saThis API in my opinion is very important to the extreme long term survivability of the Game
Wc3 for the most part Had a very strong community for a very long time Especially because of the API
Custom games were Great; Footmen vs Grunts, Spellcraft, Hero Seiges were all incredible :smile.gif:
Dota I didn't like but I cannot deny that it was very very popular since it basically took over v_v
Even Today Wc3 is still hanging on by a thread because of dota (and the low system requirements) even when Starcraft 2 is out and League of Legends/Heroes of Newerth as well
As such I believe Minecraft has a significant advantage over these games for a couple of reasons
1) Rediculously Customizable Terrain and the Fanbase to make incredible things :smile.gif:
2) already has First/third Person Combat Written in which was a huge request for Starcraft 2 (though Delivered Laggily and many failured/Hackish Successes try in warcraft 3
3) Already a Fanbase that delivers High Quality Fun Mods
When the API comes out for minecraft I'm looking for a few things which I will Discuss more thouroughly Later
1) HTTP Server Communication-A mod has already been released for access to chat off server :smile.gif:
2) Custom Game Search-Basically this has a lot to do with Regions, but a player can create
3) Customizable Terrain By massive direct effects, Spacial Restrictions and Randomized Restriction; With trigs and without
4) Regioning
5) Grouping - this is associated to Players, Mobs, Regions and Projectiles inorder to make AI's better and Triggering more significant
6) Lobbying
7) Triggering-Oriented towards "Event, Condition, Action" GUI
8) Custom Units/Blocks/Armor/Tools/projectiles/Vehicles
9) Personas
HTTP Server Communication
There are a few ideas I have had associated to this
1) Chat intergration using ajax or java (which has been done)
2) Custom Region With Rules and Triggered data
Basically a Server can submit A custom Region to a Specific Website or something, that website then Checks that Region to see if that Region matches all the specifications of API it desires and allows that Region to Be Stored in a database (Rereading it every 15 minutes or so).
-This would be significantly great if there were a series of FPS type regions across Multiple Servers, and so long as each one's rules follow the guidelines held by a specific website or server. It would be displayed in an RSS feed or something. And people could access that Server/game right away. Hopefully eventually a "quick game" option
3) Converging Worlds
The idea is simple: Making it so terrain from one server can be copied over to another
-Applications?
This was my own game Idea (I am a programmer myself. And though inspired by games, I however have found myself more able to make websites then game programming) that I created before I ever knew about Minecraft
Basically the idea was this; Two (or more) Teams, before the start of each Game, they could choose a "fortress" which each player can make in a single player mode (which would be part of the storyline). the Fortress would be chosen within a 1:00 minute timelimit to ensure they've been able to "tour" the fortresses properly
-Elevator music would be played to support the idea "Sometimes Taking your time is a fun thing"
Then Randomized Terrain Would be created between the two forts and they would duke it out in an epic thing
-with a center pivots that gives proper movement restrictions (think Scrap Station on Startcraft 2 vs Lost Temple)
-And proper Balancing (though possible differences in distances) between the pivots
Terrain Editing
-Without Triggers
--have an Overhead Terrain Brush That is focused on the following parameters
---Preset Biome Brushes
---Custom Biome
----Vegetation Density
----Mob Type and Density
----Visible terrain Type
----Slope
----Depth Randomized effects (What types of things are created beneath the Surface, further you go more changes)
--Detail allow for block by block effects
-With Triggers
--overall Spacial Restriction
--Edge Type
--Region Based
---Custom Biome
---Slope Effects
Regioning
Regioning is very important to allow alot of my own personal Idea
(If I ever get the motivation to ever make them happen)
However, in general they Are very useful for many things
Things associated to regions that should also be aknowledged by HTTP requests
-HTTP on/off
-x, y, z area saved
-Triggers/Rules
now regioning should be able to be custom made or randomly generated
in warcraft 3, regioning is mostly associated to triggering, however Triggering is associated to coding
And many players aren't very good at coding : /
Don't mean to toot my own horn but I made some fun things :3
-And i think mentioning that will give more Credibility to this Request
newbie-affying (they're allowed to have fun too :3 [if you were never one, that would be a suprise])
So at the Very Least giving Players Some descrete Parameters they can make custom regions with would be a good idea
within regions a few different types of Parameters can be set like for example
most of these I would suggest Short or Boolean integers since some servers may have a huge amount of Regions
-Damage Taken From mobs-Short (calculates as float then returns rounded aspect)
-Damage taken from Environment (falls/sand/water)-Short
-Damage taken from Items and Players-Short
-HP Recovered per second within location-Short
