Are there any plans for the faction races?(Robots, strigiforme, etc.)
I would say that they need to work out the mechanics first. Coming up with the particulars of the world will be relatively easy. Indeed, ideally they should set things up so that the players make decisions them selves and then interact with different worlds and servers based on shared games rules.
We can all see future craft as dealing with space battles and a si-fy theme. But I can also see navel battles, Pirates of the Caribbean (each individual server represents their own island in a common ocean) Spellcasters, Steam punk, Superheros where each server is their own city to defend (Man, I want my own hela-carrier so bad), or who knows what else they may come up with.
I would say that they need to work out the mechanics first. Coming up with the particulars of the world will be relatively easy. Indeed, ideally they should set things up so that the players make decisions them selves and then interact with different worlds and servers based on shared games rules.
We can all see future craft as dealing with space battles and a si-fy theme. But I can also see navel battles, Pirates of the Caribbean (each individual server represents their own island in a common ocean) Spellcasters, Steam punk, Superheros where each server is their own city to defend (Man, I want my own hela-carrier so bad), or who knows what else they may come up with.
when the op talks about how ship size is determined, he says, "...and can be up to 500 blocks big (as a box around the craft)." what does it mean "as a box around the craft"? does that mean that the ship can be as large as 500x500x500 blocks? that seems awfully large.
when the op talks about how ship size is determined, he says, "...and can be up to 500 blocks big (as a box around the craft)." what does it mean "as a box around the craft"? does that mean that the ship can be as large as 500x500x500 blocks? that seems awfully large.
Everything on the front page is horribly out of date. It's not going to be a hard limit but a practical one. If you overbuild or underbuild for the infrastructure, you will begin to see diminishing returns. Additionally, it's not a direct tech progression, but will instead be increasing levels of specialization. There won't be any Enterprises that can fill every role simultaneously.
Don't worry about it. Everything has been resolved and we are all a little wiser for it. Specifically, wiser in the proper procedure for unbanning someone.
Tiel is rapidly deleting any mention of the fact that he read Luna's PMs. He's deleted easily a dozen threads I've made about it. He also changed my avatar and briefly put me in the Suspended Users group. He needs to be killed or something.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
As i'm reading this story i got a random water and block placing sounds from minecraft... WTFBtw theres a new game out called starmade, and a minecraft mod kinda like that woul be epic, maybe you could use some phisics or somehting from it
From what I have gathered, Futurecraft lore is simply not a priority at the moment. Not to mention they are trying not to re-invent the entire game.
But they are clearly talking about it. If you visit their web page, they have entire forums dedicated to possible lore scenarios and suggested playable characters. Here are my thoughts: Human & Humanoids
This is the default playable character. So by definition they will have average strength, speed, and agility. They also have differing male and female genders. This is actually a broad category involving several alien races. They will all look slightly difference, but will have the same in-game characterizes.
Advantages: They can climb ropes, ladders, and vines with ease. They can also throw projectiles that do damage.
Disadvantages:
Cherchar
They have been described as hairless werewolves with long arms. While they do wear clothing and armor, their skin naturally comes in a verity of camouflage patterns depending on their breed; jungle, desert, urban, arctic, and mountain rock camouflages have been observed thus far and in dozens of colors.
They are clearly predators, capable of running down their pray and eviscerating them with sharp teeth.
Advantages: They can run at speed, the fastest of the playable characters. They also have a formidable natural attack. They can restore their food by eating their victims.
Disadvantages: They can not run if they have anything in their hands, nor use any thing while running. When they are running, they have difficulty turning.
Airion
Our avian species that come with large wings that can span four blocks wide when open.
Advantage: They can fly. Pressing the space bar will open the wings if they are not open. Continued pressing of the space bar will give one flap which will raise them into the sky momentarily. When they have some velocity, they can glide.
Disadvantages: They can’t jump. They can only pass through doors if their wings are folded and closed. Their wings folded behind them makes them two blocks long. They are a bit awkward and unwieldy on the ground. They are also weaker than most, and are not able to fly if they are carrying too many things. They can not run or climb.
You also have to be carful landing them as they will take damage from a fall or if trying to land too fast. They could even be killed.
Cyex
Ever wonder what it is like to be a spider? Here is your chance. The Cyex are perhaps the creepiest of the playable characters. Eight limes (four legs and four arms, but the player can still only use two items at a time.) They also have fierce looking fangs and claws.
