im with you. that way we avoid any whining about how one version is better or has something the other doesn't.
It doesn't matter if 4J ends up working on all of the console and handheld versions. They could all be exactly the same, completely identical, and people would still argue about which one is better. It happens with every multiplatform game.
That is what it means to be a gamer now for most people. Complaining, whining, being better than others, etc, etc.
well, I know I am going to find a way to get the Vita version, I already own the 360, and PC version, but they're making the Vita version not pocket edition, so that is great to me. Having Minecraft( full version) on the go will be awesome.
Great news. I seriously hope that we can use crossplay between PS3 et Vita versions. It would be awesome to play anywhere and just came back to the TV and continue the game !
that is actually something they have been talking about for a while now. i think they even said they may try to do something similar with the pocket version and the xbox. but i doubt it.
* This is Good News. Since they're both written in the same language, just add a few auto-detect routines to determine which console is being used and change the controller button labels. That way they can basically use the same program for 360/PS3 (and maybe vita) and another for One/PS4.
* I'd think they (360/PS3 and One/PS4) would be virtually identical. Will this stop all the whining and comparing? Of course not.
* So here come the same questions, over and over and over…. and over and over and over:
"Can I save my vita world to the Cloud and download it to my PS3 (and vice versa)?"
"Can I play my 360 world on my PS4?
"I have a One- can I play multiplayer with my PS4 friends?"
"When can I share worlds, and will I be able to share them between systems?"
The answer is: we don't know yet, and at this point they probably don't either. They'll let us know, ok, so don't bother asking now.
* Now that there's no cost involved and self-publishing for indies there's gonna be a flood of minecraft clones. Most will be junk, but some might be pretty good…. and 1-2 really good. We'll have to see.
* There might also be games that go way beyond minecraft. Project Spark comes to mind. I know some of you are totally obsessed with MC, and think it's the Best Game Ever, but a year from now you might be surprised at what's out there for the next gen.
My only real concern is to do with the UI. 4J have made a pretty darn perfect console UI for Minecraft, I would not play it any other way. If, for Microsoft Contractual Reasons, some part of 4J's work is not available to whoever (even if it's 4J) ports it to PS4, we may wind up with a "why did they make it different and worse?" type of UI on the Sony versions.
It will be interesting to see how important Minecraft exclusivity / otherwise comes across in the next gen, because we are also going to be seeing a number of "minecraft inspired" games with all that power. I think the next Elder Scrolls game on console will come with map-editing features and maybe even gameplay (eg dig your way down into a dungeon) and then there's Disney Infinity Mark II and Project Spark, and whatever else is coming.
You can bet when we've got all these CoD inspired games chasing CoD millions, the next genre to be oversaturated will be the "build it/share it" space.
I'm actually quite happy to see saturation in that space. If Project Spark works it could be amazing.
I think all of 4J's work on the Xbox 360 will be available for them to use on the other platforms and they will try to use as much as they can across all the platforms to save on unnecessary duplication of work. I think it's completely evident that the Microsoft exclusive has now expired and will no longer be any concern. It looks like the exclusive gave Microsoft the early inside track - i.e. they were able to make money on the 360 for a little over a year without competition from the PS3. It also looks like it gave them the right to be the first to announce it on the next gen consoles. Now, however, the playing field is wide open and all the companies involved will be working in unison to keep Minecraft bringing in money for all of them.
If there is a whole lot of extra work involved (and it may not be all that much), 4J will probably increase its staff to handle the additional workload. As a result, , update frequency may remain about the same. I think there is a possibility that, IF a bottleneck occurs, it will be in getting the updates into Microsoft's certification testing schedule (since at Minecon 2012, Microsoft indicated that they had streamlined the procedure a bit for Minecraft in light of their "partnership" with Mojang and 4J. That may also mean that if 4J was getting a break on Microsoft's fees for submitting updates, the updates may cost 4J more money to submit to Microsoft from now on. Still, however, I believe that the game will still be updated relatively frequently since part of the "popular" culture surrounding the PC version is about frequent updates.
I had already decided to not purchase any console that doesn't have minecraft so this news open up more possibilities. Now we need a University to add minecraft as an elective course for credit. That's not any weirder than some classes schools offer now such as golf.
I had already decided to not purchase any console that doesn't have minecraft so this news open up more possibilities. Now we need a University to add minecraft as an elective course for credit. That's not any weirder than some classes schools offer now such as golf.
Some do, but some are classes for redstone, and kids who are aged like 10-12
On their homepage they say that they are looking for experienced console-game developers, so I guess they are hiring more people.
For some reason I think they made some neat amount of credits to be able to hire more devs.
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I <3 Mechanical Keyboard (Tesoro Durandal G1NL) Just have to love it when someone changes the specs when comparing with and without optifine..
I'm sure that 4J is staffing up. The extra revenue ensures that ongoing (free) updates are a viable business model and Notch gets free swag from Sony to boot. It's all good. I wonder though: Could MS hold up cert on TU12 just to mess with Mojang/4J? I've seen more juvenile behavior from MS in the past and the timing of this announcement makes me worry. I want my jungles NOW darnit!