(could make it a short that looks like a float when displayed in the UI, forces a player to count by .5's)
-Mob AI Associated inside of a Location-Whom Do they attack
-Reset after X seconds or By Trigger
In this way newbies would have an easier time learning the basics and having some fun with it
Grouping
-player Grouping and Mob Grouping is going to be very important when creating games
for a game like dota, creating a group of mobs for team A to AI attack group B is pretty important
Its really as simple as that
Lobbying
lobbying is a UI that should access either a "gatherer" server (which gathers data associated a multitude of servers), an actual minecraft server or locally stored file and displays it instead of the "join server" page
In this way people can access servers that they liked in the past or may like in the future
-Depending on the gatherer server or minecraft server or even locally stored file should be an automatic command that is sent before entering the server in order to reduce loadtimes for the player accessing the things they would like
Should be based on RSS or some type of XML (could be custom, could care less since XML is pretty easy to parse)
Pretty Much it
Triggering
Triggering should be based on Event condition and Action GUI system however LUA or even java itself based on protocols is fine
with region detection-if no region is within 20 distance, don't detect "position" in order to reduce lag
with input detection-
Lag reduction-
On Destruction-for blocks
i think how you guys have it now with each hit not detected by a pickaxe is great for blocks, I'd prefer that and possibly even having current block being hit to be stored locally, and on destruction being sent to server instead of each hit since that should reduce lag quite a bit with many people in one area hitting things can be quite a good amount of frustration.
On Hit for mobs/Players-same with hit detection to mobs and other players-
Possible for Server to Detect all hits and the only thing sent by client is "left/right, jump, back/forward, crouch, mouse movement, attack or use is "on" with "postion/rotation detection" once every second or so
Rapid firing of tools sent as if "attack is on" and allowing the server to actually
-where so long as they attack before or within a certian time limit, their attack is still considered on
Conditions
-Item used, object Attacked, ETC
Actions
-I'm getting Sleepy
Customed
Examples Displayed as
Example Part; parameter 1, 2, 3, etc
-Items; when hit, hitting, using, furnace effects, crafting use, on despense
-Custom Armor
-projectile; Initial Lag, Projectile Speed, Finish Lag, Impact Effect, Max Distance, Projectile Look, AI
---(Projectile AI is associated to the way it moves; Effected by gravity, Homing in on target or closest person, etc)
Persona
-Camera-how do you look at yourself, do you have a 'self
-HUD-Custom Hud
-Custom Actions
-The Amount of terrain that would actually be Downloaded by client
(Top level only? lower Level after Explosions? etc)
Basically, can you turn a FPS mining game into an RTS? that would be swell
If you are not going to read the thread then don't post.
i read it . dumbf***
Then post something about it other than huh what so the idea can improve. Just posting that makes it look like you didn't read the thread.
The only thing I have to say about the main topic at hand though is that this game isn't really capable of becoming an completely customizeable RTS due to the building engine it uses. It could have some elements taken from it but beyond that it should remain a steady building game and not be too heavily modifiable by people.
I also like the idea of lobbying for servers. Although with how easy it is to get a fake account to grief with, I am sure that public accept-everyone servers are going to have a lot of problems with people finding a nice place to terrorize.
One thing I always thought of is having your Minecraft.net account allow a lot more than just "haspaid" and "change skin", along with the launcher downloads.
Perhaps it can have a list of servers you play on, actions taken against this account, and even how many different IPs you logged in from (to show how many computers the account has used or how many different people are using it) to evaluate new people and check to make sure they can be trusted on the server.
I also like the idea of lobbying for servers. Although with how easy it is to get a fake account to grief with, I am sure that public accept-everyone servers are going to have a lot of problems with people finding a nice place to terrorize.
One thing I always thought of is having your Minecraft.net account allow a lot more than just "haspaid" and "change skin", along with the launcher downloads.
Perhaps it can have a list of servers you play on, actions taken against this account, and even how many different IPs you logged in from (to show how many computers the account has used or how many different people are using it) to evaluate new people and check to make sure they can be trusted on the server.
Should I create a thread dedicated to that?
This thread has bunched a lot of ideas in one
I also like the idea of lobbying for servers. Although with how easy it is to get a fake account to grief with, I am sure that public accept-everyone servers are going to have a lot of problems with people finding a nice place to terrorize.