Their natural attack is centered on the ambush tactic and a paralyzing venom delivered through their fangs.
If the venom is aloud to take full effect, the victim will be fully paralyzed for a time. They will be fully aware of course, but can not speak or move. When paralyzed, the Cyex can slowly eat their victims. Each bite renews the venom, keeping them paralyzed, and of course taking damage until dead. This makes them rather feared.
However, despite their intimidating appearance and reputation, they are deceptively poor fighters. It takes a few seconds for the venom to take effect, a prepared and alert fighter can take an anti-venom before it takes full effect and neutralize its effect. Nor can they bite through even basic armor. Beyond that, Cyex take damage easily and have little else to offer beyond their bite. They make far better builders and engineers than they do combatant soldiers.
Advantages: They can scale nearly any vertical or even horizontal surface with ease (unless it is specially treated to repel Cyex). Can jump three blocks high and will stick to any surface it reaches. They can fight at full capacity while clinging to a surface. (Humanoids are at a reduced capacity when climbing.) They can also see in near total darkness. They can restore their food by eating their victims under the influence of their venom.
Disadvantages: Can not run. They become sluggish in colder temperatures. Their bite is easily countered. They injure easily.
Avatars
Each species will have the technology to create artificial life forms called Avatars, and they are playable characters. There are two flavors, discreet and overt.
Discreet Avatars are made to appear and behave as their biological counter-parts. They can even eat food and drink water to keep up appearances. Only a scan or certain abilities reveal they are Avatars.
Overt Avatars are still very life like and closely resemble their biological counterparts, but do not make an extra-ordinary effort to disguise their nature from their peers. There android nature will be apparent. Their will be a slight robotic tick to their movements and the vox (player character’s voice) will be manipulated to sound more artificial. Players will even see the world in a raster scan and random heads up data.
They will also have the same abilities as their biological counter parts. Cyex avatars for example can climb walls and see in the dark. They will not be any stronger or faster than their counter parts.
Avatars do not require air, food, or water to function, immune to biological threats, and can operate happily in a wide range of temperatures. They are also built incredibly durable and can take a lot of damage, which is a good thing as they can not recover from damage as biological beings can.
To recover, they need to visit a repair station and have refined parts available (the equivalent too food).
They also need a supply of energy to stay functional. Just as their biological counter parts eat food, avatars either need to plug into a power source, or they need to consume a chemical catalyst that produces energy.
Avatars also have one other advantage. They can cross over into cyberspace. Biological life forms can as well, but they need an interface chair.
Wild Avatars
These are avatars that "escaped" from their biological counterparts. They have their own societies and cultures. They mine their own resources and reproduce on their own. Unlike their domesticated brethren, wild avatars actually reject similarities with biological life forms and have very robotic bodies.
They actually prefer deep space as there is always plenty of raw materials and space in which to work. They even engage in farming of a sort. They have what they call SECA Solar Energy Collecting Agents. They are a bit like solar powered cows that go out and collect as much solar energy as possible. When they are kept fed with raw resources, they reproduce, and also manufacture specific alloys on a microscopic level. SECA farmers then collect them to extract their resources – destroying them in the processes.
Wild Avatar colonies can be found in every inhabited solar-system. But they are always rich in raw resources which they are eager to trade for other materials, or simply protection from hostile threats. They often donate materials needed to make massive starships, knowing that they will benefit the colonies in the long run, and their natural resources are almost infinite, so they have no problem sharing the wealth.
But beyond trade, they are still not much for biological visitors.
The avatars should have different tiers made from different materials, and take a TON of stuff to make. And the wild avatars sound a bit OP, because you can just go to them whenever you want stuff.
Avitars are playable characters, you don't make them; you ARE them. Avatars are life forms onto them selves; they have free will, relationships, and even reproduce in a similar way we do. A female Avatar combines a DNA like file with a male Avatar. They are as intelligent and as empathetic as the player wants them to be.
Perhaps you are thinking along the lines of something like an android, which behaves like a mob that you create and program.
I can see something like a solo adventure where you create your own starship and visit various planets to have adventure and find resources. Some planets will be randomly generated. Others will be adventure maps that you land in with your ship and what ever resources you chose to bring with you.
