me out by installing it, logging onto the public alpha server (hosted by courtesy of Aegis Gaming!), and posting any bugs right here on the thread.

A push to the Technic launcher is also coming very soon, once both the alpha is proven to be relatively stable and there's enough added content that I feel comfortable releasing it-- the alpha has some new content, but the release ought to have a few more spells, Spellscript-Command blocks (and thereby teleporters at the end of dungeons), many more villager dialogues (there's very few at the moment), and a couple more features to boot.  Basically, a bunch of things you might want to wait for before making videos and whatnot.  Up til now, it's all been engine work Posted Image

So, stay tuned... dot dot dot...

Prior Status Updates:
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Download and Instructions:
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How to Play!
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Help/FAQ
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Compatible Mods
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Bug Reporting and Known Bugs
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Ooh, ooh, I have an idea!  I want to help!
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Overview

Imagine battling hordes of monsters with your friends... one friend leaps into the fray, sluggin' Creepers left and right; another channels walls of ice, stemming the tides of darkness; yet another showers arrows from above while leaping amongst the treetops; your team is a force to be reckoned with.  Suddenly, a massive dragon encroaches over the horizon-- you know you're not yet powerful enough to defeat it, so your party flees to the nearest shelter... a decrepit stairwell.  It's the dungeon you've been preparing for!  You weren't planning on exploring it yet, but with a dragon lingering by the entrance, you have no choice.  The howls of demons resonate through the twisting caverns...  you're uncertain of what pales you most, the countless traps that await you, or the raging Minotaur, Kul-Sheth, said to live deep within.  Unabated, you lead your party into the gaping maw, certain the gods know your plight...  Suddenly, a monstrous form in the shape of a chicken glimpses through the shadows!  A cockatrice?  For a second you thought the maker of this mod would be stupid enough to include a "dire chicken" mob.  Incorrectly, you assure yourself Frizzil is a rational human being, and press on.

Hack/Mine is an action-RPG hack n' slash mod for Minecraft (like Diablo II or Torchlight) with an emphasis on teamwork, twitch, and strategy.  It currently features sprawling, randomly generated dungeons, randomly generated loot, a live combat display and radar, a stat system with unique mechanics, "Areas" comprised of multiple chunks with a myriad of randomized features like mob compositions (soon to include fog, color schemes, even gravity), many new mobs and rare spawns with more to come, and a new dimension that shall remain mysterious.  The magic system is now in place!  The NPC dialog system is still in its initial phases, but is soon to be fleshed out.  The future holds ubermobs (large bosses that must be fought/negotiated with as a team), a questing system, much more content, and... maybe a plot, haha.  It will also feature an original soundtrack, much of which is already composed.


MASSIVE DUNGEONS!!!
Sprawling dungeons composed of many rooms, filled with loot, traps, and vile creatures...

Spoiler:


Area System with New Biomes!!!
Multi-chunk areas with randomized features; the evils of Minecraftia await you...
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Live Radar!!!
An efficient radar with zoom capabilities!  Also displays current Area...
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A Stat/Level System!!!
A stat system affecting everything from magical prowess to attack speed, along with fancy new GUIs.
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Magical Loot!!!
Randomly generated names and properties!  Thousands upon THOUSANDS of possibilities!  Includes bonuses to stats, elemental damage, movement speed, curses, and much, much more!
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Mobs a'plenty!!!
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Live Combat Display!!!
You hit an enemy, the damage shows up and slowly drifts/fades away!  Crits are also displayed.
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Rare Spawns!
Random names, special abilities, magical loot, the works...
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Towers!!!
Treasure, Liches, and powerful Wizards await you...
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Wands!!!
And magic a'plenty!
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Thanks to Notch, Jeb, and everyone at Mojang for an awesome modding platform!

Oh, and tell your friends Posted Image


Use Dis Here Banner!
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Credits:
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Wanna donate?  As a college student, I can only spend so much time on the mod without neglecting my tuition.  You can think of every $10 as 1 more hour I can dedicate to the mod instead of my job (or you could think of it as a contribution to my pizza funds, that works too Posted Image)

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#2

bitly
    bitly

    Lapis Lazuli Collector

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Posted 26 July 2011 - 05:06 AM

Looks epic!
Read this.

