I really love how the different character statues turned out myself.
But yeah, the next 4 days I'll be working on some other things and then back to another 3 days of working on Terra Restore afterwards. I'm hoping to get a bit more organized next week, get the opening cutscene made, and maybe a bit more. I'm going to be doing my best here to try and do up a quick update on things here each week ^^
Just a quick update for the week here! I managed to put in over 10 hours today and I did up the lobby in one go, well the visuals anyway. It's been a while since I've been able to really build big structures so I went a bit nuts:
I might try and look into ideas for some sort of custom weapon system sometime soon here. I've actually been a pretty big fan of the weapon system in an old game called Dark Cloud 2 where you had to go around killing enemies for exp and collecting items to upgrade your weapons. In the game you could choose roughly what path your weapon took stat wise. After making the weapon powerful enough too you could choose to evolve it into a whole new weapon. No idea if something like that would really fit in with the map though honestly, but we will see
I could maybe have the pickaxe be able to break torches too. However, the torch that you would pickup wouldn't work properly as it would lose it's CanPlaceOn tag. (Unless this is fixed in 1.13) So I'd have to add in some sort of clock to give you the proper torches each time it detects that you've broken a torch. That would add in a tiny bit more lag to the map, which might not be too bad but we will see. I do plan on giving a pretty good amount of torches too though so I imagine you probably won't be on shortage.
I really can't say when the first version will be released right now, especially as I just started working on it outside of organization. But I can say that it won't be released until 1.13 comes out as it will be using the new commands in that version.
Pretty cool looking lobby, especially with the cute character statues.
I have a few questions. Firstly, will the original Terra Restore 2 be up for download once the first version of Reborn comes out? Second, what would progress would need to be made for the first version of the map to come out? The areas of the map that were in Terra Restore 2's first version?
Also if you mean like "There won't be enough items for 5+ people" or "the scaling will be bugged", that's completely fine. I just want to play with a larger group of people without the entire map breaking on me mid-game.
Pretty cool looking lobby, especially with the cute character statues.
I have a few questions. Firstly, will the original Terra Restore 2 be up for download once the first version of Reborn comes out? Second, what would progress would need to be made for the first version of the map to come out? The areas of the map that were in Terra Restore 2's first version?
Yeah Terra Restore 2 will still be up to download
In Terra Restore 2 I did the first version release with the lobby, intro, first 4 dungeons, player base, Mistwood, and a bit of the overworld. I may do it earlier this time with only 1 dungeon and no Mistwood/Overworld just to make sure things are working and all. I'm considering doing 1 dungeon per version release this time instead of trying to release an intersection's worth all at once.
Also if you mean like "There won't be enough items for 5+ people" or "the scaling will be bugged", that's completely fine. I just want to play with a larger group of people without the entire map breaking on me mid-game.
Yeah you should be fine. If anything, if a certain part would only work for 1-4 players for some reason then I might have the rest of the players be put into spectator mode during that part
In Terra Restore 2 I did the first version release with the lobby, intro, first 4 dungeons, player base, Mistwood, and a bit of the overworld. I may do it earlier this time with only 1 dungeon and no Mistwood/Overworld just to make sure things are working and all. I'm considering doing 1 dungeon per version release this time instead of trying to release an intersection's worth all at once.
I think that plan would be best. Giving small amounts of content in a (relatively) short amount of time would be better than giving a pack a content with long wait times in-between.
Will you be using the color coded progress folder for Terra Restore Reborn's first release and updates?
Also are there going to be sixteen dungeons as was the original plan for Terra Restore 2? And I assume, due to what you said, the restorations from the Terra Restores of going to give less than in the original.
What?!? A reboot of Terra Restore 2?! Yes! Man I've been wondering and hoping for a conclusion to that map and now all my questions will finally be answered! Cant wait Mithey, its gonna be awesome I'm sure! Although I'm a little bummed out about Chunk Restore, but hey if that means Terra Restore 2 gets an upgrade I'm all for it!