Androids will give you the appearances of a crew – without you know, needing friends to log in.
This opens another question. Could there be non-server based hosting? Minecraft already permits LAND sharing, which is cool if you happen to be on the same local network. But could it be possible to create shared worlds, without dedicating an expensive server to it?
There would be a limit to what it could do of course. But could it be done at all? This might also open up new possibilities, and make the game over all cheaper to operate.
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Well I don't know why Frost doesn't want other races, I believe it significantly improves the world from design perspective and it is also just a matter of reskinning (and maybe remodelling) the player, as well as changing some stats. It can also help by giving some purpose and a good excuse for a bigger variety of places.
Also a bit disagree on the cube planets. Although at ifrst look it looks cool and original round ones fit the theme much better as mostly the universe is oriented towards realism
I guess it is because of his refusal to use loading screens. It could significantly simplify the development process while having no impact on gameplay. The idea is to have a premade round mesh for a planet and when the planet is approached by the player the player's ship is loaded in a flat standard minecraft world that represents the planet itself, similarly to how we see it from ground level. Upon ascending again the player is teleported back to the space world.
Perhaps you are thinking along the lines of something like an android, which behaves like a mob that you create and program.
I can see something like a solo adventure where you create your own starship and visit various planets to have adventure and find resources. Some planets will be randomly generated. Others will be adventure maps that you land in with your ship and what ever resources you chose to bring with you.
Androids will give you the appearances of a crew – without you know, needing friends to log in.
We will have to support something for private games, but like we've said before, the public online galaxy is our primary concern. NPC crewmembers will probably happen, but I suspect they won't be terribly interactive. We need CPU power for lots of things, and simulating AI for the window dressing isn't one of them.
This opens another question. Could there be non-server based hosting? Minecraft already permits LAND sharing, which is cool if you happen to be on the same local network. But could it be possible to create shared worlds, without dedicating an expensive server to it?
There would be a limit to what it could do of course. But could it be done at all? This might also open up new possibilities, and make the game over all cheaper to operate.
I'm not sure I understand. Minecraft is always run on a server, even when you are in singleplayer. When someone else joins your game via LAN, you are simply hosting the world yourself, no different than launching a server manually. But if you turn off your computer, that world becomes unavailable. We can't do that for online multiplayer, but if you would like to for a private game, you will be able to host a server on your PC like you normally do. We have quite a bit of capacity for local chunk caching, so while I can't say that it will be easier than vanilla minecraft to run a server on a PC, it shouldn't be significantly more straining.
Well I don't know why Frost doesn't want other races, I believe it significantly improves the world from design perspective and it is also just a matter of reskinning (and maybe remodelling) the player, as well as changing some stats. It can also help by giving some purpose and a good excuse for a bigger variety of places.
Also a bit disagree on the cube planets. Although at ifrst look it looks cool and original round ones fit the theme much better as mostly the universe is oriented towards realism
I guess it is because of his refusal to use loading screens. It could significantly simplify the development process while having no impact on gameplay. The idea is to have a premade round mesh for a planet and when the planet is approached by the player the player's ship is loaded in a flat standard minecraft world that represents the planet itself, similarly to how we see it from ground level. Upon ascending again the player is teleported back to the space world.
I never said that I didn't want other races, only that there were no plans for them. I am only the engine designer, and I don't make executive decisions about content. For the most part I don't have any strong opinions on races one way or the other. Ultimately it is Dr. Mackeroth's call.
If people are fine with fake planet backdrops and teleporting to their surface, they can play Galacticraft right now. Well, I guess it wouldn't have giant block-based ships, but we could probably release flying chunks as a standalone mod (render pipeline is first priority, though, since that will define how everything else works underneath).
*edit*
For those who haven't been following, the problem with the spherical worlds was that because the world is made up of cubes, it is impossible even with topological distortion to prevent visible seams from forming. If this were any other game it would be trivial, but if your world is a giant grid, you can't really hide the non-square parts.
I would say that they need to work out the mechanics first. Coming up with the particulars of the world will be relatively easy. Indeed, ideally they should set things up so that the players make decisions them selves and then interact with different worlds and servers based on shared games rules.
We can all see future craft as dealing with space battles and a si-fy theme. But I can also see navel battles, Pirates of the Caribbean (each individual server represents their own island in a common ocean) Spellcasters, Steam punk, Superheros where each server is their own city to defend (Man, I want my own hela-carrier so bad), or who knows what else they may come up with.