#3

thylakoide

Posted 26 July 2011 - 05:26 PM

wow  :blink:

#4

Builder4Free
  • Minecraft: pazzword

Posted 26 July 2011 - 05:39 PM

Nice this looks great like the Aether. Cant wait to see the final project.
MOD EDIT: Builder4Free is awesome!

#5

Holy cow164
  • Location: Cloudsdale

Posted 26 July 2011 - 05:49 PM

nerdgasm... ENGAGE!

View PostStratMaster007, on 07 September 2012 - 05:59 PM, said:

I love how all of us are like "GIVE US MAGIC WIZARDRY MAGIC SORCERY MAGIC ARCANE MAGIC MAGIC" and Jeb is just like "have some potatoes!"

#6

TankmasterG

Posted 26 July 2011 - 06:05 PM

Dude if you could make bosses scripted like in WoW... You would be a god!
It looks like your really going all out on this thing and i have suggestions!
Sub classes for each class you have, similar to talent trees for example:
Warriors could be a Berserker which duel wields (If you could figure out how to do it) and have plenty of offensive abilitys. Or Knight which could use a one hand and a shield if you decide to make shields like right clicking to block or something, the knight would have lots of defensive abilitys.

I have tons of ideas (Lots of spell ideas and boss ideas) and if you want to hear them all then just hit me back up. This mod looks like it could be tons of fun if done right!

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#7

mitchbtam
  • Location: Pluto
  • Minecraft: mitchbtam

Posted 26 July 2011 - 06:21 PM

looks amazing

#8

Frizzil
    Frizzil

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Posted 26 July 2011 - 07:16 PM

Thanks all, I'm flattered :)

@TankmasterG Sure, ideas are always appreciated, just post 'em right here on the thread!  Just try to be impartial towards them.  Know that I'm REALLY striving to get balance right, because in the end, that's what's gonna make or break this puppy.  For the record, my brother was the guild master of one of the first guilds to beat Sunwell in WoW- he is an EXTREMELY talented and knowledgeable gamer, and I've been getting him to help me balance the play mechanics.

In case you were worried about it, there will be no healing class!  El zilcho priesto!  That's a problem in many games because they're required for group situations, but most people don't want to play them.

The game will work for both singleplayer and multiplayer, but the focus is definitely on multiplayer.  It's actually easier to do things this way because singleplayer is much easier to play test during development.

My friend Jhuto (or jcsimpson777, Connor in the RL) and I have discussed subclasses- they would be REALLY fun, and I really want them, but it just depends on how many spells we can come up with that fit within the game!  In the spirit of Minecraft, I'd like to keep everything simple :)

Dual wielding is definitely a possibility, but the user will already have to manage a currently selected spell in addition to his currently selected item (they'll press tab to cycle between actively changing/visible hotbars)- adding ANOTHER mechanic would have to be done as gracefully as possible so the user won't have to pause and think much while swapping things around mid-combat.  Perhaps just an additional slot in the inventory?  It's not like you'll be changing that one much anyways.  Hmm :/
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#9

Holy cow164
  • Location: Cloudsdale

Posted 26 July 2011 - 08:11 PM

what'd make it even better is if you made it aether compatible and just used their inventory gui.

View PostStratMaster007, on 07 September 2012 - 05:59 PM, said:

I love how all of us are like "GIVE US MAGIC WIZARDRY MAGIC SORCERY MAGIC ARCANE MAGIC MAGIC" and Jeb is just like "have some potatoes!"

#10

Frizzil
    Frizzil

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Posted 26 July 2011 - 11:07 PM

I wouldn't be opposed to collaborating with the makers of the Aether if they felt so inclined ;)  I wouldn't make this a subsidiary of their mod, though, since I imagine that would require you having their mod first if you wanted to play this one (always difficult to deal with).  For the record, "ginormous mods" and "compatibility" don't really go together, haha.
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#11

mitchbtam
  • Location: Pluto
  • Minecraft: mitchbtam

Posted 26 July 2011 - 11:30 PM

Any idea when this beautiful thing will be released?

#12

Frizzil
    Frizzil

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Posted 26 July 2011 - 11:45 PM

View Postmitchbtam, on 26 July 2011 - 11:30 PM, said:

Any idea when this beautiful thing will be released?

