Okay, so Notch as finally decided to fix the health. Thank heavens. I was afraid I would have to wait a few months for him to fix this, but fear not, this patch is coming soon! Anyway, to the point of this post. After Notch releases this big health fix, what would you like for him to do next? What do you expect him to do? Shall he continue fixing bugs, or should he implement more cool features? I've seen stuff on CTF, adding bosses, adding possible Dragons and being able to get a saddle to mount them and fly them. Some sort of flying transportation. Pets, perhaps? Pets could be cool. There's so many things that can be added to the game. You just have to get the word across. What do you want to see Notch do after the big health fix?
in my opinion i would think alpha is for implementing stuff and doing minor bug tweaking then beta is for major bug squashing. Although not as fun for the players i sopose
By the way adding flying for this game i could see as being difficult to do but who know really.
This update should fix most of the things people have wanted for a while: health, monsters, minecarts, etc.
The very next thing he should do is fix server-side inventory. I know players don't care, but it is SUCH a hassle for server-admins. That one fix would solve all of the duping/hacking problems that currently exist.
After that, he should focus on the server code. Lowering resource usage, stability, optimization, etc. Right now the server uses way too many resources for the amount of people connected.
Then he needs to implement a mod API so other people can keep things running smoothly while he breaks things to add new features.
Woovie wrote :
> Minecarts working with pressure plates.
Not only this, but being able to also place doors on rail tracks (wouldn't you want to keep the baddies away from you?).
saturnine wrote :
> This update should fix most of the things people have wanted for a while:
> health, monsters, minecarts, etc.
>
> The very next thing he should do is fix server-side inventory. I know
> players don't care, but it is SUCH a hassle for server-admins. That one
> fix would solve all of the duping/hacking problems that currently exist.
>
> After that, he should focus on the server code. Lowering resource usage,
> stability, optimization, etc. Right now the server uses way too many
> resources for the amount of people connected.
>
> Then he needs to implement a mod API so other people can keep things
> running smoothly while he breaks things to add new features.
this a million times over.
the texture pack setup is a very nice start. i'd also like an integrated mod loader. kinda like how mutators work in ut3. author setup might take a tad longer, but for users theres nothing easier. put X file in Y directory, toggle selections ingame. i do some dev work here and there, and i want nothing more than to mod the fux out of a server. stuff like adding in my own recipes, items, block types, ect. ex: sword surrounded by red flowers -> no longer damages. heals (1[wood,stone]2[iron,diamond]3[gold]) hearts on hit. durability wears 200% faster.
possibly allow the server to set which blocks can drop during setup.
honestly: i'd be tickled ****ing pink if Minecraft started turning into its own unique variety of roguelike game (ex: nethack, dwarf fortress). i'd just about kill for one with multiplayer, with some love (and a mountain of work) it would clutch 3-4 markets at once. best though is that the most major roadblock has already been resolved with the creation of the nether.
edit for angry justice:
Fummelbob wrote :
> - most of all: SWIFTER DEVELOPMENT. WTF notch is so friggin slow. I can't
> believe the game still isn't in the beta. Mobs in smp where promised like 6
> months ago. If some of the mod developers here on the forums would work on
> the game, then the game would already be a fully functional full price
> game. Look at what kind of amount of features people get into their mods,
> even though they have to ****IN reverse engineer obfuscated ****. Notch is
> the slowest game developer I have ever witnessed....
up to this *thumbs up*
do you have any idea how much work it is to build a game? how about constructing an engine, and all of the billions of lovely little collisions your head is going to inevitably have with the wall to get the ****ing thing stable and running up to personal standards? let alone with a small team. building a production game (not some ****about in game maker or flash) is like moving a god damned mountain with shovels. you know what else? the best games are the ones that don't get rushed through alpha->beta->gold->release because people are whining that it is taking too long. this applies to publishers and consumers equally. i'm willing to bet you don't know **** about randomization either. thus you'd have absolutely no clue why what notch did is so special. i'd bury the **** out of how i pulled it off too. at least until the project goes live. those features of mods you love so much; think of them as cosmetics for gameplay. strip away the base engine and nobody could play the game. reverse engineering code and writing fresh code are two entirely different things. trying something new is often thought of as having a death wish.