Mithey, I'm excited for the Reboot of Terra Restore 2! I do have some friendly advice to give you, though. This is the second or third time you've majorly switched gears in the past few months/years, between (original) TR2, the conceptual MMORPG, Chunk Restore, and now (new) TR2. The maps you make are always great, and I'm willing to play pretty much anything you put out! But keeping your focus on one project is a must if you want to start finishing stuff.
That being said... I can't wait for New Terra Restore 2, or Terra Restore Reborn or whatever it'll be called.Whether you want to release Betas and Alphas like the first time, or keep building until it's 100% done, either way is fine by me.
Heya, just a quick weekly update on things here ^^
I went ahead and did some research on collectibles this week, seeing how I've never really used that many of them before. I went ahead and made a checklist of some things I should and shouldn't do with them. I also went ahead and decided on the major types of collectibles that will more than likely make it into the game (though not 100% confirmed):
Terra Gems - Found all throughout the world. Each 4 you collect increases your health by 1 heart and damage by 10%. Very much like the Legend of Zelda piece of hearts.
Essence of Air/Earth/Fire/Water - Found all throughout the world. Used for certain recipes, shops, and certain structure restoration.
Essence (Not an actual item that you keep in your inventory; scoreboard based) - Found all throughout the world. Certain structures will require you to collect all of the essence near it to restore it instead of requiring general essence of air/earth/fire/water. This will mainly be used in dungeons in a lock and key kind of method.
Terra Restore - You probably know these. Rewarded at the end of each dungeon and used to restore bits of the player base.
Diamond Horseshoe (maybe) - Found throughout the overworld. Collecting these will increase your horse's speed and jump height.
Coco's Collectibles - In each dungeon there will be a different Coco somewhere looking for different items found in that dungeon. Upon collecting enough of them you will be able to trade them to Coco for a mystery item.
Enchanting Rune (maybe) - Found all throughout the world. Every certain amount of these that you collect will unlock new possible enchants for you.
The rest of the collectibles will likely be single item only ones. The rest will also likely be tied in with side quests, main story stuff, and player base restoration and be way less about general exploration.
I've also been getting myself even more organized this week. I've been trying to get a design document made up that I will actually use and reference a lot this time. I got quite a lot done with it this week, but there is still a fair bit to go. One of the things notably that I put together is an area design checklist, which is a big list of things that I'm going to try and make sure I do with each area to ensure good quality.
Once I finish up the document, probably next week, it'll most likely be opening cutscene time. I have a large amount of ideas that I've brainstormed that I need to sort out here too. Really trying to make sure I don't rush anything this time and make sure I stay organized. Anyway, that's all for now!
I think that plan would be best. Giving small amounts of content in a (relatively) short amount of time would be better than giving a pack a content with long wait times in-between.
Will you be using the color coded progress folder for Terra Restore Reborn's first release and updates?
Also are there going to be sixteen dungeons as was the original plan for Terra Restore 2? And I assume, due to what you said, the restorations from the Terra Restores of going to give less than in the original.
I could probably put together a color coded update progress thing together next week, yeah.
16 dungeons is likely right now, but not 100% confirmed. Terra Restore restorations might give more this time due to player base upgrades more than likely not being a thing, and hopefully the addition of side quests and such. I'd like to have each structure you restore have some more use to it in general anyway.
Mithey, I'm excited for the Reboot of Terra Restore 2! I do have some friendly advice to give you, though. This is the second or third time you've majorly switched gears in the past few months/years, between (original) TR2, the conceptual MMORPG, Chunk Restore, and now (new) TR2. The maps you make are always great, and I'm willing to play pretty much anything you put out! But keeping your focus on one project is a must if you want to start finishing stuff.
That being said... I can't wait for New Terra Restore 2, or Terra Restore Reborn or whatever it'll be called.Whether you want to release Betas and Alphas like the first time, or keep building until it's 100% done, either way is fine by me.