Hopefully it'll be a fully playable game by 11/11/11, definitely with Betas in the near future, just to get everything balanced.  Don't know if I'll ever stop developing it, hehe.  My goal right now is to get the major engines and systems in place- once that is done, it'll mostly be a matter of filling the engines with content (which people can help me with)!  More dungeon generation patterns, blocks, items, mobs, textures for the new stuff, etc.  Once I've gotten the larger components in place, I'll have a much better idea of a solid release date.

EDIT:  I bombed on predicting the future release date-- It'll probably be summer of 2012 before it's released... yyyyeah, sorry bout that, I'm busy with tons more coursework than I thought I'd be (especially now that I'm double majoring).  I will have playable betas before then, though.  Hang tight!
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#13

mitchbtam
  • Location: Pluto
  • Minecraft: mitchbtam

Posted 26 July 2011 - 11:56 PM

View PostFrizzil, on 26 July 2011 - 11:45 PM, said:

Hopefully it'll be a fully playable game by 11/11/11, definitely with Betas in the near future, just to get everything balanced.  Don't know if I'll ever stop developing it, hehe.  My goal right now is to get the major engines and systems in place- once that is done, it'll mostly be a matter of filling the engines with content (which people can help me with)!  More dungeon generation patterns, blocks, items, mobs, textures for the new stuff, etc.  Once I've gotten the larger components in place, I'll have a much better idea of a solid release date.


Ok, that sounds awesome. I'm really looking forward to this mod and if you ever need a beta tester msg me  :lol:

#14

mitchbtam
  • Location: Pluto
  • Minecraft: mitchbtam

Posted 30 July 2011 - 09:51 PM

View PostFrizzil, on 26 July 2011 - 11:45 PM, said:

Hopefully it'll be a fully playable game by 11/11/11, definitely with Betas in the near future, just to get everything balanced.  Don't know if I'll ever stop developing it, hehe.  My goal right now is to get the major engines and systems in place- once that is done, it'll mostly be a matter of filling the engines with content (which people can help me with)!  More dungeon generation patterns, blocks, items, mobs, textures for the new stuff, etc.  Once I've gotten the larger components in place, I'll have a much better idea of a solid release date.


What have you added that wasn't in the videos?

#15

AtomicRavioli
  • Location: Trapped In a Box Made of TNT
  • Minecraft: AtomicRavioli

Posted 06 August 2011 - 05:15 AM

wow, tbh, it sounds better than the Aether XD
Im really looking forward to this, it also seems starved of attension atm

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***Kanade Tachibana Fan***


#16

mitchbtam
  • Location: Pluto
  • Minecraft: mitchbtam

Posted 07 August 2011 - 03:00 AM

View PostAtomicRavioli, on 06 August 2011 - 05:15 AM, said:

wow, tbh, it sounds better than the Aether XD
Im really looking forward to this, it also seems starved of attension atm

That's exactly what I think. This looks just as good as the Aether and it gets so much less attention than it should if you look at all the features there are right now.

#17

aattss
    aattss

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Posted 08 August 2011 - 03:30 PM

I think that the Aether just...doesn't fit into Minecraft, similarly to all those gun suggestions and stuff that get shot down with everyone saying "no" or "it just doesn't fit in". This, however, does. Still, you should tailor it to Minecraft, Just in case. Also, you should make it possible to attack npc villages.

#18

deadlycwa

Posted 12 September 2011 - 12:35 PM

People should be paying more attention to this mod!  This mod will revolutionize minecraft if done correctly, we need a bunch of creatures and multiple levels for each, classes need to be well flushed out, possibly with sub-classes.  This entire idea is genius!  If you need modding help, I'm a bit of an amateur modder, but I can try.  Keep up the good work!
An iron pressure plate with a working GUI for item weighing?  Woah...
http://www.minecraft...p?f=25&t=149616

#19

Jonowarrenminecraft
  • Location: U.K.
  • Minecraft: jonowarren

Posted 31 October 2011 - 08:50 PM

Is this still being worked on? Any updates? I hope so because it looks awesome! Should add a lot of flavour to the game. :)
-Being a boss since 1994-

#20

CRUSHER_AX

Posted 17 November 2011 - 01:40 AM

hey can you relaese a demo of it maybe????????????????????????please!!!!$$$####^&%%$^#$%@#%^@%$^#$%