Fummelbob wrote :
> - mob spawn
> - actually working minecarts (smp)
> - finally some useful application for redstone (bridgemod etc)
> - biome settings (larger biomes etc)
> - increased map height (at least 256)
> - actual mod support
> - most of all: SWIFTER DEVELOPMENT. WTF notch is so friggin slow. I can't
> believe the game still isn't in the beta. Mobs in smp where promised like 6
> months ago. If some of the mod developers here on the forums would work on
> the game, then the game would already be a fully functional full price
> game. Look at what kind of amount of features people get into their mods,
> even though they have to ****IN reverse engineer obfuscated ****. Notch is
> the slowest game developer I have ever witnessed....
You do realize Notch is the only person programming, right?
I'm not sure if it will be Beta, or release candidate, but we have a storm coming, and I can hear the thunder.
When Notch gets the engine, and background gameplay to his standard, he can let go, and watch it fly.
With his growing development team, they could add hundreds of blocks, mobs and gameplay features in a few weeks.
We would go from the tiny game we have now, to anything. However, Notch is not quite there yet, and I do hope he makes it there.
Think of Dwarf Fortress, if you have ever seen it. That game only really needs a proper graphics engine, and it could be considered a full price, release candidate/game. Notch has done the opposite. Started with graphics, then gone into the engine, gameplay and content.
Both can work. I just find DF content first, graphics later approach too harsh.
TL;DR version:
The content comes later, don't worry, it will come in bucket loads when it does.
Gonna go ahead here and say the next most important thing is proper server-side inventory. Past that point SMP will be (in my eyes) stable enough that he can go back and start adding even more stuff, or doing bug fixes in any given order.
Stuff like more recipes, flood gates, dyes and SMP nether would be appreciated, however.
(I've been stock piling eggs, milk and wheat for ages now. I'm gonna be the best bakery in town.)
Rollback Post to RevisionRollBack
Wondercraft SMP! wondercraft.ca! All are welcome.
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
plastikman wrote :
> * More recipies please
> * Fix block return lag
> * Server side inventory
> * Better water / lava mechanics
> * Fence fix
> * Nether fix
> * Torches?
He has already worked on the water and lava mechanics. But they definitely do need improvements. As for horses, I totally didn't think about those. But for now, you can just ride pigs. Notch hasn't mentioned horses, only Dragons. It would be cool if you could some how tame any animal of your choosing. That would be just completely awesome. And possibly feed it and take care of it, but I wouldn't expect something that big until at least beta.
As long as he actually makes a game, not just an engine as it is now (almost no content), he could take another whole year, I wouldn't mind. I just fear that he thinks the game is anything near complete just because it's successful and rushes to release a halfbaked (not even that) game.
rafaelinux wrote :
> As long as he actually makes a game, not just an engine as it is now
> (almost no content), he could take another whole year, I wouldn't mind. I
> just fear that he thinks the game is anything near complete just because
> it's successful and rushes to release a halfbaked (not even that) game.
Well, that's just it isn't it. I had a look at a few SMP servers yesterday that didn't need some signup to be able to at least passively explore. The mods implemented are almost on par with a basic MMORPG already. I've noticed the community seems to be ahead of the actual development by a decent margin.
I know it's only alpha so a stable set of APIs for plugins is out of the question and may be for a while (linux kernel anyone?) but if the basic mechanics are put in place for the engine, and parts farmed out to plugins development would be 10x easier and much more easily worked with.
The only thing worse than patching something in to a monolithic design is patching something in to Someone Else's monolithic design.
What about performance? Using java is already like driving with the hand brake on. I really don't think plugins would make much of a dent.
matejdro wrote :
> Server / Multiplayer:
> * FIX: minecarts and boats
> * FIX: tool dropping causes tool to repair itself
> * IMPROVE: Server performance
> * IMPROVE: inventory/items communication between server and client (prevent
> dupe bugs etc.)
> * IMPROVE: server map saving (often happened that server crashed and map
> was rolled back. I think saving should be continuous).
> * ADD: more configuration options (toggle damage, toggle spawn build
> protection etc.)
> * ADD: nether
>
> Singleplayer / General:
> * IMPROVE: Chunk loading performance (due to bad graphics, this game have
> potential to be played on netbooks and other slow PCs. But framerate is
> low, especially when moving around. Overall game performance and CPU/memory
> usage should be optimized.)