Yeah I can't see me switching things up here again after this, at least until Terra Restore Reborn is done. (I'm of course not 100% certain what I'll be doing after) The first switch away from Terra Restore 2 was due to stress, money issues, little bits of gameplay issues, how it wasn't all that developer friendly to make and update, and how over time it kind of fell behind the Minecraft versions and what I was capable of doing. Past that I tried a variety of things to keep going such as the small mini maps, and the mod and MMORPG at the time which didn't quite get anywhere. Those things didn't really work out as well as I hoped and I still had issues with money. Past that I started making small maps for Popularmmos (and still am) and that has helped out a lot. I also got into Chunk Restore which helped me experiment with a number of systems, but ultimately that had some technical limitations that I didn't like, there was a big leap in story, I wasn't super organized, I wanted to restart the series, etc.
All of those prior issues have been basically addressed so I should be good. The only thing is that I can only put in around 3 days of work in each week toward the map. That might change up later in the year once I finish up a secret project that I'm working on in the other 4 days of the week but we will see. So as long as I take it slow, remain patient and organized, and don't try and impose due dates or anything like that on myself I should be good. It just might take a while for updates to really come out but I'll be doing what I can ^^
I could probably put together a color coded update progress thing together next week, yeah.
16 dungeons is likely right now, but not 100% confirmed. Terra Restore restorations might give more this time due to player base upgrades more than likely not being a thing, and hopefully the addition of side quests and such. I'd like to have each structure you restore have some more use to it in general anyway.
I assumed that Terra Restores would be less powerful since you said that player base upgrades would give less or be non-existent, and I thought that Terra Restores would count as one of them.
Also with the map going to be entirely in Adventure Mode, will the Ore Blocks be part of the monument and will they have restorations of their own?
Is there going to be a remake of Terra Restore 1 as an adventure map? You may have mentioned this in another post, but I can't seem to find it.
Originally, Mithey was planning on making a remake of Terra Restore 1. However, now he's effectively going to remake the entire Restore series starting with where the story began with Terra Restore 2.
Heya hey everyone, another quick update on things here for this week. I didn't get a ton done this week as I randomly got really sick there one day, but I finished up the design document and the plans for more ideas. I'm pretty happy with the amount of organization I have going here now so next week I'll for sure be actually getting things physically done with the map.
One of the things I've been thinking about for quite a while here now is how to make platforming and traversing fun, especially as I plan on having a decent focus on parkour this time. I've been looking at other games like Super Mario Odyssey on how it often does platforming bits and I've noticed things like double or even triple jump abilities are quite common. Having the ability to jump more than once can allow for more interesting jumps, and also potentially allows you to correct your mistakes if you're quick enough when you fail a jump. In addition platforming games often have a variety of unique fun ways of getting around.
So some slight spoilers here (as usual with these posts) but the plan here right now is to give the player a flap ability, like from Chicken's Courage but with only one extra "jump/flap", very early on in the map. A bit later on you will likely get another platforming ability - a dash ability that launches you forward, like from the Bear Bud's map. Linking the normal jump with a combination of those two abilities should make platforming a lot more interesting than normal boring Minecraft jumps. Later on you will likely have a chance to upgrade those abilities too. I also plan on having special objects in the environments at times which may launch you in certain directions or that you can physically ride. In general I'm hoping to have a lot more interactive and special stuff in the environments.
The potion system this time is getting yet another revamp too. The current plan is instead of randomly finding potions, you will instead find rare magical bottles. (Only a few total in the map) The magical bottles automatically refill to a potion type of your choosing each time you hit a spawnpoint, event/boss fight, on death, or area change. Some sort of recipe system for unlocking new potion types will be likely. Potions in general will focus on being much more potent this time but will often be instant or of short duration with them being much easier to refill. That should make them way more useful this time and make players not worry so much about "wasting" them.
If you're looking for longer duration status effects, or even permanent ones I should say, then you will have to take a look at the custom hat system. Hats that you find in the map won't give you stats, but rather different permanent passive status effects instead depending on what hat you're wearing. (Like speed, haste, strength, etc.) You can probably expect some weird looking hats at times like ones similar to the ones in Sad Panda Adventures 2!