I wonder though: Could MS hold up cert on TU12 just to mess with Mojang/4J? I've seen more juvenile behavior from MS in the past and the timing of this announcement makes me worry. I want my jungles NOW darnit!
Microsoft could, but I don't think it would seem like a viable idea to them, especially once the PS4/PS3 version is released.
* This is Good News. Since they're both written in the same language, just add a few auto-detect routines to determine which console is being used and change the controller button labels. That way they can basically use the same program for 360/PS3 (and maybe vita) and another for One/PS4.
. . .
The program would absolutely not be the same on the 360 and PS3. They would be totally different at least at the system level. These are completely different, completely incompatible systems. The user functionality could be the same. That I can see.
There seems to be a bizarre idea running through this thread that a company's programmer count is strictly limited in some fashion and, if they expand their development, they can't add more programmers; they have to spread the ones they have thinner. When you look at it that way, it's ludicrous, isn't it?
The reason that developing for two consoles is not twice the work that developing for one is: A lot of the code can be re-used. Pretty much everything nowadays runs C++, so all of the non-system-level parts of the source can just be incorporated into the version for the target platform. And most of the system-level stuff is also standardized for each platform, because every game uses at least some aspect of it. So if you're working from the source code, it's fairly easy to branch out to a differentconsole. Not totally easy, because they're such different platforms, especially at the system level, but since C++ is used to develop for all of them, most of the high-level parts of your source code will transfer intact. (the devil, of course, is in the details; of such things is crunch time made)
Having two entirely separate teams would be foolish; it would amount to re-inventing the wheel when the guys down the hall have a storeroom full of wheels.
There seems to be a bizarre idea running through this thread that a company's programmer count is strictly limited in some fashion and, if they expand their development, they can't add more programmers; they have to spread the ones they have thinner. When you look at it that way, it's ludicrous, isn't it?
And that's why they are looking for more developers.
Quote from Akynth »
The reason that developing for two consoles is not twice the work that developing for one is: A lot of the code can be re-used. Pretty much everything nowadays runs C++, so all of the non-system-level parts of the source can just be incorporated into the version for the target platform. And most of the system-level stuff is also standardized for each platform, because every game uses at least some aspect of it. So if you're working from the source code, it's fairly easy to branch out to a differentconsole. Not totally easy, because they're such different platforms, especially at the system level, but since C++ is used to develop for all of them, most of the high-level parts of your source code will transfer intact. (the devil, of course, is in the details; of such things is crunch time made)
In short: Although there are still small system-specific changes that has to be made, the code for the game it'self will be be same across consoles.
Quote from Akynth »
Having two entirely separate teams would be foolish; it would amount to re-inventing the wheel when the guys down the hall have a storeroom full of wheels.
I think it'd be a good idea to have one team to actually work on the game as you say, but then one (or two smaller) teams would be working on making the platform-specific adjustments. (dividing into teams really only mean that the developers are more organized, (not ironic) and easier for someone from the outside to know who to complain to when something they don't like is added (ironic).)
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I <3 Mechanical Keyboard (Tesoro Durandal G1NL) Just have to love it when someone changes the specs when comparing with and without optifine..
Akynth, you are underestimating the difference between the current Sony and MS platforms. The coding language is irrelevant. Neither system runs in C++. They run in machine language, and each processor's ML is typically unique to it. Any number of high-level languages like C++ and Java can be compiled into the ML of any number of CPUs and GPUs. But the closer the code is to the system level, the more it needs to be designed specifically for that system.
The high-level game code could be the same, but even it needs serious work to get it in the best possible shape to run in its target environment.
My guess is that the nuts-and-bolts development is being carried out by independent teams, each working on one particular platform. The design of the game at the higher level, and perhaps some high-level coding, can take place in a more unified fashion. I don't work at 4J, so I won't speculate further. It may not be twice the work, but it's a lot of specialized work, with new specialist personnel required for the new platforms.
The program would absolutely not be the same on the 360 and PS3. They would be totally different at least at the system level. These are completely different, completely incompatible systems. The user functionality could be the same. That I can see.
All of the consoles support C#/C++ . The program (ie language) is exactly the same. 4J has already translated the Java to C++, its just a matter of getting it to run on the different platforms. And since the architecture of the PS4 and Xbox180 are very, very similar, I only see them having trouble with the PS3's "cell" processor.
Furthermore, they only need to translate the code once, then it would work for all consoles. Of course, I'm assuming they're going the easy route and using C++ for all versions. They may have decided to use HTML5 or even Unity for the next-gens.
Edit - No need to reply Cobra, your second post clarified. I agree.
One last time, and I'm done here. The high-level coding language is irrelevant. Each system needs system-level code designed specifically for it, regardless of which human-friendly language is used to arrive at the proper machine language through compilation. Transplanting a 360 program to the PS3 and expecting it to work with a few tweaks is like training someone to fly an Apache helicopter and then telling them to use their training to fly an F15. And it makes no difference that the training for both aircraft is in English.
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That is what it means to be a gamer now for most people. Complaining, whining, being better than others, etc, etc.
