The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2011
Posts:
52
Minecraft:
Deep_Pix3l
Xbox:
Deep Pix3l
Member Details
The Schematics and Recipes bit sounds awesome! Puts more meat in that mechanic from before of just not crafting something until you've found it. I'm sure it'll be plenty balanced with all the time you've put into it.
I hope our contributions were a help. If you'd like I could be able to help with some of the building for next release. I'm pretty familiar with Single Player Commands and MCedit,in fact I'm working on a map of my own.
Other changes include reduced gold and food laying around, but many more side-quests and traders where you can sell old equipment. This is so single player adventurers won't find it too easy to just buy loads of gear, but it will be possible to earn enough money to buy stuff by doing farm work, fishing, and selling loot.
Ender pearls are also more important, with special glyphs indicating where they should be used. The Frozen Aquifer and Mysterious Mines levels are greatly revamped over the past couple of weeks, and I like the new areas. Full changelog will be posted soon.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/17/2011
Posts:
47
Minecraft:
TokeiTime
Member Details
Looking forward to seeing the changes! One of the dungeons I could never understand was the "Chain to the end of the World" dungeons, so I get plenty of fall damage, and use blocks I found to get me back up.
That one does need some work, it's not currently as straightforward as most of the rest of the main adventure. The route through it is there, but probably needs some hints to help it out.
e: First snapshot for 1.7 is out, with tons of new biomes, plants, fish, and some new blocks. It's gorgeous!
New flowers and trees could easily allow for you to redecorate areas in later updates to be more vibrant. Personally, I'm excited about water breathing potions as well, now it's quite possible for the creation of heavily underwater dungeons. It's possible we'll have more underwater mobs and possible flora. Even if it were to just investigate one sunken temple, or a shipwreck, I'm sure you'd be able to come up with something fresh and creative for the future. If not, this could be something I get my hands in to.
I have a love/hate relationship with underwater dungeons in Zelda, but one thing I always liked was the mystique.
I also find the prospect of more aquatic dungeons enticing. They can be a bit more confusing and frustrating, but the three-dimensionality of underwater environments is interesting to work with.
Chapter 3 [WIP] already has an underwater section you can explore in the available map, although it lacks treasure or special encounters. I even had a way to deal with the breathing - find air pockets in tall reeds and other crevices. I wonder where it is?
*koff*Rogue's Cove*koff*
Nightvision might make things easier to find...
Very much looking forward to new possibilities for these sections. I hope Dinnerbone will reconsider sharks or some equivalent foe underwater. He did hint at the possibility of a Kraken, but there needs to be some lower-tier hostiles first IMO, with a proper roaming and tracking behavior, spawning in wide, deep waters only (no sharks in my water troughs please).
The Meaning of Life, the Universe, and Everything.
Join Date:
9/17/2011
Posts:
47
Minecraft:
TokeiTime
Member Details
It would be cool if there was an abandoned house with a farm that the player can buy and use to have their own property. Not only flat farmland, but also a dungeon underneath it that contains the schematics to a normal diamond hoe, half of the money that the player spent, and a high level zombie boss (with diamond armor, diamond sword, added protection and power) and a skeleton spawner in each corner.
And bonus areas on the map that are 'magically sealed', that require the character to have a certain amount of treasure, or complete an armor or tool set, in order to enter. They can be small areas that simply give a small treasure to the player, in reward for completing a set. (Sorta like Demondoors from the Fable series, where one requires a condition to enter, and get the treasures inside)
I like all those ideas, and would really like to set up a kind of Harvest Moon side game where you develop your farm, display your loot, and can trade goods with farmers and merchants in various towns. I've got a start on the trading of course, but the ownable farm location is on the Chapter 3 side of things. There will be a larger town there which will serve as a central hub to many new locations.
I do have some plans for item, gold, and xp-specific locks to vaults, gates and services, among other things. I also have an interesting contraption I affectionately call the Chicken/Wolf Death Maze, and locks that require a pet or a certain number of party members to open. All in good time!
The Meaning of Life, the Universe, and Everything.
Join Date:
9/17/2011
Posts:
47
Minecraft:
TokeiTime
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Much pages ago, there was snapshots of a texture pack I was working on. Well....I'm still working on it! As of now, most of the block textures are completed, and I'm going on to work on item textures, mob textures, and possibly the actual armor textures. As of now, it still is in 1.5 format
I'm doing concept art with my mobs, before I make them. It's just the way I do things.
