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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Funny fact, I thought this up because I wanted there to be able to be a 60+ block deep ocean, and STILL have plenty of room under that for vast cave systems. I honestly would be happy with say 3 times the limit instead of limitless, and limitless isn't really the goal of the 3D chunks idea. The main two goals is A- allowing hight to be what ever you want it to be... ether set by player or mods, and B- Allow cool things like 3D biomes. So you could have a ocean a good 5 or so 163 chunks deep and under it have room for 5 to 10 more chunks of cave systems and other biomes.....



    A third thing I though would be cool would just be to have the nether and end not be other dimensions. Sure you could no longer use it as a shortcut, but if you where having trubble making or finding the portal you could all ways just dig down deep enough or build up high enough.
    Posted in: Suggestions
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    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    The way we have figured to handle this is simply have blocks with nothing in them load like one block would.... in a way..... the chunk when updated see's it's empty and marks itself as so. This saves some of the power put into light.

    The next step of it is basicaly each block is 16x16x16(+1) with an exstra plane at the top of the chunk that is just a copy of the lighting data from the bottom plane of the chunk above. Any time a chunk update happens it updates lighting (but only that lighting plane) on every chunk bellow it till there is 0 light. This means one chunk has the light data of all the chunks above it.

    Now to deal with floating structures and overhangs created by the world gen that's easily delt with by making a limit to how much a shadow a block can cast..... eventually a block high enough is going to be high up enough that you can just in it. (perfect showding would just be imposable) so it only has to load chunks the first time up so many chunks (maybe around 10? thats still less than normal) so going into a new area above ground will have the same lag as normal minecraft, but once it's loaded your back to having less lag.

    You can also work with the way lighting works so that light from a sorce decreases going down if the block above was surounded (8 blocks on level with it) by less fully light blocks than non fully lit blocks.... and goes up or stays max if surounded by more fully light blocks than non fully light...... .



    I know i'm not describing it well, but it's a some what complicated but not too laggy work around for lighting.

    That's likely not EXSACTLY how it works I know, but that was the Idea I had that people worked off of and some with the codding know how has figured it out i'm told.



    But the main thing to take from it is, one chunk has the lighting of every chunk over it factored into it and saved on it in a simple format.
    Posted in: Suggestions
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    posted a message on NEW GAME IDEA: Minecraft Online (LOTS of detail and suggestions.... LOTS O.O )
    I know most of it can be done in mods but for some of it you get to the point your rebuilding the game from the ground up.

    This is why I designated some things as what i saw as musts, and others just suggestions..... the suggestions are things that could be mods.... while the others are things that if worked into the game from day 1 will lead to a much better game.

    The biggest being the first two on the list, making the game better optimized, and building the game around the use of modding tools so the game is easier to mod and mods have more options available to them as to what they can affect.
    Posted in: Suggestions
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    posted a message on NEW GAME IDEA: Minecraft Online (LOTS of detail and suggestions.... LOTS O.O )
    Ok so I really love this type of game and looking over other games like it and my ideas flooding out like a storm, and all the other things going on in my head... I have an idea that puts it all together.....

    Minecraft as an MMO

    Rebuilt from the ground up with better optimization and modding capability. So yah.... I'm sure this has been thought of before but I want to put the ideas together.

    I will be listing things that I see as a MUST in Purple.

    I will be listing things that are just my suggestions In this shade of blue/green.

    So lets dive right into it. I said I got some ideas from other games, yes I'll list them when I post them, and I have a lot of my own.... well I'll get to those later, first lets talk about how to make minecraft better.

    Optimization

    Number one thing? DON"T USE JAVA!!!!! Seriously though, this is the number one complaint, that java eats up so much resources. A big appeal is that it can be plaid by most anyone. The settings have to be WAY down though even on fairly good computers because the scripting is poorly optimized and java is a resource hog. The bigger your game world gets, the worse it gets till you can't play anymore.

    Java may be easily moddable but it is a horrible system to run a game like this off of. You want to make the game easily modifiable, but it needs to run well too. Even if it means excluding people on some slower computers, you need a coding system that makes for a very well oiled machine. Lag will always kill a good gaming exuberance, particularly when it gets you killed over and over. This is the number one reason people want to see a new version of minecraft too. It is something very important to any game.