I assumed that Terra Restores would be less powerful since you said that player base upgrades would give less or be non-existent, and I thought that Terra Restores would count as one of them.
Also with the map going to be entirely in Adventure Mode, will the Ore Blocks be part of the monument and will they have restorations of their own?
Originally, Mithey was planning on making a remake of Terra Restore 1. However, now he's effectively going to remake the entire Restore series starting with where the story began with Terra Restore 2.
I don't believe the ore blocks will be apart of the monument this time, but we will see. It could be apart of a side quest in the player base if anything to go out and collect a bunch.
Heya everyone, another update on things here! It's been a couple of weeks now, I had a bit of a slip up since my head started hurting a lot and could barely sleep - Had to get another wisdom tooth removed which was causing the pain. I'm better now and I've been getting a few things here done these past few days while getting back into the swing of things. I've made a few more decisions that I will likely be going with in Terra Restore Reborn...
*There won't be any enchanting system at all. The only way to get enchants is through gear which already has enchants on it. This is to keep things more simple for the player, to make gear more diverse, and to make it more worth switching up gear at times due to enchant diversity. (Players would be more tempted to switch to fire protection gear in a firey area for example, even if such gear has slightly less armor or whatever. If the player could just enchant things normally then they would probably only ever use their main super powerful set of gear)
*Essence of fire/air/water/earth will likely be merged into one item named just "essence" instead. This is to make it slightly less annoying to the player when they happen to have essence but not of the right type, again simplifies things a bit, and makes your inventory less cluttered. Essence will be used as the main common item for recipes and you will find it all throughout the world. Some recipes will likely require other items in addition to essence which would be more location specific, such as having to go into a cave to mine a certain type of ore.
*This one is a pretty big one, and will likely be the final new major map feature. I'm thinking I will likely be going down the RPG like "class" route this time. At the start of the map you will be able to choose from three different classes - Knight which is a bit more tanky, berserker which is more about damage and rushing enemies down, and druid which is a bit of a fast moving high health class that can kite and dodge things more easily.
Each class will come with a special class bonus/trait or two. Knights will likely gain a resistance buff for a few seconds after taking damage, berserkers will likely gain 1 health from every kill, and druids will have a wolf pet to help them fight.
This is a bit more tricky to explain, but classes also have pre-defined "attribute stat points" for lack of better words. Basically each class will have different levels of attack damage, health, armor, speed, attack speed, and luck. Such as knights having 3/10 attack, berserkers having 4/10 attack, and druids having 2/10 attack. On collecting 4 terra gems you will level up all of your classes. On level up you gain higher damage, health, etc. based on what your class's attribute stat point is at. So a berserker might gain +1 attack damage from leveling up for having 4/10 attack, where as a druid might only gain +0.5 attack damage for having 2/10 attack.
More classes will likely be unlocked over time on completing certain things, especially ones with even better attribute stat points and diverse roles. I might even make something like "class trial areas" at times where you have to go through a series of challenges, which if you beat will upgrade one of your existing classes. Upgrading your class would make them gain new traits and higher stat points. We will see though.
Anyway, I've just been trying to balance things out especially in terms of simplicity vs depth, fun factor, charm, development time, and such. I hopefully should have more stuff actually developed soon, though it is kind of a slight pain with how I need to make the map in 1.12, but do up all the commands and such in 1.13 since the map will be for 1.13+. MCEdit and other things don't support the new world format yet and I imagine probably won't for a while, so I have to juggle between versions. xD
*This one is a pretty big one, and will likely be the final new major map feature. I'm thinking I will likely be going down the RPG like "class" route this time. At the start of the map you will be able to choose from three different classes - Knight which is a bit more tanky, berserker which is more about damage and rushing enemies down, and druid which is a bit of a fast moving high health class that can kite and dodge things more easily.
Each class will come with a special class bonus/trait or two. Knights will likely gain a resistance buff for a few seconds after taking damage, berserkers will likely gain 1 health from every kill, and druids will have a wolf pet to help them fight.