What do you all think of this concept of Player 1/steve/Grimfarrow?
The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2011
Posts:
52
Minecraft:
Deep_Pix3l
Xbox:
Deep Pix3l
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Concepts... huh. I guess I never thought of actually drawing what I want before I make it. Maybe I'll try this in the future.
I like the detail with the graying hair on grimfarrow.
Also zombie looks like he's gonna do the thriller.
Appropriate since he has that nice bulge to grab whilst dancing.
Nice concept art! Feel free to show off any of your finished texture work too, it looks great! We've got skins, a mostly-complete texpack, now all we need is a map. (I am working on that part, promise!)
I think... I'm going to have this ready to prepare for testing by tonight. Meaning I can get it ready for early distribution tomorrow or Wednesday. The Nether and bonus areas such as Devil's Spire and Deadman's Cave aren't really completed yet, but the whole main quest up to the Palace of Darkness is pretty much good to go, and looking really awesome. I can finish the rest up while you guys test the big adventure. There's still a preflight checklist I have to go through to get everything ready... remove safeties from traps, initialize the map settings and such, so me placing the last items does not mean it goes straight to dropbox, but it will be VERY SOON!
So one big change that I hope helps the direction of the adventure, which I've mentioned before, is the introduction of Quest Maps, which once discovered, will lead you to new locations for exploration. These items will direct player attention to the main areas of interest on the map overworld.
A second change is the demarcation of the map into more distinct regions of difficulty, or chapters. Previously, I had divided the entire map into two "chapters", the lower lands adventure and the upper castle/endgame, and the future content in development was termed "Chapter 3". But I noted some confusion from players regarding exactly how far along they were in the adventure, as these designations were so far apart as to be almost meaningless.
Now these seven smaller chapters forming the first leg of the adventure (Book I) serve to distinguish areas from one another geographically, but also to give a clearer sense of progress through the map. It is still possible to skip some chapters, and some chapters have more than one starting point, but if you follow the indications you will be lead to every key area of exploration. Note that the region in progress previous referred to as "Chapter 3" is now considered "Book II" content.
Finally, I will be posting an important progress update tonight, stay tuned!
Okay, so tonight I began my own preliminary testing run, making sure I armed the traps properly and that I didn't leave any doors open, stuff like that, in preparation for a beta release. It's my first real playing of the map in a couple months, and so far I'm really stoked, although I did spot a few little things to fix before I send it out tomorrow. Yes tomorrow, it will finally be ready to send out to my patient playtesters! Earlier would have been nice, but the result will be worth the wait. Get ready!
e: Okay, countdown to beta release! The checklist remaining:
Not planned: Spill coffee all over my gdam desk!
Heh, I actually said, "tomorrow."
Tweak some of the merchants' sales in MCEdit
Reset map weather, spawn point and other initial conditions
Trim the map down to Lite size for quick download
Zip and upload the map to a private file host
Write up a brief set of testing guidelines
I will update this post on my progress. Next new post by me = check your PMs.
e2: Burning the midnight oil on a Saturday night, this is just about ready, gonna get this out before bed. Few little last minute command block tweaks popped up, but now it's 2am and I'm gonna go to bed before uploading this and figuring out who all I have to send links to. Exhausted! Beta's ready BTW. Served up first thing after coffee. Looking forward to playing with you guys soon.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/17/2011
Posts:
47
Minecraft:
TokeiTime
Member Details
Next week I shall show a pic of what I've got done on my texturepack! Including a few mobs to enjoy!
On the side, I've been looking into Java, Minecraft Coder's Pack, and Eclipse, and, well, I REALLY wish that a Castlevania weapons mod existed. Think of it: Imagine going through this whole adventure with castlevania game elements, like the whip, along with the original subweapons: Dagger, Axe, Cross, and Holy Water. I've already had brainstorms on how it would work.
First of all, all the weapons are indestructible, but require castlevania hearts to use them. Think of how a bow uses arrows!
The Dagger would work like the classic bow and arrow (when charging your bow didn't exist, allowing rapid fire), but is the weakest. It would use one heart.
The Axe would have the same range as a throw potion, and is more powerful than the knife. Three hearts per use?
The Cross would work like a boomerange, and pierce through enemies. Three hearts per use!