One thing I always thought of is having your Minecraft.net account allow a lot more than just "haspaid" and "change skin", along with the launcher downloads.
Perhaps it can have a list of servers you play on, actions taken against this account, and even how many different IPs you logged in from (to show how many computers the account has used or how many different people are using it) to evaluate new people and check to make sure they can be trusted on the server.
Should I create a thread dedicated to that?
This thread has bunched a lot of ideas in one
Sure, you could even post it in the "Discussion" area of the forum since it pertains to how Minecraft.net accounts can be improved.
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Wc3 for the most part Had a very strong community for a very long time Especially because of the API
Custom games were Great; Footmen vs Grunts, Spellcraft, Hero Seiges were all incredible :smile.gif:
Dota I didn't like but I cannot deny that it was very very popular since it basically took over v_v
Even Today Wc3 is still hanging on by a thread because of dota (and the low system requirements) even when Starcraft 2 is out and League of Legends/Heroes of Newerth as well
As such I believe Minecraft has a significant advantage over these games for a couple of reasons
1) Rediculously Customizable Terrain and the Fanbase to make incredible things :smile.gif:
2) already has First/third Person Combat Written in which was a huge request for Starcraft 2 (though Delivered Laggily and many failured/Hackish Successes try in warcraft 3
3) Already a Fanbase that delivers High Quality Fun Mods
When the API comes out for minecraft I'm looking for a few things which I will Discuss more thouroughly Later
1) HTTP Server Communication-A mod has already been released for access to chat off server :smile.gif:
2) Custom Game Search-Basically this has a lot to do with Regions, but a player can create
3) Customizable Terrain By massive direct effects, Spacial Restrictions and Randomized Restriction; With trigs and without
4) Regioning
5) Grouping - this is associated to Players, Mobs, Regions and Projectiles inorder to make AI's better and Triggering more significant
6) Lobbying
7) Triggering-Oriented towards "Event, Condition, Action" GUI
8) Custom Units/Blocks/Armor/Tools/projectiles/Vehicles
9) Personas
HTTP Server Communication
There are a few ideas I have had associated to this
1) Chat intergration using ajax or java (which has been done)
2) Custom Region With Rules and Triggered data
Basically a Server can submit A custom Region to a Specific Website or something, that website then Checks that Region to see if that Region matches all the specifications of API it desires and allows that Region to Be Stored in a database (Rereading it every 15 minutes or so).
-This would be significantly great if there were a series of FPS type regions across Multiple Servers, and so long as each one's rules follow the guidelines held by a specific website or server. It would be displayed in an RSS feed or something. And people could access that Server/game right away. Hopefully eventually a "quick game" option
3) Converging Worlds
The idea is simple: Making it so terrain from one server can be copied over to another
-Applications?
This was my own game Idea (I am a programmer myself. And though inspired by games, I however have found myself more able to make websites then game programming) that I created before I ever knew about Minecraft
Basically the idea was this; Two (or more) Teams, before the start of each Game, they could choose a "fortress" which each player can make in a single player mode (which would be part of the storyline). the Fortress would be chosen within a 1:00 minute timelimit to ensure they've been able to "tour" the fortresses properly
-Elevator music would be played to support the idea "Sometimes Taking your time is a fun thing"
Then Randomized Terrain Would be created between the two forts and they would duke it out in an epic thing
-with a center pivots that gives proper movement restrictions (think Scrap Station on Startcraft 2 vs Lost Temple)
-And proper Balancing (though possible differences in distances) between the pivots
Terrain Editing
-Without Triggers
--have an Overhead Terrain Brush That is focused on the following parameters
---Preset Biome Brushes
---Custom Biome
----Vegetation Density
----Mob Type and Density
----Visible terrain Type
----Slope
----Depth Randomized effects (What types of things are created beneath the Surface, further you go more changes)
--Detail allow for block by block effects
-With Triggers
--overall Spacial Restriction
--Edge Type
--Region Based
---Custom Biome
---Slope Effects
Regioning
Regioning is very important to allow alot of my own personal Idea
(If I ever get the motivation to ever make them happen)
However, in general they Are very useful for many things
Things associated to regions that should also be aknowledged by HTTP requests
-HTTP on/off
-x, y, z area saved
-Triggers/Rules
now regioning should be able to be custom made or randomly generated
in warcraft 3, regioning is mostly associated to triggering, however Triggering is associated to coding
And many players aren't very good at coding : /
Don't mean to toot my own horn but I made some fun things :3