This is a bit more tricky to explain, but classes also have pre-defined "attribute stat points" for lack of better words. Basically each class will have different levels of attack damage, health, armor, speed, attack speed, and luck. Such as knights having 3/10 attack, berserkers having 4/10 attack, and druids having 2/10 attack. On collecting 4 terra gems you will level up all of your classes. On level up you gain higher damage, health, etc. based on what your class's attribute stat point is at. So a berserker might gain +1 attack damage from leveling up for having 4/10 attack, where as a druid might only gain +0.5 attack damage for having 2/10 attack.
More classes will likely be unlocked over time on completing certain things, especially ones with even better attribute stat points and diverse roles. I might even make something like "class trial areas" at times where you have to go through a series of challenges, which if you beat will upgrade one of your existing classes. Upgrading your class would make them gain new traits and higher stat points. We will see though.
This sounds interesting, Mithey. However, does this mean you will be able to change classes in the middle of the adventure.
so i've played through TR 2 and CR now and i gotta say your maps are really good.
now hearing you're gonna go back to TR 2 and remaster it, even though CR is gone now i'm still pretty excited.
i was pretty disappointed when i finished TR 2 without the full story and seeing you go back and redo the whole thing to make it even better is just really great and i can't wait until it's finished.
one question though, any idea when there will be anything playable like the 0.1 or 0.2 version of chunk restore? or are you first gonna finish the whole idea and map before releasing it for the players?
last i would like to thank you for making such beautiful maps, you just make minecraft fun for me again.
Although I'm sad to see Chunk Restore go, I can't wait for the remake of TR 2. I have a few questions about the upcoming map:
1) Will there, at any point, be shields that can be used in combat? I know they're a little over-powered, but they add a lot of fun and flexibility to combat.
2) Are you going to do something similar to Chunk Restore, in that some weapons will be spam-click and others will need to be timed? That was a feature I really liked.
3) Like you mentioned, what other classes would be unlocked as the story progressed? Maybe something like archer, tank, etc? I think classes would really help personalize the gameplay!
Anyway, that's all for now. Hope getting wisdom teeth out wasn't too bad, I have to get mine out soon... :/
one question though, any idea when there will be anything playable like the 0.1 or 0.2 version of chunk restore? or are you first gonna finish the whole idea and map before releasing it for the players?
I believe he said that he is going to release it one dungeon at a time, but the first version will only come out after 1.13 is released.
Pretty cool looking lobby, especially with the cute character statues.
I have a few questions. Firstly, will the original Terra Restore 2 be up for download once the first version of Reborn comes out? Second, what would progress would need to be made for the first version of the map to come out? The areas of the map that were in Terra Restore 2's first version?
Hype train for new lobby amirite?
Also if you mean like "There won't be enough items for 5+ people" or "the scaling will be bugged", that's completely fine. I just want to play with a larger group of people without the entire map breaking on me mid-game.
Yeah Terra Restore 2 will still be up to download
In Terra Restore 2 I did the first version release with the lobby, intro, first 4 dungeons, player base, Mistwood, and a bit of the overworld. I may do it earlier this time with only 1 dungeon and no Mistwood/Overworld just to make sure things are working and all. I'm considering doing 1 dungeon per version release this time instead of trying to release an intersection's worth all at once.
Yeah you should be fine. If anything, if a certain part would only work for 1-4 players for some reason then I might have the rest of the players be put into spectator mode during that part
I think that plan would be best. Giving small amounts of content in a (relatively) short amount of time would be better than giving a pack a content with long wait times in-between.
Will you be using the color coded progress folder for Terra Restore Reborn's first release and updates?
Also are there going to be sixteen dungeons as was the original plan for Terra Restore 2? And I assume, due to what you said, the restorations from the Terra Restores of going to give less than in the original.
What?!? A reboot of Terra Restore 2?! Yes! Man I've been wondering and hoping for a conclusion to that map and now all my questions will finally be answered! Cant wait Mithey, its gonna be awesome I'm sure! Although I'm a little bummed out about Chunk Restore, but hey if that means Terra Restore 2 gets an upgrade I'm all for it!