The Holy Water would work like a splash potion, but a lower splash radius, and each block of the splash range will emit blue fire (non spread). Plus it only works on supernatural entities. 4 hearts?
and a hidden one, the Stopwatch, which would give all nearby mobs Slowness V for a limited time. Ten hearts consumption!
I hope our contributions were a help. If you'd like I could be able to help with some of the building for next release. I'm pretty familiar with Single Player Commands and MCedit,in fact I'm working on a map of my own.
Ender pearls are also more important, with special glyphs indicating where they should be used. The Frozen Aquifer and Mysterious Mines levels are greatly revamped over the past couple of weeks, and I like the new areas. Full changelog will be posted soon.
e: First snapshot for 1.7 is out, with tons of new biomes, plants, fish, and some new blocks. It's gorgeous!
I have a love/hate relationship with underwater dungeons in Zelda, but one thing I always liked was the mystique.
Chapter 3 [WIP] already has an underwater section you can explore in the available map, although it lacks treasure or special encounters. I even had a way to deal with the breathing - find air pockets in tall reeds and other crevices. I wonder where it is?
Very much looking forward to new possibilities for these sections. I hope Dinnerbone will reconsider sharks or some equivalent foe underwater. He did hint at the possibility of a Kraken, but there needs to be some lower-tier hostiles first IMO, with a proper roaming and tracking behavior, spawning in wide, deep waters only (no sharks in my water troughs please).
And bonus areas on the map that are 'magically sealed', that require the character to have a certain amount of treasure, or complete an armor or tool set, in order to enter. They can be small areas that simply give a small treasure to the player, in reward for completing a set. (Sorta like Demondoors from the Fable series, where one requires a condition to enter, and get the treasures inside)
I do have some plans for item, gold, and xp-specific locks to vaults, gates and services, among other things. I also have an interesting contraption I affectionately call the Chicken/Wolf Death Maze, and locks that require a pet or a certain number of party members to open. All in good time!
Slick business!
I'm doing concept art with my mobs, before I make them. It's just the way I do things.
What do you all think of this concept of Player 1/steve/Grimfarrow?
Also here's more!
I like the detail with the graying hair on grimfarrow.
Also zombie looks like he's gonna do the thriller.
Appropriate since he has that nice bulge to grab whilst dancing.
EXCITING!
A second change is the demarcation of the map into more distinct regions of difficulty, or chapters. Previously, I had divided the entire map into two "chapters", the lower lands adventure and the upper castle/endgame, and the future content in development was termed "Chapter 3". But I noted some confusion from players regarding exactly how far along they were in the adventure, as these designations were so far apart as to be almost meaningless.
Now these seven smaller chapters forming the first leg of the adventure (Book I) serve to distinguish areas from one another geographically, but also to give a clearer sense of progress through the map. It is still possible to skip some chapters, and some chapters have more than one starting point, but if you follow the indications you will be lead to every key area of exploration. Note that the region in progress previous referred to as "Chapter 3" is now considered "Book II" content.
Finally, I will be posting an important progress update tonight, stay tuned!
e: Okay, countdown to beta release! The checklist remaining:
e2: Burning the midnight oil on a Saturday night, this is just about ready, gonna get this out before bed. Few little last minute command block tweaks popped up, but now it's 2am and I'm gonna go to bed before uploading this and figuring out who all I have to send links to. Exhausted! Beta's ready BTW. Served up first thing after coffee. Looking forward to playing with you guys soon.
On the side, I've been looking into Java, Minecraft Coder's Pack, and Eclipse, and, well, I REALLY wish that a Castlevania weapons mod existed. Think of it: Imagine going through this whole adventure with castlevania game elements, like the whip, along with the original subweapons: Dagger, Axe, Cross, and Holy Water. I've already had brainstorms on how it would work.
First of all, all the weapons are indestructible, but require castlevania hearts to use them. Think of how a bow uses arrows!
The Dagger would work like the classic bow and arrow (when charging your bow didn't exist, allowing rapid fire), but is the weakest. It would use one heart.
The Axe would have the same range as a throw potion, and is more powerful than the knife. Three hearts per use?
The Cross would work like a boomerange, and pierce through enemies. Three hearts per use!
The Holy Water would work like a splash potion, but a lower splash radius, and each block of the splash range will emit blue fire (non spread). Plus it only works on supernatural entities. 4 hearts?
and a hidden one, the Stopwatch, which would give all nearby mobs Slowness V for a limited time. Ten hearts consumption!