    You are also building from the ground up so make things better, like my 3D chunks Idea. It cuts lag, removes a height/depth limit, and needs to load more than half as many blocks less than normal: http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/77631-cubic-chunks-reduced-lag-infinite-height-and-more

    Modding Friendly

    Probably ties for the most important point or least comes in a very close second. People LOVE to mod games, and easily moddable games can become good even if the game itself is bad. People will always improve a game in ways the developer could never foresee if given room to do so. Take an example from companies like Bethsta and create your game from the ground up with modding in mind. Heck make the moding system and codding first and USE IT to make the game as some have done.... What ever you do make sure that people can, with some understanding, mod next to everything... if not plain out everything, in the game.

    You ask, but how can you mod an MMO? I'll get to that later, you will see! (under Vast 'Limitless' Worlds)

    Learn From Past Mods and Games

    Here is something else Bethsta is good at doing. Look at the most popular mods and aspects from other games and integrate aspects of such into your game. If not out right add them (with credit to and permission from the modder). If you see a trend among mods consider working it into the game.

    On the other hand some things BELONG in mods. It is every clear that people want to use modern guns in minecraft.... do modern guns fit into minecraft? no... not really. Maybe some clockwork/steampunk flintlock or something, but not a glock 9mm. Leave modders to make those mods.

    One good example.... make cutting down the base block of a tree cut down the whole tree.

    But lets look at some of minecrafts most successful mods.
    mo' creatures- Variety Variety Variety
    TMI - considering an item/object cheat toggle in the options screen might save people time.
    Chickenbones (better dungeons) - cookie cutter dungeons are ok, but the more kinds you have the better.
    Rei's Minimap - imersive maps are grate but a usefull map is better lol
    Millénaire - NPC cities are good, NPC cities that evolve with you are better!

    The Twylight Forest / Mystcraft / MisticRPG / games like starbound - The more planets / dementions that you have to explore the better.
    Industrialcraft - technology and automation are well loved (my sugestion go with clockwork and steampunk)
    Thaumacraft - magic is well loved

    You don't HAVE to add anything to a game, and keeping to a theme is important, but looking at other games and mods forms and there popularity gives an idea of how much people like or dislike aspects of a game and lets you include or keep out these aspects.

    LOTS and LOTS and LOTS of Exploration Options.

    This is not so important as the others, but people like to explore, giving them new and exciting ways to explore makes that even better. A large variety of biomes to explore, a must! Deep underwater areas with shipwrecks, caves, and scuba gear to let you stay there? People would kill for it! Flying islands high in the sky and ways to fly and glide.... LOVE IT. Strange alternate realities where the rules you have come to understand are turned on there head.... woot!

    The more you give people to explore the longer they will spend doing it, and the more they will love the game.

    The popularity of mods like Better Dungeons (that adds extensive and interesting biome based dungeons) and mods like Mistcraft and MythicRPG that add alternate realities, show just how must people love going to new and exciting places. For this I bring you:


    Vast 'Limitless' Worlds

    This idea mostly comes from Oort Online but has some of my own mixed into it, as you will see. Well everyone can't be on the same server together now can they? So the Minecraft Online world will be split up into many worlds/dementions that vary in size and biome sets. Most worlds will be like minecrafts overworld, some however will be like the nether, some will be like the eather mod, some will be nothing but vast oceans, others in the branches of vast tree's. While about 3/4s the worlds with be some what normal the rest will be quite interesting to visit or live in. They will be able to be linked through portals or you can access them through a server list. Portals will appear naturally or you can make them appear with some level of crafting.

    Modding and Private Servers

    But I promised modding right? Ok, well you can list your own severs on the server list and in these worlds you can have whatever mods you want active. If you try and leave with items that only belong to a mod on that world and it's not in the world you are going to you will be warned that the item will be lost if not stored in that world. If a mod is flagged a cheat mod, then anyone leaving that world can not take anything at all from that world to another. You can require a white list or make a black list for these servers once they are open and will be generated from what ever world generation set you chose.

    As for single player game play, you can play offline and use what ever mods you like, and form off-line worlds as much as you like. Though it would likely be set up that your online and offline PCs are totally different and can't share items.


    Premium Paid Servers

    Don't have a server, have a GRAND idea for a world but don't know how to carry it out? Then you can rent one from Microsoft on a monthly fee. If you buy a world generation package a Microsoft Development team will build you a world from the ground up to your specifications. (Can range from fairly affordable to simple changes to normal generation, or some controlled generation. To exstreamly expensive for complex massive requests like a 1:1 scale modle of NY city.)