Mithey, I'm excited for the Reboot of Terra Restore 2! I do have some friendly advice to give you, though. This is the second or third time you've majorly switched gears in the past few months/years, between (original) TR2, the conceptual MMORPG, Chunk Restore, and now (new) TR2. The maps you make are always great, and I'm willing to play pretty much anything you put out! But keeping your focus on one project is a must if you want to start finishing stuff.
That being said... I can't wait for New Terra Restore 2, or Terra Restore Reborn or whatever it'll be called.Whether you want to release Betas and Alphas like the first time, or keep building until it's 100% done, either way is fine by me.
Check out my bad CTM map reviews here.
Heya, just a quick weekly update on things here ^^
I went ahead and did some research on collectibles this week, seeing how I've never really used that many of them before. I went ahead and made a checklist of some things I should and shouldn't do with them. I also went ahead and decided on the major types of collectibles that will more than likely make it into the game (though not 100% confirmed):
Terra Gems - Found all throughout the world. Each 4 you collect increases your health by 1 heart and damage by 10%. Very much like the Legend of Zelda piece of hearts.
Essence of Air/Earth/Fire/Water - Found all throughout the world. Used for certain recipes, shops, and certain structure restoration.
Essence (Not an actual item that you keep in your inventory; scoreboard based) - Found all throughout the world. Certain structures will require you to collect all of the essence near it to restore it instead of requiring general essence of air/earth/fire/water. This will mainly be used in dungeons in a lock and key kind of method.
Terra Restore - You probably know these. Rewarded at the end of each dungeon and used to restore bits of the player base.
Diamond Horseshoe (maybe) - Found throughout the overworld. Collecting these will increase your horse's speed and jump height.
Coco's Collectibles - In each dungeon there will be a different Coco somewhere looking for different items found in that dungeon. Upon collecting enough of them you will be able to trade them to Coco for a mystery item.
Enchanting Rune (maybe) - Found all throughout the world. Every certain amount of these that you collect will unlock new possible enchants for you.
The rest of the collectibles will likely be single item only ones. The rest will also likely be tied in with side quests, main story stuff, and player base restoration and be way less about general exploration.
I've also been getting myself even more organized this week. I've been trying to get a design document made up that I will actually use and reference a lot this time. I got quite a lot done with it this week, but there is still a fair bit to go. One of the things notably that I put together is an area design checklist, which is a big list of things that I'm going to try and make sure I do with each area to ensure good quality.
Once I finish up the document, probably next week, it'll most likely be opening cutscene time. I have a large amount of ideas that I've brainstormed that I need to sort out here too. Really trying to make sure I don't rush anything this time and make sure I stay organized. Anyway, that's all for now!
I could probably put together a color coded update progress thing together next week, yeah.
16 dungeons is likely right now, but not 100% confirmed. Terra Restore restorations might give more this time due to player base upgrades more than likely not being a thing, and hopefully the addition of side quests and such. I'd like to have each structure you restore have some more use to it in general anyway.
Yeah I can't see me switching things up here again after this, at least until Terra Restore Reborn is done. (I'm of course not 100% certain what I'll be doing after) The first switch away from Terra Restore 2 was due to stress, money issues, little bits of gameplay issues, how it wasn't all that developer friendly to make and update, and how over time it kind of fell behind the Minecraft versions and what I was capable of doing. Past that I tried a variety of things to keep going such as the small mini maps, and the mod and MMORPG at the time which didn't quite get anywhere. Those things didn't really work out as well as I hoped and I still had issues with money. Past that I started making small maps for Popularmmos (and still am) and that has helped out a lot. I also got into Chunk Restore which helped me experiment with a number of systems, but ultimately that had some technical limitations that I didn't like, there was a big leap in story, I wasn't super organized, I wanted to restart the series, etc.