-And i think mentioning that will give more Credibility to this Request
newbie-affying (they're allowed to have fun too :3 [if you were never one, that would be a suprise])
So at the Very Least giving Players Some descrete Parameters they can make custom regions with would be a good idea
within regions a few different types of Parameters can be set like for example
most of these I would suggest Short or Boolean integers since some servers may have a huge amount of Regions
-Damage Taken From mobs-Short (calculates as float then returns rounded aspect)
-Damage taken from Environment (falls/sand/water)-Short
-Damage taken from Items and Players-Short
-HP Recovered per second within location-Short
(could make it a short that looks like a float when displayed in the UI, forces a player to count by .5's)
-Mob AI Associated inside of a Location-Whom Do they attack
-Reset after X seconds or By Trigger
In this way newbies would have an easier time learning the basics and having some fun with it
Grouping
-player Grouping and Mob Grouping is going to be very important when creating games
for a game like dota, creating a group of mobs for team A to AI attack group B is pretty important
Its really as simple as that
Lobbying
lobbying is a UI that should access either a "gatherer" server (which gathers data associated a multitude of servers), an actual minecraft server or locally stored file and displays it instead of the "join server" page
In this way people can access servers that they liked in the past or may like in the future
-Depending on the gatherer server or minecraft server or even locally stored file should be an automatic command that is sent before entering the server in order to reduce loadtimes for the player accessing the things they would like
Should be based on RSS or some type of XML (could be custom, could care less since XML is pretty easy to parse)
Pretty Much it
Triggering
Triggering should be based on Event condition and Action GUI system however LUA or even java itself based on protocols is fine
with region detection-if no region is within 20 distance, don't detect "position" in order to reduce lag
with input detection-
Lag reduction-
On Destruction-for blocks
i think how you guys have it now with each hit not detected by a pickaxe is great for blocks, I'd prefer that and possibly even having current block being hit to be stored locally, and on destruction being sent to server instead of each hit since that should reduce lag quite a bit with many people in one area hitting things can be quite a good amount of frustration.
On Hit for mobs/Players-same with hit detection to mobs and other players-
Possible for Server to Detect all hits and the only thing sent by client is "left/right, jump, back/forward, crouch, mouse movement, attack or use is "on" with "postion/rotation detection" once every second or so
Rapid firing of tools sent as if "attack is on" and allowing the server to actually
-where so long as they attack before or within a certian time limit, their attack is still considered on
Conditions
-Item used, object Attacked, ETC
Actions
-I'm getting Sleepy
Customed
Examples Displayed as
Example Part; parameter 1, 2, 3, etc
-Items; when hit, hitting, using, furnace effects, crafting use, on despense
-Custom Armor
-projectile; Initial Lag, Projectile Speed, Finish Lag, Impact Effect, Max Distance, Projectile Look, AI
---(Projectile AI is associated to the way it moves; Effected by gravity, Homing in on target or closest person, etc)
-Custom Mobs; Passive Abilities, Items Held, AI, Movement Speed, Models, Sounds, etc
-Custom Passive Abilities; ladder, Fyling, Better Swimming
Persona
-Camera-how do you look at yourself, do you have a 'self
-HUD-Custom Hud
-Custom Actions
-The Amount of terrain that would actually be Downloaded by client
(Top level only? lower Level after Explosions? etc)
Basically, can you turn a FPS mining game into an RTS? that would be swell
I'm tired Bleh
If you are not going to read the thread then don't post.
Then post something about it other than huh what so the idea can improve. Just posting that makes it look like you didn't read the thread.
The only thing I have to say about the main topic at hand though is that this game isn't really capable of becoming an completely customizeable RTS due to the building engine it uses. It could have some elements taken from it but beyond that it should remain a steady building game and not be too heavily modifiable by people.
This is why we can't have nice things
Anyways, I can't wait for these to be implemented :happy.gif:
One thing I always thought of is having your Minecraft.net account allow a lot more than just "haspaid" and "change skin", along with the launcher downloads.
Perhaps it can have a list of servers you play on, actions taken against this account, and even how many different IPs you logged in from (to show how many computers the account has used or how many different people are using it) to evaluate new people and check to make sure they can be trusted on the server.
Should I create a thread dedicated to that?
This thread has bunched a lot of ideas in one
Sure, you could even post it in the "Discussion" area of the forum since it pertains to how Minecraft.net accounts can be improved.