    Connectivity


    Some UI needs to be in place for public, world, and whisper chatting, along with friend and guild/clan tracking. Ways to tell when your friends are online and what world they are on, and where they are in that world. All standard MMO stuff, but maybe adding built in voice chat would be nice. In game mail should be added to, with various craftable mailboxes you can sit outside your house or PO boxes you can have in your guild/clan house. The game should have capital worlds where NPC cites offer guidance, help, and shops.... which brings me to:

    Economy

    There needs to be some sort of currency in the game for both NPCs and PCs to use. Only humanoid mobs should drop it, but you should be able to trade with NPCs for it in towns or capital cities. Having open markets or auction houses in the capitals could help drive a player economy. Or the ability to hire NPCs to sell your stuff for you.

    Land Ownership

    Anti greefing, ah the eternal problem. Oorts solution for this is beacons that mark an area around it as your land, and you can set up a fair amount of them with a good range. In the range only you and people you set are allowed to use any item or brake/place anything. My addition though is that when you place a beacon you can set it so that chosen people can set beacons that overlap into yours and/or that no one (but chosen people) can set a beacon anywhere near yours. (thus preventing some one but greefing by surrounding your calmed land with calmed land.)

    PvP

    Face it, every MMO HAS to have it... it's almost a law or something. Most worlds will be PvE only, however there will be the occasional ones (usually with better loot to be had) that are PvP... you will be warned before entering them though. When killed by PvP the result could vary from world to world and the rules would be listed in the prompt before entering. Options could be: dropping a % of your money, dropping your items, dropping everything you gathered on that world.

    Instances / Dungeon Worlds

    Another idea of mine would be Instance Worlds. These temporary worlds could be created by anyone but remove themselves after a time to save server load. My idea on how this would work:

    World Gates and Keystones

    World Gates - World gates will be able to be crafted by players and/or communities to open up special worlds that last only for a limited time (usually no more than a week). They would take some doing to craft, but not so much that you couldn't make more than one of them. There will be a few, each one affecting the level/amount of danger and reward inside. Offline the only gates available should be the community and iron ones. (see bellow)

    While the blocks of the gates must be crafted individually and can be resource demanding to make gates larger than just big enough to walk through, they all have a similar formula. They are made up of 3 kinds of blocks: frame blocks, power blocks, and a control pedestal. The kind of gate is determined by the marital used and the power source the power blocks use. The gates also need keystones to open them.


    Community World Gate - This is the easiest to make and could probably made of copper or some other reliably available material. No keystones would be needed to open a world just used the pedestal to open up a community world UI. Here you can make your own worlds and submit them for approval. If approved anyone can use the UI to open your world and give it a try, you could have the option of charging a small fee of in game currency to use there realms so they can profit from all there hard work.

    Moderation would be key tough, wouldn't want people making worlds that are just an open field full of treasure and charging out the **** for it.

    Colosseum World Gate - This works exactly like the community gate, however the UI is loaded with worlds designed just for PvP in mind. (mostly friendly in-guild/clan PvP games)

    Iron World Gate -First of the keystone gates, this one opens up the simplest of worlds, fit for one or two people. They are the least challenging and will not allow more than 3~5 people in.

    Golden World Gate - Second of the keystone gates, this one opens up to worlds fit for small groups of around 5 or so, and will not let more than 10~15 people in at a time and will require at least some teamwork.

    Crystal/Diamond World Gates - The last of the keystone gates, this one opens up to worlds fit for communities of 20 or more people. They have no real limit on how many people can go into them and are the most challenging of all requiring tight teamwork and command structure.

    Keystones - These need to be crafted and will usually require at least one item that is only used for the keystone(s). You place them into the pedestal and lock them in to open the world. Once this is done you can chose who can use the portal (individuals, any friend, clan, ect) and who can close it. Once the portal closes though the keystone will in most all cases shatter into fragments that can be fused together to make the crystals needed to make new keystones.

    Keystone Crystals - Found in the world they should be some what rare, and there could be different qualities of them for different keystones.... however creating a keystone will require at least one. They can also be crafted by combining keystone fragments (which would be more commonly found).

    Keystone Fragments - While Keystone Fragments can not be taken through a gate with you. In survival worlds and others where you can only enter once, some could give you these. Acting like extra lives they keep you linked to the world but shatter each time one is used. When you run out next death will send you packing. They can be dropped on the spawning of a new arrival, found scattered around the world, dropped by particularly nasty baddies, or as a reward for beating a wave.

    While you can't take keystone fragments with you into a gate you can take them with you when you leave as a reward for not using them.