All of those prior issues have been basically addressed so I should be good. The only thing is that I can only put in around 3 days of work in each week toward the map. That might change up later in the year once I finish up a secret project that I'm working on in the other 4 days of the week but we will see. So as long as I take it slow, remain patient and organized, and don't try and impose due dates or anything like that on myself I should be good. It just might take a while for updates to really come out but I'll be doing what I can ^^
I assumed that Terra Restores would be less powerful since you said that player base upgrades would give less or be non-existent, and I thought that Terra Restores would count as one of them.
Also with the map going to be entirely in Adventure Mode, will the Ore Blocks be part of the monument and will they have restorations of their own?
Originally, Mithey was planning on making a remake of Terra Restore 1. However, now he's effectively going to remake the entire Restore series starting with where the story began with Terra Restore 2.
Naisu ideas. I like the ideas of Enchanted Runes. New ways to get enchants could be interesting.
Out of curiosity, are you building, planning, and redstoning everything by yourself?
Heya hey everyone, another quick update on things here for this week. I didn't get a ton done this week as I randomly got really sick there one day, but I finished up the design document and the plans for more ideas. I'm pretty happy with the amount of organization I have going here now so next week I'll for sure be actually getting things physically done with the map.
One of the things I've been thinking about for quite a while here now is how to make platforming and traversing fun, especially as I plan on having a decent focus on parkour this time. I've been looking at other games like Super Mario Odyssey on how it often does platforming bits and I've noticed things like double or even triple jump abilities are quite common. Having the ability to jump more than once can allow for more interesting jumps, and also potentially allows you to correct your mistakes if you're quick enough when you fail a jump. In addition platforming games often have a variety of unique fun ways of getting around.
So some slight spoilers here (as usual with these posts) but the plan here right now is to give the player a flap ability, like from Chicken's Courage but with only one extra "jump/flap", very early on in the map. A bit later on you will likely get another platforming ability - a dash ability that launches you forward, like from the Bear Bud's map. Linking the normal jump with a combination of those two abilities should make platforming a lot more interesting than normal boring Minecraft jumps. Later on you will likely have a chance to upgrade those abilities too. I also plan on having special objects in the environments at times which may launch you in certain directions or that you can physically ride. In general I'm hoping to have a lot more interactive and special stuff in the environments.
The potion system this time is getting yet another revamp too. The current plan is instead of randomly finding potions, you will instead find rare magical bottles. (Only a few total in the map) The magical bottles automatically refill to a potion type of your choosing each time you hit a spawnpoint, event/boss fight, on death, or area change. Some sort of recipe system for unlocking new potion types will be likely. Potions in general will focus on being much more potent this time but will often be instant or of short duration with them being much easier to refill. That should make them way more useful this time and make players not worry so much about "wasting" them.
If you're looking for longer duration status effects, or even permanent ones I should say, then you will have to take a look at the custom hat system. Hats that you find in the map won't give you stats, but rather different permanent passive status effects instead depending on what hat you're wearing. (Like speed, haste, strength, etc.) You can probably expect some weird looking hats at times like ones similar to the ones in Sad Panda Adventures 2!
Anyway, that's all for now! ^^
I don't believe the ore blocks will be apart of the monument this time, but we will see. It could be apart of a side quest in the player base if anything to go out and collect a bunch.
Yeah, I plan on doing everything myself essentially ^^ I'm always open to receiving suggestions from people and such though
Hey Mithey, I have another question. Will the Patreon are still be in Aquaess like in the first TR2?
I'm thinking it will likely be a sub section of the player base area this time off to the side. Seems like it would fit better there anyway
Mithey, How do we unlock heightened senses and shield. I saw it in the functions folder and couldn't find a command to activate it.
Perseverance always pays. Sooner or later.
I think he just planned for those to be abilities and never fully implemented them.
Heya everyone, another update on things here! It's been a couple of weeks now, I had a bit of a slip up since my head started hurting a lot and could barely sleep - Had to get another wisdom tooth removed which was causing the pain. I'm better now and I've been getting a few things here done these past few days while getting back into the swing of things. I've made a few more decisions that I will likely be going with in Terra Restore Reborn...