>
> +anything that should keep Notch busy, so he can't finish Lantern/torches
> patch
Why don't you just force map saving? You can type in the server command that lets you force save the server. That's what I do when I'm gonna do something drastic. Also, mine continuously saves all the time. Maybe you mean save it more efficiently? And the lanterns and torches idea is neat, because it will be more realistic. I can't wait for mossy cobblestone to release and grow on other non mossy cobblestone blocks. That effect will be so neat.
ANYTHING IN MY SIGGY
bears and that ram too
I love Open-source!
We need viewtopic.php?f=1&t=65510 viewtopic.php?f=1&t=67089 viewtopic.php?f=1&t=66801
By the way adding flying for this game i could see as being difficult to do but who know really.
The very next thing he should do is fix server-side inventory. I know players don't care, but it is SUCH a hassle for server-admins. That one fix would solve all of the duping/hacking problems that currently exist.
After that, he should focus on the server code. Lowering resource usage, stability, optimization, etc. Right now the server uses way too many resources for the amount of people connected.
Then he needs to implement a mod API so other people can keep things running smoothly while he breaks things to add new features.
> Minecarts working with pressure plates.
Not only this, but being able to also place doors on rail tracks (wouldn't you want to keep the baddies away from you?).
> Minecarts working with pressure plates.
And minecart brake blocks, which would stop the minecart on the pressure plate, but then allow it to be boosted using another cart.
> Fix minecarts and finally fix the ****ing furnaces!
furnaces works if you cover all the sides with blocks except the outside one.
> This update should fix most of the things people have wanted for a while:
> health, monsters, minecarts, etc.
>
> The very next thing he should do is fix server-side inventory. I know
> players don't care, but it is SUCH a hassle for server-admins. That one
> fix would solve all of the duping/hacking problems that currently exist.
>
> After that, he should focus on the server code. Lowering resource usage,
> stability, optimization, etc. Right now the server uses way too many
> resources for the amount of people connected.
>
> Then he needs to implement a mod API so other people can keep things
> running smoothly while he breaks things to add new features.
this a million times over.
the texture pack setup is a very nice start. i'd also like an integrated mod loader. kinda like how mutators work in ut3. author setup might take a tad longer, but for users theres nothing easier. put X file in Y directory, toggle selections ingame. i do some dev work here and there, and i want nothing more than to mod the fux out of a server. stuff like adding in my own recipes, items, block types, ect. ex: sword surrounded by red flowers -> no longer damages. heals (1[wood,stone]2[iron,diamond]3[gold]) hearts on hit. durability wears 200% faster.
possibly allow the server to set which blocks can drop during setup.
honestly: i'd be tickled ****ing pink if Minecraft started turning into its own unique variety of roguelike game (ex: nethack, dwarf fortress). i'd just about kill for one with multiplayer, with some love (and a mountain of work) it would clutch 3-4 markets at once. best though is that the most major roadblock has already been resolved with the creation of the nether.
edit for angry justice:
Fummelbob wrote :
> - most of all: SWIFTER DEVELOPMENT. WTF notch is so friggin slow. I can't
> believe the game still isn't in the beta. Mobs in smp where promised like 6
> months ago. If some of the mod developers here on the forums would work on
> the game, then the game would already be a fully functional full price
> game. Look at what kind of amount of features people get into their mods,
> even though they have to ****IN reverse engineer obfuscated ****. Notch is
> the slowest game developer I have ever witnessed....
up to this *thumbs up*
do you have any idea how much work it is to build a game? how about constructing an engine, and all of the billions of lovely little collisions your head is going to inevitably have with the wall to get the ****ing thing stable and running up to personal standards? let alone with a small team. building a production game (not some ****about in game maker or flash) is like moving a god damned mountain with shovels. you know what else? the best games are the ones that don't get rushed through alpha->beta->gold->release because people are whining that it is taking too long. this applies to publishers and consumers equally. i'm willing to bet you don't know **** about randomization either. thus you'd have absolutely no clue why what notch did is so special. i'd bury the **** out of how i pulled it off too. at least until the project goes live. those features of mods you love so much; think of them as cosmetics for gameplay. strip away the base engine and nobody could play the game. reverse engineering code and writing fresh code are two entirely different things. trying something new is often thought of as having a death wish.