    Keystone shards could be for sell if the daily/weekly/monthly world is survival.

    They will open up into set pice built dungeon or worlds that are far more dangerous but have catches of grate rewards or rich veins of metals.

    There should be no real difference in the kind of rewards between the tier level, just the volume and number there are. The iron gate will have rewards good enough for one or two people.... while the crystal gate will have rewards enough for a whole clan.

    Once the timer (a few days maybe) runs out or the gate is turned off early the world is removed from the game, and another can be created with that gate.

    World Types

    Survival - The portal is one way and closes once it is started or everyone is inside. The exit portal may be some where but once you leave you can't get back, or it may only appear when times up. Dying kicks you out. You have to gather resources/rewards while under attack, or you have to last through waves of attacks and rewards are opened up after each wave.

    You could have it that the portal will not take you anywhere unless you have no items on you (have to use the ones provided inside).

    Castle attack - Kinda a reverse of survival, rather you have as many tries as you want or just one try, there is some fortification that's under heavy guard and you have to take it over to claim your reward.

    Standard Dungeon -well yah.... fight bad guys, kill bosses, get loot.

    Hostel World - A world with ether a very hostel environment or local wild life, maybe both. However it is rich in resources, you will just have to be fighting for your life to gather them. This could be anything from a ruined city FLOODED with zombies, to a jungle full of large amount of diamonds but also just as many dinosaurs that want to eat you.



    Time Trials - You have a FAR FAR FAR more limited time to get through these worlds to your reward before the world collapses.



    World(s) of the Day/Week/Month - The crafting materials for the keystone are not easy to get (harder and harder if there are one of each!), but like the Colosseum you only need one as it won't be used up.

    This world is created by the staff every day/week/month and lasts just for that amount of time before it dissapears forever. There would be a warning this is going to happen (even if it's just the world starting to fall apart), so you can grab any gear you set down. After that the same portal will still be open but it will be open to the new world of the day/week/month.

    They are more rewarding than other worlds, but they are PvP, and everyone has access to the same one the same way you do.

    Event Worlds - Everyone gets the key stones for this or the parts to make them drop commonly. They will open up to themed event worlds like a Christmas world.

    Survival: drop - the ever popular falling through environments maps.

    Survival: stranded - these you and/or your friends come out into a temple on some world of dev/modded designs in a shrine of some sort. They can only enter with nothing on them, and while the shrine will have an exit portal if you use it you can't return. The world will have two timers, one to show how long you have to stay there for a reward, and the second to show how long you have to collect your rewards and anything you made that you want to keep and leave before the world collapses.

    You could even have some cool affects for a world collapsing when your inside it. Like in mystcraft how corruption would spread from block to block to block and they crumble lose and fall to the ground, spreading it as they broke apart into nothing or feel out of the world.

    Would be especially neat for time trials.... would give you a few extra moments to get to the rewards jumping over corrupted ground as it crumbled under your feet.



    Resource Refinement

    This is something I saw in a game called Windborne, who's development seams to have died. This had quite the potential I tried to point out but, well there is no development going on so I'll explain here.The basic idea is though that all the wood, stone, wool, meat, veggies, what have you that you collect are raw and need to be refined. They only had two stations for this in the other game but this unlocks a very good option for tiered crafting. Now how it works is basickly this (and it gets a little complicated so i'm going to cut it):

    You have say a wood cutting block, you lock a copper axe into it and that copper axe has a durability bar for uses, then you stack wood into it and cut them into planks of wood. However the planks do not all come out the same, and it works out something like this:

    1 raw wood has a chance of becoming: crude wood planks at a rate of 50%; wood planks at 35%; fine wood planks at 15%; suburb wood planks at 9%; pristine wood planks at 1%; and no chance of producing any immaculate wood planks

    BC_Programming adds that making a ratio that if you refine so many blocks with out getting a particular rarity or above, you will automatically get it when that ratio is meet.

    Also to note that various forms of refinement could also produce byproducts and have room for attachments of sorts to extract items that you normally wouldn't get. There are all sorts of possibilities here. Some good examples are getting coal or gem dust from ore/stone/gemstone refinement, getting sap or sawdust from wood refinement, and flint from ore.... lots of possibilities.

    Now this is fine for the start of the game but high end items will need suburb or better and your going to be wasting a lot of wood like this! So what do you do? Well you could replace the copper axe with a steel or diamond axe, and it would move the %'s up to higher qualities, but that's only a temporary solution. You however have ore refined to enough a quality to make saw blades, and you saved quality wood enough to make a wood cutter. So you build and replace your old cutting block with the table and lock the saw blade in..... now you don't even make curde wood planks anymore and always have a chance of making immaculate wood planks (all be it probably low).

