The boundlessness of minecraft's worlds is really 1 of the best parts of the game, but now we are getting new options to generate worlds, so I suggest adding in the 'More world options...' a slot that says something like '# chunks'. By default it's empty and of course that means the game generates the usual infinite world, if however you type in a number (for example 20) that will be the length and width of the world in chunks (so that would mean a world with a surface of 400 chunks).
However even if the world is limited to a certain number of chunks there is still no visible border because the the opposite edges of the world are connected 'smoothly', like the snake game where if you touch the wall you come out from the other side; In actual gameplay that would mean that if you build something and then you walk straight along an axis you end up at the other side of that building.
These are the main uses I can think for this option but I'm sure there are more:
- Can start a challenging and small world with limited supplies
- Can be useful for adventure maps and such
- Can be useful in servers (especially creative ones) where you don't want players to go too far
- Can build interesting 'looped' buildings
I realize this is quite a big suggestion and aside from the main challenge of coding a looped minecraft world, there are other problems, such as making the biomes and terrain connect smoothly across edges, assuring that at least 1 enderportal will be generated, making the mobs act correctly across edges and more. Not to mention the awkwardness of seeing yourself a couple of chunks in front of you in really small worlds.
Still I believe this is not a bad idea and that it's worth the time of implementing. I'm open to any consideration and criticism except stuff like "minecraft is supposed to be infinite, /thread", because this takes nothing away from the normal minecraft.
The idea of a limited map is fine, but the idea of world wrapping (walking around the world) is not.
It may not be too hard to code for the player walking around the world, but buildings and structures might be hell. Even if it isn't, the lag would very likely be substantial, and with this lag it would likely cause bugs, if not with the player than with how the structures and such are generated.
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[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
The idea of a limited map is fine, but the idea of world wrapping (walking around the world) is not.
It may not be too hard to code for the player walking around the world, but buildings and structures might be hell. Even if it isn't, the lag would very likely be substantial, and with this lag it would likely cause bugs, if not with the player than with how the structures and such are generated.
I can't seem to understand :/ buildings stay still and don't cause updates so how can they cause lag even if the world is wrapped? Placing or destroying a block is something that the game can cope with even if it has to do it simultaneously in coupe chunks: just how many blocks are removed at once when a creeper explodes? You would have to make a 1chunk world and max out your render distance and then maybe building would actually cause lag.
As for the generation of structures near the edges it's the same as connecting the biomes and terrain and such, but that is more of a coding issue and I don't see how it could cause lag.
However even if the world is limited to a certain number of chunks there is still no visible border because the the opposite edges of the world are connected 'smoothly', like the snake game where if you touch the wall you come out from the other side; In actual gameplay that would mean that if you build something and then you walk straight along an axis you end up at the other side of that building.
These are the main uses I can think for this option but I'm sure there are more:
- Can start a challenging and small world with limited supplies
- Can be useful for adventure maps and such
- Can be useful in servers (especially creative ones) where you don't want players to go too far
- Can build interesting 'looped' buildings
I realize this is quite a big suggestion and aside from the main challenge of coding a looped minecraft world, there are other problems, such as making the biomes and terrain connect smoothly across edges, assuring that at least 1 enderportal will be generated, making the mobs act correctly across edges and more. Not to mention the awkwardness of seeing yourself a couple of chunks in front of you in really small worlds.
Still I believe this is not a bad idea and that it's worth the time of implementing. I'm open to any consideration and criticism except stuff like "minecraft is supposed to be infinite, /thread", because this takes nothing away from the normal minecraft.
Why does everyone think I don't have an avatar? Is there anyone who can see the one black pixel.
It may not be too hard to code for the player walking around the world, but buildings and structures might be hell. Even if it isn't, the lag would very likely be substantial, and with this lag it would likely cause bugs, if not with the player than with how the structures and such are generated.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I can't seem to understand :/ buildings stay still and don't cause updates so how can they cause lag even if the world is wrapped? Placing or destroying a block is something that the game can cope with even if it has to do it simultaneously in coupe chunks: just how many blocks are removed at once when a creeper explodes? You would have to make a 1chunk world and max out your render distance and then maybe building would actually cause lag.
As for the generation of structures near the edges it's the same as connecting the biomes and terrain and such, but that is more of a coding issue and I don't see how it could cause lag.