As far as progress goes, I've been waiting on the mythical "developer API" to come out so updating versions would no longer be burdensome, but I've decided to quit waiting and continue getting more 'substantial' work done on the mod, despite the looming overhead. Basically I've worked on dungeon rooms and item content a good bit when I've had spare time, but nothing significant in terms of core engine. The game's been officially released for cryin' out loud, you'd think they'd release the freakin API already...
So that potential release date is super-postponed. I know, I know, real Blizzard move. Sorry guys : / Just trying not to flunk out of school, haha. Especially now that I've got a double major. Thanks for being patient- no worries, I haven't abandoned it. It'll receive much love in the following months.
Anyone have an opinion on how enchantment orbs should tie into experience? Options I'm considering are (ordered by how much I like them):
1. Enchantment orbs give XP, EP is obtained by disenchanting items.
2. Enchantment orbs give both XP and EP.
3. Enchantment orbs give EP, XP is automatically gained.
Also, any opinions on hunger? I'll leave this one open-ended. At a bare minimum, I'll substantially increase hunger's timer length. At an extreme, I'd throw the feature out altogether. Even in regular Minecraft, I find it annoying sometimes (when travelling through the Nether, for example.) I find hunger surprisingly fun in SMP, however.
Hey everyone- just stuck a status update on the original post. New features include an Area system, new mobs, new music, and more. I'll try to get another video up some time soon!
Haha, no idea. I'm busy working on a double major in CS and Accounting, soo... I'm fixing to be real busy : ) With certainty, I can say it WILL be done some day, haha. Hopefully this summer.
This mod looks very promising. I would love to see more of this in the future!
Oh, and if you need a tester so you can spend a little more time programming, I'll be up for it!
EDIT: I felt the need to add this: Mos of my scrolling through the mods gets me nowhere, then I come to the WIP section, where I find all of the most prominent and awe-inspiring mods that I have ever laid eyes on, and THIS is one of them. Word must be spread, this and others must be seen and the community will enjoy it(after a stable release, of course)!
Amazing. Actually somewhat good Minecraft RPG mod. Its sooo great. Can't wait for the new update. Love the inventory. Any idea when the new update will be?
Lots of awesome new features! Progress is progressing.
Mystery dimension going strong with custom terrain generation and its own mineral and biome generation, just a matter of deciding on it's style and content. It's pretty freakin' amazing. The way to the mystery dimension shall remain a mystery...
Beginnings of NPC dialogue system implemented, along with NPC naming conventions. I'm hesitant to mess with NPCs much more since Mojang is adding features to them atm.
Beginnings of spell system implemented! FUS RO DAH!!!
Designed a system to construct dungeons during terrain generation (like ravines and caves, but allows for metadata and tileentities). Towers are working, still gotta convert big dungeons though.
Agenda for Near Future:
Convert big dungeons to revamped system
Give NPCs quest-giving ability and general dialogue content
You should make a pre-release of what you have so far! Sounds exciting and the more people playing the beta, more bugs people find, and the easier it will be to identify and fix them. Is there even a 1.1 compatible version that you can play?
this looks epic :biggrin.gif: ...... i dont mean to sound like one of those annoying people but can you release like a pre release or something like that ? ..... if not i understand :biggrin.gif:
Argh, pressure! I've been insanely busy with school these past two weeks, but the work has receded and I'll be able to do some moddin' this weekend.
Depends on your definition of "soon," lol. I can't promise anything, but I'll try. I just don't wanna release something missing key features like multiplayer, which won't be updated until at least the next version of Minecraft is released. I don't want everyone to download an alpha that'll sell the final product short. Also, I'm waiting on my roommate to make me a nice banner for everyone to put in their signature, hopefully getting some hype up before/during the initial release of the alpha.
Also, I have a private server I'm planning on using to do some serreeous alpha testing with friends/lucky individuals before the alpha for server is made publicly available... so everyone who downloads it doesn't end up with an unfixable bug that corrupts their saves or something (much in the way of the recently released version of Dwarf Fortress).
Patience! I'll have more pictures/videos at some point to tide you over, haha. It shouldn't be too long before the alpha is up for download...
This looks like an amazing mod, i'll definitely be awaiting this to come out.
Is there by chance a list of items that we could look at?
I was looking at the examples items and their stats. Could you give a small list of them and give us your thought process behind their choices and how the items become more stronger when going through stronger dungeons?
Looking good. Take your time, Minecraft ain't really "finished" yet anyway. I too am still waiting for the modding API as the current APIs are, er, lacking. (Correction: They're awesome if you just want to add new items/blocks/biomes etc.)
Question: I'm guessing you're altering base classes else half of this wouldn't be possible. I noticed you have dynamic tooltips - something I've been trying to do without affecting base classes without luck. Do the items have meta data stored in an NBT or similar? Presumably when rendering the tooltip this info is checked. Did this require modding the method that draws the screen (can't remember class/method name - drawScreen() or something I think)?