    On a side note, something that only needs crude wood (like burning it for fuel) can use any higher quality, or putting a quality of refined material back in the refinement object produces two or so of the refinement bellow it. Ether way there should be a way to use the higher quality goods on less quality productions.

    This goes on in say 3 ~ 5 tiers of refinement station, each with various quality refinement tools to use in them (that like the axe and saw blade can be used for other things), Each type of material has it's own station: Wood, cloth, stone, gems, ore, weapon parts, paper, glass, chemicals (for alchemy), food. Likely a few more I'm not thinking of.

    That or you could just combine a few together... like stone, gems, and wood.... all requiring cutting and cupping away at, and glass and ore... both melting.

    This can make something as simple as being able to craft a window with silk drapes make you feel good, knowing all the work that went into getting the refinement stations that let you produce the quality of glass and silk to do it. Also it means some one can't just give you a diamond axe and say go at it little buddy, and your into end game stuff. They would have to go through some trouble to help you out, needing to produce a few crafting stations for you and make the tools they need. Then continue to supply those tools until you can make them yourself. Or they could just let you use there stuff till they can make it on there own. Ether way, helping some one out isn't as easy as giving them some gear and sending them off.... you have to actually put effort into helping them.

    Finally with using this adding a general rarity system to the game for organizations sake and being able to tell the quality at a glance is a good idea. Different colored names aren't really necessary, just the boarder around the item and the now standard RPG rarity system works fine: crude - gray / standard - white / fine - green / suburb - blue / pristine - purple / immaculate - orange

    Another use for the refinement idea is to have a catch-all item or items that can produce various results. An exsample:

    In the game this is from you can find gemstones blocks that can be refined producing rubies, sapphires, diamonds, emeralds, and the like all at diffrent %'s and rarities.

    Or you could say use it in the Dino mod where currently you brake various fossils into sets of DNA samples. Instead you could crush the samples up and put them in a centrifudge or something like that for a refinement process.

    Some more ideas having to do with refinement

    Wood planks

    Tier 1: copping block - uses axes
    Tier 2: log cutter - uses blade/edge/weapon part?
    Tier 3: cutting table - uses saw blade
    Tier 4: steam powered cutting table - uses saw blade and attached steam pump/sorce

    Fabric

    Tier 1: manually - uses spindle
    Tier 2: loom - use wood lomb wand
    Tier 3: mechanical loom - uses metal wand and attached steam pump/sorce

    Metal working
    All variations of a forge - requires fuel uses fluids (water, perhaps potions for primitive enchanting)

    Gem cutter
    Much of the same - requires magnification uses chisel


    You could have some refinement methods that only have one tier but get higher tiers of quality by adding items that instead of some enhancement, when put in they disappear and are added to the table knocking it up a tier like say:

    Alchemist table
    Alchemist table with mortar and pestle
    Alchemist table with mortar, pestle, and calcinatior
    Ect ect ect

    Or

    Gem cutters table
    Hem cutters table with magnifying lens, and grinder
    Gem cutters table with magnifying lens, grinder, and lapidary
    Ect ect ect


    More than one form of refinement per item could be posable too depending to what you take it too

    Say: grass

    You take grass to alchemical refinement you get powder and seeds
    You take grass to a grinder or some such you get mulch and seeds
    You take grass to an exstracter of some sort you get a pore quality bio fuel

    Or... Raw gemstones

    Taken to a gemcuter you get cut stones and gem dust
    Taken to a glass cutter you get a crystal lense and gem fragments/dust
    Taken to a forge you get crestel edge/blades and gem dust

    Wood...

    Taken to a cutter you get planks an sawdust
    Taken to a carver you get decritive blocks and kindling
    Taken to an exstractor of some sort you get britle wood (only good for crude tools and fire) and sap



    Research and Development

    Having to research how to make items (besides a few basic knowledge items, maybe available in a crafting book you start with?) is another way to tier the game and/or slow the pace, and you can do it with the refinement too. The thuamacraft mod is an grate example of a very good method for this. It has a research tree that you can work though by braking down items at a research table to examine the base qualities that make that item up. It creates research notes then from paper and ink and you can use those notes to further the research by braking down more items until you understand enough about properties in the notes to make a brake through and the notes become papers you can use to unlock part of the research tree.