> - mob spawn
> - actually working minecarts (smp)
> - finally some useful application for redstone (bridgemod etc)
> - biome settings (larger biomes etc)
> - increased map height (at least 256)
> - actual mod support
> - most of all: SWIFTER DEVELOPMENT. WTF notch is so friggin slow. I can't
> believe the game still isn't in the beta. Mobs in smp where promised like 6
> months ago. If some of the mod developers here on the forums would work on
> the game, then the game would already be a fully functional full price
> game. Look at what kind of amount of features people get into their mods,
> even though they have to ****IN reverse engineer obfuscated ****. Notch is
> the slowest game developer I have ever witnessed....
You do realize Notch is the only person programming, right?
When Notch gets the engine, and background gameplay to his standard, he can let go, and watch it fly.
With his growing development team, they could add hundreds of blocks, mobs and gameplay features in a few weeks.
We would go from the tiny game we have now, to anything. However, Notch is not quite there yet, and I do hope he makes it there.
Think of Dwarf Fortress, if you have ever seen it. That game only really needs a proper graphics engine, and it could be considered a full price, release candidate/game. Notch has done the opposite. Started with graphics, then gone into the engine, gameplay and content.
Both can work. I just find DF content first, graphics later approach too harsh.
TL;DR version:
The content comes later, don't worry, it will come in bucket loads when it does.
Stuff like more recipes, flood gates, dyes and SMP nether would be appreciated, however.
(I've been stock piling eggs, milk and wheat for ages now. I'm gonna be the best bakery in town.)
Dedicated VPS, 30 slots, 24/7 uptime and a great community!
Runs Runecraft, Llama, hMod and many plugins.
> * More recipies please
> * Fix block return lag
> * Server side inventory
> * Better water / lava mechanics
> * Fence fix
> * Nether fix
> * Torches?
He has already worked on the water and lava mechanics. But they definitely do need improvements. As for horses, I totally didn't think about those. But for now, you can just ride pigs. Notch hasn't mentioned horses, only Dragons. It would be cool if you could some how tame any animal of your choosing. That would be just completely awesome. And possibly feed it and take care of it, but I wouldn't expect something that big until at least beta.
2. all mammals are covered in hair
conclusion: coconuts are mammals
> As long as he actually makes a game, not just an engine as it is now
> (almost no content), he could take another whole year, I wouldn't mind. I
> just fear that he thinks the game is anything near complete just because
> it's successful and rushes to release a halfbaked (not even that) game.
Well, that's just it isn't it. I had a look at a few SMP servers yesterday that didn't need some signup to be able to at least passively explore. The mods implemented are almost on par with a basic MMORPG already. I've noticed the community seems to be ahead of the actual development by a decent margin.
I know it's only alpha so a stable set of APIs for plugins is out of the question and may be for a while (linux kernel anyone?) but if the basic mechanics are put in place for the engine, and parts farmed out to plugins development would be 10x easier and much more easily worked with.
The only thing worse than patching something in to a monolithic design is patching something in to Someone Else's monolithic design.
What about performance? Using java is already like driving with the hand brake on. I really don't think plugins would make much of a dent.
> Server / Multiplayer:
> * FIX: minecarts and boats
> * FIX: tool dropping causes tool to repair itself
> * IMPROVE: Server performance
> * IMPROVE: inventory/items communication between server and client (prevent
> dupe bugs etc.)
> * IMPROVE: server map saving (often happened that server crashed and map
> was rolled back. I think saving should be continuous).
> * ADD: more configuration options (toggle damage, toggle spawn build
> protection etc.)
> * ADD: nether
>
> Singleplayer / General:
> * IMPROVE: Chunk loading performance (due to bad graphics, this game have
> potential to be played on netbooks and other slow PCs. But framerate is
> low, especially when moving around. Overall game performance and CPU/memory
> usage should be optimized.)
>
> +anything that should keep Notch busy, so he can't finish Lantern/torches
> patch
Why don't you just force map saving? You can type in the server command that lets you force save the server. That's what I do when I'm gonna do something drastic. Also, mine continuously saves all the time. Maybe you mean save it more efficiently? And the lanterns and torches idea is neat, because it will be more realistic. I can't wait for mossy cobblestone to release and grow on other non mossy cobblestone blocks. That effect will be so neat.