Thanks, I most certainly shall. They seriously need to hurry up with that, haha. I mostly wanted it because I understood the API was just gonna literally be the source code with subversion data, so you could update your mod just by updating via subversion (DAYS of time saved).
Yes, I'm editing the base classes a good deal, but not as much you'd think for items-- most of it's for implementing the stat system and special mob traits. Yeah, I use NBTs a lot, no reason not to if I'm already messin' with things. Each ItemStack has an instance of a class MagicalProperties, that I've optimized a heck of a lot for network/disk latency purposes. Basically a tiny MP token gets passed around, which is then expanded to actually instantiate the MP, at which point names, stat bonuses, etc are loaded. Then I just call a method on MP somewhere in GuiContainer that mushes the data into a pretty strings. To draw it effectively, I had to comment out the existing tooltip-drawing code, but no big deal (reimplementing entire features results in fewer maintainability issues than trying to nitpick at Mojang's existing code.)
This looks like an amazing mod, i'll definitely be awaiting this to come out.
Is there by chance a list of items that we could look at?
I was looking at the examples items and their stats. Could you give a small list of them and give us your thought process behind their choices and how the items become more stronger when going through stronger dungeons?
Thank you!
For starters, the item names are randomly generated-- magical items have 1 or 2 properties, with a prefix and/or suffix tied to those properties, while rare items are about 3-5 properties with entirely random names. There's also a set of unique items (no pics yet) that are entirely hand-written, with flavor text added. Each root property has a unique prefix and suffix (randomly chosen)... I liked this method more than the standard Diablo method because you have more content and variation, thus more replay value.
Atm, things ain't balanced, but I've done some initial graphing (charting DPS, hits to kill mobs as you level up, a multitude of things like that) and there will be a general progression of difficulty, but I'm also planning ways to flip to harder dimensions/areas if you feel so inclined (I won't spoil what they are, though :smile.gif:) I'm already working on them, actually! Items will scale with your character and have a great deal of significance (you'll die easy if yer naked), but things will become much more difficult as you progress overall.
Champion's/of the Collosus (lvl 32): +11 Fortitude
Floppy/that Won't Come Out of the Damn Sheath (rare): -50% Damage bonus
Shrunken/of Chafing (common): -2 Dexterity
Vampiric/of Thirst (rare): +5% Life steal
There are a TON of properties :smile.gif: I try to maintain a much more serious-than-ridiculous property ratio, of course. Percent-based properties are equally probable at all levels, whereas hard-numbered properties are tiered. I should also mention that rare items cannot have curses, and curses are fairly unlikely (they're mostly just entertaining, hehe). Other possible bonuses include min/max damage, knockback, fire, lightning, ice, earth, nature, holy, and unholy damage, life steal, mana steal, and movement speed. I'm also gonna throw in various resistances, bonuses to minor things like breath and sprint time, bonuses to specific spells/skills, bonuses vs various mob types (Creepy Hatchet vs Creepers?), a plethora of curses, and whatever else I can think of. Suggestions are welcome-- adding new property types ain't hard!
Some rare possibilities:
Storm Hauberk
Gloom Veil
Blood Splints
Apocalypse Tutu
Bone Splitter
Corpse Gyre
Demon Aegis
Moon Slash
Just doing the math, there's tens of thousands of possibilities, so... be prepared, haha.
EDIT: Here's a music sampling (just some ideas): clicky
This is a quiet/cruddy mic, but I have much awesomer equipment/software that requires less laziness to set up, haha. The final product is/will be about 90% MIDI/synth.
Wow, that sounds really exciting. I love the amount of detail you put into this (DPS charts? AWESOME). I have never played Diablo, but it seems as if those items names are taken from many different references. I really can't wait to see how dungeons, monsters, and loot progressive altogether ;D
I already am ; )
As far as progress goes, I've been waiting on the mythical "developer API" to come out so updating versions would no longer be burdensome, but I've decided to quit waiting and continue getting more 'substantial' work done on the mod, despite the looming overhead. Basically I've worked on dungeon rooms and item content a good bit when I've had spare time, but nothing significant in terms of core engine. The game's been officially released for cryin' out loud, you'd think they'd release the freakin API already...
So that potential release date is super-postponed. I know, I know, real Blizzard move. Sorry guys : / Just trying not to flunk out of school, haha. Especially now that I've got a double major. Thanks for being patient- no worries, I haven't abandoned it. It'll receive much love in the following months.
Anyone have an opinion on how enchantment orbs should tie into experience? Options I'm considering are (ordered by how much I like them):
1. Enchantment orbs give XP, EP is obtained by disenchanting items.
2. Enchantment orbs give both XP and EP.
3. Enchantment orbs give EP, XP is automatically gained.
Also, any opinions on hunger? I'll leave this one open-ended. At a bare minimum, I'll substantially increase hunger's timer length. At an extreme, I'd throw the feature out altogether. Even in regular Minecraft, I find it annoying sometimes (when travelling through the Nether, for example.) I find hunger surprisingly fun in SMP, however.