    Now this kinda method don't need to be used but what ever method of research is used requiring some one to do there homework so to say before they can make something helps pace the game. Allowing people to write down notes on how to make various items can let people teach research topics to other people, however having to do it one at a time in an order that fulfills the requirement of said research makes helping some one do so a good bit of an effort. On the other hand sharing research notes can help a group of people learn a lot faster. (I have done this with thuamacraft, it is a very rewarding social exspirance that is fun.)

    I will probably go into more details on my ideas for this later.

    Object to Object Communication

    Ok so this is another idea I got from something in Windborne, it has a lot of modding potential though. In the game There are some objects in the crafting table that require a refinement object to be nearby. There was also ideas about refinement objects being enchanted to produce higher qualities at higher %'s with empowering crystals near by.

    This idea of an object to be able to look for an object around it, search the inventory of objects around it for various items, be able to look for a set property in a near by object, and/or detect gear you are wearing and items you are carrying.... this well is an amazing thing when it comes to modding.

    I could go into some detail about it, but having this built into the base coding of the game and the modding tools..... just...... wow. A very simple thing this could allow is say a crafting table that uses items from your inventory, OR nearby chests. Imogen all the time and hassle you would save if you could just dump your items into chests and then craft with them instead of having to sort through chests for what you need every time you want to make something.

    Use a Crafting UI

    The minecraft crafting system is inventive and I love it, but it's limiting. It forces several modders to use complicated steps in crafting or making there own means of crafting. Crafting tables with a UI that lets you sort through what items you have and what items you need to make it. This opens crafting up for much more complex crafting recopies.

    Now you can still use the minecraft crafting system for more simple crafting stations and let people have there 2x2 wondering around or 3x3 / 4x4 if

    they have the proper items on them. It IS a good system after all, and quite useful for stuff like crafting weapons and tools.... hilt - guard - blade blocks for weapon crafting is a good example.

    Transportation


    Besides from going world to world, there needs to be ways to get around in worlds. Being able to set up forms of mass transit like automated trains/buses/boats would be nice, but having vehicles of some sort is almost a must.

    Micro Payments

    Lets face it, some one is going to want to add them some where in the line....even if your have to pay for the game, if your not paying for a subscription they want to throw these at you. It is likely to happen rather it is liked or not.... so some suggestions on what could be done here.

    Outside of premium worlds. It seams to make the most sense to just let people buy in game money with real life money.

    Buying in game money and items you can get normally is often seen as a necessary sin. But adding premium items to a game is going to tick some people off. Maybe not more than It's worth but I just don't think it's a good idea. Premium worlds are a little different because your just renting server space and you would have to do that anyway if you wanted a world of your own. The options for building one from scratch are do it yourself or pay some one to do it too, so no foul there ether.

    More to come.

    Yah I know there is a lot here already but i'm just getting started. If you have any ideas of your own you would like to add just tell me!
    Posted in: Suggestions
  • 2

    posted a message on Minecraft 2.0 ideas for the future, or making a better minecraft clone.
    First....How to Make a Better Game

    There are some problems seeded into minecraft from creation and it's enviable a new version must eventually be created. So I have put some ideas together from myself and other people that I think would help in making it better, or at least lead to some cool updates. That or help some one trying to make a better version because minecraft is kinda focused more on porting to every system available and bug fixing them than development right now. Don't get me wrong I love minecrat but it HAS stalled off in development of updates sense it hit the release version.

    Optimization

    Number one thing? DON"T USE JAVA!!!!! Seriously though, this is the number one complaint, that java eats up so much resources. A big appeal is that it can be plaid by most anyone. The settings have to be WAY down though even on fairly good computers because the scripting is poorly optimized and java is a resource hog. The bigger your game world gets, the worse it gets till you can't play anymore.

    You want to make the game easily modifiable, but it needs to run well too. Even if it means excluding people on some slower computers, you need a coding system that makes for a very well oiled machine. Lag will always kill a good gaming exuberance, particularly when it gets you killed over and over. This is the number one reason people want to see a new version of minecraft too. It is something very important to any game.

    Modding Friendly

    Probably ties for the most important point or least comes in a very close second. People LOVE to mod games, and easily moddable games can become good even if the game itself is bad. People will always improve a game in ways the developer could never foresee if given room to do so. Take an example from companies like Bethsta and create your game from the ground up with modding in mind. Heck make the moding system and codding first and USE IT to make the game as some have done.... What ever you do make sure that people can, with some understanding, mod next to everything... if not plain out everything, in the game.