That doesn't answer my question.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2510855-1-6-4-1-7-10-warpdrive-build-your-ship-freely
No races are planned. There will probably be NPCs to fill out the ranks, but nothing terribly sophisticated.
Will we be able to make client side addons to add them?
From what I have gathered, Futurecraft lore is simply not a priority at the moment. Not to mention they are trying not to re-invent the entire game.
But they are clearly talking about it. If you visit their web page, they have entire forums dedicated to possible lore scenarios and suggested playable characters. Here are my thoughts:
Human & Humanoids
This is the default playable character. So by definition they will have average strength, speed, and agility. They also have differing male and female genders. This is actually a broad category involving several alien races. They will all look slightly difference, but will have the same in-game characterizes.
Advantages: They can climb ropes, ladders, and vines with ease. They can also throw projectiles that do damage.
Disadvantages:
Cherchar
They have been described as hairless werewolves with long arms. While they do wear clothing and armor, their skin naturally comes in a verity of camouflage patterns depending on their breed; jungle, desert, urban, arctic, and mountain rock camouflages have been observed thus far and in dozens of colors.
They are clearly predators, capable of running down their pray and eviscerating them with sharp teeth.
Advantages: They can run at speed, the fastest of the playable characters. They also have a formidable natural attack. They can restore their food by eating their victims.
Disadvantages: They can not run if they have anything in their hands, nor use any thing while running. When they are running, they have difficulty turning.
Airion
Our avian species that come with large wings that can span four blocks wide when open.
Advantage: They can fly. Pressing the space bar will open the wings if they are not open. Continued pressing of the space bar will give one flap which will raise them into the sky momentarily. When they have some velocity, they can glide.
Disadvantages: They can’t jump. They can only pass through doors if their wings are folded and closed. Their wings folded behind them makes them two blocks long. They are a bit awkward and unwieldy on the ground. They are also weaker than most, and are not able to fly if they are carrying too many things. They can not run or climb.
You also have to be carful landing them as they will take damage from a fall or if trying to land too fast. They could even be killed.
Cyex
Ever wonder what it is like to be a spider? Here is your chance. The Cyex are perhaps the creepiest of the playable characters. Eight limes (four legs and four arms, but the player can still only use two items at a time.) They also have fierce looking fangs and claws.
Their natural attack is centered on the ambush tactic and a paralyzing venom delivered through their fangs.
If the venom is aloud to take full effect, the victim will be fully paralyzed for a time. They will be fully aware of course, but can not speak or move. When paralyzed, the Cyex can slowly eat their victims. Each bite renews the venom, keeping them paralyzed, and of course taking damage until dead. This makes them rather feared.
However, despite their intimidating appearance and reputation, they are deceptively poor fighters. It takes a few seconds for the venom to take effect, a prepared and alert fighter can take an anti-venom before it takes full effect and neutralize its effect. Nor can they bite through even basic armor. Beyond that, Cyex take damage easily and have little else to offer beyond their bite. They make far better builders and engineers than they do combatant soldiers.
Advantages: They can scale nearly any vertical or even horizontal surface with ease (unless it is specially treated to repel Cyex). Can jump three blocks high and will stick to any surface it reaches. They can fight at full capacity while clinging to a surface. (Humanoids are at a reduced capacity when climbing.) They can also see in near total darkness. They can restore their food by eating their victims under the influence of their venom.
Disadvantages: Can not run. They become sluggish in colder temperatures. Their bite is easily countered. They injure easily.
Avatars
Each species will have the technology to create artificial life forms called Avatars, and they are playable characters. There are two flavors, discreet and overt.
Discreet Avatars are made to appear and behave as their biological counter-parts. They can even eat food and drink water to keep up appearances. Only a scan or certain abilities reveal they are Avatars.
Overt Avatars are still very life like and closely resemble their biological counterparts, but do not make an extra-ordinary effort to disguise their nature from their peers. There android nature will be apparent. Their will be a slight robotic tick to their movements and the vox (player character’s voice) will be manipulated to sound more artificial. Players will even see the world in a raster scan and random heads up data.
They will also have the same abilities as their biological counter parts. Cyex avatars for example can climb walls and see in the dark. They will not be any stronger or faster than their counter parts.