*There won't be any enchanting system at all. The only way to get enchants is through gear which already has enchants on it. This is to keep things more simple for the player, to make gear more diverse, and to make it more worth switching up gear at times due to enchant diversity. (Players would be more tempted to switch to fire protection gear in a firey area for example, even if such gear has slightly less armor or whatever. If the player could just enchant things normally then they would probably only ever use their main super powerful set of gear)
*Essence of fire/air/water/earth will likely be merged into one item named just "essence" instead. This is to make it slightly less annoying to the player when they happen to have essence but not of the right type, again simplifies things a bit, and makes your inventory less cluttered. Essence will be used as the main common item for recipes and you will find it all throughout the world. Some recipes will likely require other items in addition to essence which would be more location specific, such as having to go into a cave to mine a certain type of ore.
*This one is a pretty big one, and will likely be the final new major map feature. I'm thinking I will likely be going down the RPG like "class" route this time. At the start of the map you will be able to choose from three different classes - Knight which is a bit more tanky, berserker which is more about damage and rushing enemies down, and druid which is a bit of a fast moving high health class that can kite and dodge things more easily.
Each class will come with a special class bonus/trait or two. Knights will likely gain a resistance buff for a few seconds after taking damage, berserkers will likely gain 1 health from every kill, and druids will have a wolf pet to help them fight.
This is a bit more tricky to explain, but classes also have pre-defined "attribute stat points" for lack of better words. Basically each class will have different levels of attack damage, health, armor, speed, attack speed, and luck. Such as knights having 3/10 attack, berserkers having 4/10 attack, and druids having 2/10 attack. On collecting 4 terra gems you will level up all of your classes. On level up you gain higher damage, health, etc. based on what your class's attribute stat point is at. So a berserker might gain +1 attack damage from leveling up for having 4/10 attack, where as a druid might only gain +0.5 attack damage for having 2/10 attack.
More classes will likely be unlocked over time on completing certain things, especially ones with even better attribute stat points and diverse roles. I might even make something like "class trial areas" at times where you have to go through a series of challenges, which if you beat will upgrade one of your existing classes. Upgrading your class would make them gain new traits and higher stat points. We will see though.
Anyway, I've just been trying to balance things out especially in terms of simplicity vs depth, fun factor, charm, development time, and such. I hopefully should have more stuff actually developed soon, though it is kind of a slight pain with how I need to make the map in 1.12, but do up all the commands and such in 1.13 since the map will be for 1.13+. MCEdit and other things don't support the new world format yet and I imagine probably won't for a while, so I have to juggle between versions. xD
They were abilities that I planned on adding in later on, but never got to ^^
This sounds interesting, Mithey. However, does this mean you will be able to change classes in the middle of the adventure.
Yes, you will be able to change classes in likely the same area as you change gear ^^
so i've played through TR 2 and CR now and i gotta say your maps are really good.
now hearing you're gonna go back to TR 2 and remaster it, even though CR is gone now i'm still pretty excited.
i was pretty disappointed when i finished TR 2 without the full story and seeing you go back and redo the whole thing to make it even better is just really great and i can't wait until it's finished.
one question though, any idea when there will be anything playable like the 0.1 or 0.2 version of chunk restore? or are you first gonna finish the whole idea and map before releasing it for the players?
last i would like to thank you for making such beautiful maps, you just make minecraft fun for me again.
good luck with everything,
girlygamer177
Heya Mithey:
Although I'm sad to see Chunk Restore go, I can't wait for the remake of TR 2. I have a few questions about the upcoming map:
1) Will there, at any point, be shields that can be used in combat? I know they're a little over-powered, but they add a lot of fun and flexibility to combat.
2) Are you going to do something similar to Chunk Restore, in that some weapons will be spam-click and others will need to be timed? That was a feature I really liked.
3) Like you mentioned, what other classes would be unlocked as the story progressed? Maybe something like archer, tank, etc? I think classes would really help personalize the gameplay!
Anyway, that's all for now. Hope getting wisdom teeth out wasn't too bad, I have to get mine out soon... :/
I believe he said that he is going to release it one dungeon at a time, but the first version will only come out after 1.13 is released.