    Learn From Past Mods and Games

    Here is something else Bethsta is good at doing. Look at the most popular mods and aspects from other games and integrate aspects of such into your game. If not out right add them (with credit to and permission from the modder). If you see a trend among mods consider working it into the game.

    On the other hand some things BELONG in mods. It is every clear that people want to use modern guns in minecraft.... do modern guns fit into minecraft? no... not really. Maybe some clockwork/steampunk flintlock or something, but not a glock 9mm. Leave modders to make those mods.

    One good example.... make cutting down the base block of a tree cut down the whole tree.

    But lets look at some of minecrafts most successful mods.
    mo' creatures- Variety Variety Variety
    TMI - considering an item/object cheat toggle in the options screen might save people time.
    Chickenbones (better dungeons) - cookie cutter dungeons are ok, but the more kinds you have the better.
    Rei's Minimap - imersive maps are grate but a usefull map is better lol
    Millénaire - NPC cities are good, NPC cities that evolve with you are better!

    The Twylight Forest / Mystcraft / MisticRPG / games like starbound - The more planets / dementions that you have to explore the better.
    Industrialcraft - technology and automation are well loved
    Thaumacraft - magic is well loved

    You don't HAVE to add anything to a game, and keeping to a theme is important, but looking at other games and mods forms and there popularity gives an idea of how much people like or dislike aspects of a game and lets you include or keep out these aspects.


    LOTS and LOTS and LOTS of Exploration Options.

    This is not so important as the others, but people like to explore, giving them new and exciting ways to explore makes that even better. A large variety of biomes to explore, a must! Deep underwater areas with shipwrecks, caves, and scuba gear to let you stay there? People would kill for it! Flying islands high in the sky and ways to fly and glide.... LOVE IT. Strange alternate realities where the rules you have come to understand are turned on there head.... woot!

    The more you give people to explore the longer they will spend doing it, and the more they will love the game.

    The popularity of mods like Better Dungeons (that adds extensive and interesting biome based dungeons) and mods like Mistcraft and MythicRPG that add alternate realities, show just how must people love going to new and exciting places.

    My suggestion for 3d chunks to allow deeper oceans/caves and higher mountains/flying islands.... and reduce lag... it's now the #1 suggestion. So this REALLY shows how important it is, this was my main selling point on the suggestion.

    Now, Some Suggestions From Me

    Some simple concepts but they matter a lot and make a big difference between a good game and a bad game. Now on to some ideas that I've seen and read about.

    Skills / Stats
    Now you don't have to add skills or stats to the game, but you should put skills into the codding of the game so that modders may add them if they wish. However I think having same basic skills built into the game would allow a universal base for modders to use. Things like having woodcutting having a chance of getting you extra wood when you cut down a tree is something simple. But generally just having it there incase modders want to use it is better more likely.

    Skills are rather easy to work with in any game, the more you do something the better you get at it, and crafting various items could require levels in skills.

    Stats have a good example in games like windforge. Strength doing things like affecting how fast you mine and how much you can carry, wisdom/intelligence helping you train animals and breed them better and with research, speed/agility making you move faster or dubble jump and the like, stanima increasing your health or how much you can carry.... All in all stats don't have as much an in pact on a game like this as skills could.


    Tiered Crafting
    Something that makes the game become boring is when you reach a point when you have no more progressive, it's up to you to make your own goals. This is all fine and dandy but after a while, unless your in a multilayer server, you start running out of things to do.... or you start ending up doing things like stripping and just things get old the less effort you have to put into things. Some people like skipping ahead and there are cheat mods for that and there always will be. But outside that there some ideas here on how to slow the pace of the game a little to make things more interesting outside of required skill levels.

    Resource Refinement
    This is something I saw in a game called Windborne, who's development seams to have died. This had quite the potential I tried to point out but, well there is no development going on so I'll explain here.The basic idea is though that all the wood, stone, wool, meat, veggies, what have you that you collect are raw and need to be refined. They only had two stations for this in the other game but this unlocks a very good option for tiered crafting. Now how it works is basickly this:

    You have say a wood cutting block, you lock a copper axe into it and that copper axe has a durability bar for uses, then you stack wood into it and cut them into planks of wood. However the planks do not all come out the same, and it works out something like this:

    1 raw wood has a chance of becoming: crude wood planks at a rate of 50%; wood planks at 35%; fine wood planks at 15%; suburb wood planks at 9%; pristine wood planks at 1%; and no chance of producing any immaculate wood planks

    BC_Programming adds that making a ratio that if you refine so many blocks with out getting a particular rarity or above, you will automatically get it when that ratio is meet.