Avatars do not require air, food, or water to function, immune to biological threats, and can operate happily in a wide range of temperatures. They are also built incredibly durable and can take a lot of damage, which is a good thing as they can not recover from damage as biological beings can.
To recover, they need to visit a repair station and have refined parts available (the equivalent too food).
They also need a supply of energy to stay functional. Just as their biological counter parts eat food, avatars either need to plug into a power source, or they need to consume a chemical catalyst that produces energy.
Avatars also have one other advantage. They can cross over into cyberspace. Biological life forms can as well, but they need an interface chair.
Wild Avatars
These are avatars that "escaped" from their biological counterparts. They have their own societies and cultures. They mine their own resources and reproduce on their own. Unlike their domesticated brethren, wild avatars actually reject similarities with biological life forms and have very robotic bodies.
They actually prefer deep space as there is always plenty of raw materials and space in which to work. They even engage in farming of a sort. They have what they call SECA Solar Energy Collecting Agents. They are a bit like solar powered cows that go out and collect as much solar energy as possible. When they are kept fed with raw resources, they reproduce, and also manufacture specific alloys on a microscopic level. SECA farmers then collect them to extract their resources – destroying them in the processes.
Wild Avatar colonies can be found in every inhabited solar-system. But they are always rich in raw resources which they are eager to trade for other materials, or simply protection from hostile threats. They often donate materials needed to make massive starships, knowing that they will benefit the colonies in the long run, and their natural resources are almost infinite, so they have no problem sharing the wealth.
But beyond trade, they are still not much for biological visitors.
The avatars should have different tiers made from different materials, and take a TON of stuff to make. And the wild avatars sound a bit OP, because you can just go to them whenever you want stuff.
Perhaps you are thinking along the lines of something like an android, which behaves like a mob that you create and program.
I can see something like a solo adventure where you create your own starship and visit various planets to have adventure and find resources. Some planets will be randomly generated. Others will be adventure maps that you land in with your ship and what ever resources you chose to bring with you.
Androids will give you the appearances of a crew – without you know, needing friends to log in.
This opens another question. Could there be non-server based hosting? Minecraft already permits LAND sharing, which is cool if you happen to be on the same local network. But could it be possible to create shared worlds, without dedicating an expensive server to it?
There would be a limit to what it could do of course. But could it be done at all? This might also open up new possibilities, and make the game over all cheaper to operate.
Also a bit disagree on the cube planets. Although at ifrst look it looks cool and original round ones fit the theme much better as mostly the universe is oriented towards realism
I guess it is because of his refusal to use loading screens. It could significantly simplify the development process while having no impact on gameplay. The idea is to have a premade round mesh for a planet and when the planet is approached by the player the player's ship is loaded in a flat standard minecraft world that represents the planet itself, similarly to how we see it from ground level. Upon ascending again the player is teleported back to the space world.
We will have to support something for private games, but like we've said before, the public online galaxy is our primary concern. NPC crewmembers will probably happen, but I suspect they won't be terribly interactive. We need CPU power for lots of things, and simulating AI for the window dressing isn't one of them.
I'm not sure I understand. Minecraft is always run on a server, even when you are in singleplayer. When someone else joins your game via LAN, you are simply hosting the world yourself, no different than launching a server manually. But if you turn off your computer, that world becomes unavailable. We can't do that for online multiplayer, but if you would like to for a private game, you will be able to host a server on your PC like you normally do. We have quite a bit of capacity for local chunk caching, so while I can't say that it will be easier than vanilla minecraft to run a server on a PC, it shouldn't be significantly more straining.
I never said that I didn't want other races, only that there were no plans for them. I am only the engine designer, and I don't make executive decisions about content. For the most part I don't have any strong opinions on races one way or the other. Ultimately it is Dr. Mackeroth's call.
If people are fine with fake planet backdrops and teleporting to their surface, they can play Galacticraft right now. Well, I guess it wouldn't have giant block-based ships, but we could probably release flying chunks as a standalone mod (render pipeline is first priority, though, since that will define how everything else works underneath).
*edit*
For those who haven't been following, the problem with the spherical worlds was that because the world is made up of cubes, it is impossible even with topological distortion to prevent visible seams from forming. If this were any other game it would be trivial, but if your world is a giant grid, you can't really hide the non-square parts.