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that is actually something they have been talking about for a while now. i think they even said they may try to do something similar with the pocket version and the xbox. but i doubt it.
https://twitter.com/4JStudios/status/370111405216649216
* I'd think they (360/PS3 and One/PS4) would be virtually identical. Will this stop all the whining and comparing? Of course not.
* So here come the same questions, over and over and over…. and over and over and over:
- "Can I save my vita world to the Cloud and download it to my PS3 (and vice versa)?"
- "Can I play my 360 world on my PS4?
- "I have a One- can I play multiplayer with my PS4 friends?"
- "When can I share worlds, and will I be able to share them between systems?"
The answer is: we don't know yet, and at this point they probably don't either. They'll let us know, ok, so don't bother asking now.* Now that there's no cost involved and self-publishing for indies there's gonna be a flood of minecraft clones. Most will be junk, but some might be pretty good…. and 1-2 really good. We'll have to see.
* There might also be games that go way beyond minecraft. Project Spark comes to mind. I know some of you are totally obsessed with MC, and think it's the Best Game Ever, but a year from now you might be surprised at what's out there for the next gen.
I think all of 4J's work on the Xbox 360 will be available for them to use on the other platforms and they will try to use as much as they can across all the platforms to save on unnecessary duplication of work. I think it's completely evident that the Microsoft exclusive has now expired and will no longer be any concern. It looks like the exclusive gave Microsoft the early inside track - i.e. they were able to make money on the 360 for a little over a year without competition from the PS3. It also looks like it gave them the right to be the first to announce it on the next gen consoles. Now, however, the playing field is wide open and all the companies involved will be working in unison to keep Minecraft bringing in money for all of them.
If there is a whole lot of extra work involved (and it may not be all that much), 4J will probably increase its staff to handle the additional workload. As a result, , update frequency may remain about the same. I think there is a possibility that, IF a bottleneck occurs, it will be in getting the updates into Microsoft's certification testing schedule (since at Minecon 2012, Microsoft indicated that they had streamlined the procedure a bit for Minecraft in light of their "partnership" with Mojang and 4J. That may also mean that if 4J was getting a break on Microsoft's fees for submitting updates, the updates may cost 4J more money to submit to Microsoft from now on. Still, however, I believe that the game will still be updated relatively frequently since part of the "popular" culture surrounding the PC version is about frequent updates.
Highly unlikely, since that will mean spending extra money for one team to just redo all the same stuff that the other team has.
Some do, but some are classes for redstone, and kids who are aged like 10-12
For some reason I think they made some neat amount of credits to be able to hire more devs.
Just have to love it when someone changes the specs when comparing with and without optifine..
Microsoft could, but I don't think it would seem like a viable idea to them, especially once the PS4/PS3 version is released.
The program would absolutely not be the same on the 360 and PS3. They would be totally different at least at the system level. These are completely different, completely incompatible systems. The user functionality could be the same. That I can see.
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Retired StaffThe reason that developing for two consoles is not twice the work that developing for one is: A lot of the code can be re-used. Pretty much everything nowadays runs C++, so all of the non-system-level parts of the source can just be incorporated into the version for the target platform. And most of the system-level stuff is also standardized for each platform, because every game uses at least some aspect of it. So if you're working from the source code, it's fairly easy to branch out to a different console. Not totally easy, because they're such different platforms, especially at the system level, but since C++ is used to develop for all of them, most of the high-level parts of your source code will transfer intact. (the devil, of course, is in the details; of such things is crunch time made)
Having two entirely separate teams would be foolish; it would amount to re-inventing the wheel when the guys down the hall have a storeroom full of wheels.
The golden age: it's not the game, it's you ⋆ Why Minecraft should not be harder ⋆ Spelling hints
And that's why they are looking for more developers.
In short: Although there are still small system-specific changes that has to be made, the code for the game it'self will be be same across consoles.
I think it'd be a good idea to have one team to actually work on the game as you say, but then one (or two smaller) teams would be working on making the platform-specific adjustments. (dividing into teams really only mean that the developers are more organized, (not ironic) and easier for someone from the outside to know who to complain to when something they don't like is added (ironic).)
Just have to love it when someone changes the specs when comparing with and without optifine..
The high-level game code could be the same, but even it needs serious work to get it in the best possible shape to run in its target environment.
My guess is that the nuts-and-bolts development is being carried out by independent teams, each working on one particular platform. The design of the game at the higher level, and perhaps some high-level coding, can take place in a more unified fashion. I don't work at 4J, so I won't speculate further. It may not be twice the work, but it's a lot of specialized work, with new specialist personnel required for the new platforms.
All of the consoles support C#/C++ . The program (ie language) is exactly the same. 4J has already translated the Java to C++, its just a matter of getting it to run on the different platforms. And since the architecture of the PS4 and Xbox180 are very, very similar, I only see them having trouble with the PS3's "cell" processor.
Furthermore, they only need to translate the code once, then it would work for all consoles. Of course, I'm assuming they're going the easy route and using C++ for all versions. They may have decided to use HTML5 or even Unity for the next-gens.
Edit - No need to reply Cobra, your second post clarified. I agree.