{and also where keeping this up because the mods awsome}
Oh, and if you need a tester so you can spend a little more time programming, I'll be up for it!
EDIT: I felt the need to add this: Mos of my scrolling through the mods gets me nowhere, then I come to the WIP section, where I find all of the most prominent and awe-inspiring mods that I have ever laid eyes on, and THIS is one of them. Word must be spread, this and others must be seen and the community will enjoy it(after a stable release, of course)!
Have a nice day, happy modding!
-Psycho
Lots of awesome new features! Progress is progressing.
Agenda for Near Future:
Depends on your definition of "soon," lol. I can't promise anything, but I'll try. I just don't wanna release something missing key features like multiplayer, which won't be updated until at least the next version of Minecraft is released. I don't want everyone to download an alpha that'll sell the final product short. Also, I'm waiting on my roommate to make me a nice banner for everyone to put in their signature, hopefully getting some hype up before/during the initial release of the alpha.
Also, I have a private server I'm planning on using to do some serreeous alpha testing with friends/lucky individuals before the alpha for server is made publicly available... so everyone who downloads it doesn't end up with an unfixable bug that corrupts their saves or something (much in the way of the recently released version of Dwarf Fortress).
Patience! I'll have more pictures/videos at some point to tide you over, haha. It shouldn't be too long before the alpha is up for download...
Is there by chance a list of items that we could look at?
I was looking at the examples items and their stats. Could you give a small list of them and give us your thought process behind their choices and how the items become more stronger when going through stronger dungeons?
Thanks, I most certainly shall. They seriously need to hurry up with that, haha. I mostly wanted it because I understood the API was just gonna literally be the source code with subversion data, so you could update your mod just by updating via subversion (DAYS of time saved).
Yes, I'm editing the base classes a good deal, but not as much you'd think for items-- most of it's for implementing the stat system and special mob traits. Yeah, I use NBTs a lot, no reason not to if I'm already messin' with things. Each ItemStack has an instance of a class MagicalProperties, that I've optimized a heck of a lot for network/disk latency purposes. Basically a tiny MP token gets passed around, which is then expanded to actually instantiate the MP, at which point names, stat bonuses, etc are loaded. Then I just call a method on MP somewhere in GuiContainer that mushes the data into a pretty strings. To draw it effectively, I had to comment out the existing tooltip-drawing code, but no big deal (reimplementing entire features results in fewer maintainability issues than trying to nitpick at Mojang's existing code.)
Thank you!
For starters, the item names are randomly generated-- magical items have 1 or 2 properties, with a prefix and/or suffix tied to those properties, while rare items are about 3-5 properties with entirely random names. There's also a set of unique items (no pics yet) that are entirely hand-written, with flavor text added. Each root property has a unique prefix and suffix (randomly chosen)... I liked this method more than the standard Diablo method because you have more content and variation, thus more replay value.
Atm, things ain't balanced, but I've done some initial graphing (charting DPS, hits to kill mobs as you level up, a multitude of things like that) and there will be a general progression of difficulty, but I'm also planning ways to flip to harder dimensions/areas if you feel so inclined (I won't spoil what they are, though :smile.gif:) I'm already working on them, actually! Items will scale with your character and have a great deal of significance (you'll die easy if yer naked), but things will become much more difficult as you progress overall.
Some property examples:
There are a TON of properties :smile.gif: I try to maintain a much more serious-than-ridiculous property ratio, of course. Percent-based properties are equally probable at all levels, whereas hard-numbered properties are tiered. I should also mention that rare items cannot have curses, and curses are fairly unlikely (they're mostly just entertaining, hehe). Other possible bonuses include min/max damage, knockback, fire, lightning, ice, earth, nature, holy, and unholy damage, life steal, mana steal, and movement speed. I'm also gonna throw in various resistances, bonuses to minor things like breath and sprint time, bonuses to specific spells/skills, bonuses vs various mob types (Creepy Hatchet vs Creepers?), a plethora of curses, and whatever else I can think of. Suggestions are welcome-- adding new property types ain't hard!
Some rare possibilities:
Just doing the math, there's tens of thousands of possibilities, so... be prepared, haha.
EDIT: Here's a music sampling (just some ideas): clicky
This is a quiet/cruddy mic, but I have much awesomer equipment/software that requires less laziness to set up, haha. The final product is/will be about 90% MIDI/synth.
Wow, that sounds really exciting. I love the amount of detail you put into this (DPS charts? AWESOME). I have never played Diablo, but it seems as if those items names are taken from many different references. I really can't wait to see how dungeons, monsters, and loot progressive altogether ;D