    Also to note that various forms of refinement could also produce byproducts and have room for attachments of sorts to extract items that you normally wouldn't get. There are all sorts of possibilities here. Some good examples are getting coal or gem dust from ore/stone/gemstone refinement, getting sap or sawdust from wood refinement, and flint from ore.... lots of possibilities.

    Now this is fine for the start of the game but high end items will need suburb or better and your going to be wasting a lot of wood like this! So what do you do? Well you could replace the copper axe with a steel or diamond axe, and it would move the %'s up to higher qualities, but that's only a temporary solution. You however have ore refined to enough a quality to make saw blades, and you saved quality wood enough to make a wood cutter. So you build and replace your old cutting block with the table and lock the saw blade in..... now you don't even make curde wood planks anymore and always have a chance of making immaculate wood planks (all be it probably low).

    On a side note, something that only needs crude wood (like burning it for fuel) can use any higher quality, or putting a quality of refined material back in the refinement object produces two or so of the refinement bellow it. Ether way there should be a way to use the higher quality goods on less quality productions.

    This goes on in say 3 ~ 5 tiers of refinement station, each with various quality refinement tools to use in them (that like the axe and saw blade can be used for other things), Each type of material has it's own station: Wood, cloth, stone, gems, ore, weapon parts, paper, glass, chemicals (for alchemy), food. Likely a few more I'm not thinking of.

    That or you could just combine a few together... like stone, gems, and wood.... all requiring cutting and cupping away at, and glass and ore... both melting.

    This can make something as simple as being able to craft a window with silk drapes make you feel good, knowing all the work that went into getting the refinement stations that let you produce the quality of glass and silk to do it. Also it means some one can't just give you a diamond axe and say go at it little buddy, and your into end game stuff. They would have to go through some trouble to help you out, needing to produce a few crafting stations for you and make the tools they need. Then continue to supply those tools until you can make them yourself. Or they could just let you use there stuff till they can make it on there own. Ether way, helping some one out isn't as easy as giving them some gear and sending them off.... you have to actually put effort into helping them.

    Finally with using this adding a general rarity system to the game for organizations sake and being able to tell the quality at a glance is a good idea. Different colored names aren't really necessary, just the boarder around the item and the now standard RPG rarity system works fine: crude - gray / standard - white / fine - green / suburb - blue / pristine - purple / immaculate - orange

    Another use for the refinement idea is to have a catch-all item or items that can produce various results. An exsample:

    In the game this is from you can find gemstones blocks that can be refined producing rubies, sapphires, diamonds, emeralds, and the like all at diffrent %'s and rarities.

    Or you could say use it in the Dino mod where currently you brake various fossils into sets of DNA samples. Instead you could crush the samples up and put them in a centrifudge or something like that for a refinement process.

    Research and Development

    Having to research how to make items (besides a few basic knowledge items, maybe available in a crafting book you start with?) is another way to tier the game and/or slow the pace, and you can do it with the refinement too. The thuamacraft mod is an grate example of a very good method for this. It has a research tree that you can work though by braking down items at a research table to examine the base qualities that make that item up. It creates research notes then from paper and ink and you can use those notes to further the research by braking down more items until you understand enough about properties in the notes to make a brake through and the notes become papers you can use to unlock part of the research tree.

    Now this kinda method don't need to be used but what ever method of research is used requiring some one to do there homework so to say before they can make something helps pace the game. Allowing people to write down notes on how to make various items can let people teach research topics to other people, however having to do it one at a time in an order that fulfills the requirement of said research makes helping some one do so a good bit of an effort. On the other hand sharing research notes can help a group of people learn a lot faster. (I have done this with thuamacraft, it is a very rewarding social exspirance that is fun.)

    From the mods I've played here is

    Tier 1 research

    This is basic mine craft stuff that go beyond the basics like rail carts, boats, diamond or other gem items, or just anything beyond stone ... ether way.... simple stuff shouldn't be to much here really. This tier ends with stuff like alchemy/enchanting, decorative blocks/paintings, and stuff like hoppers and the minecart with an engine.

    Tier 2 Research

    This brakes into 3 groups... Art, tech, and magic... all with there own research stations.

    Art is the crating of items that are a matter of skill and quality. Ornate blocks, cooking, and the like.

    Tech flows into steampunk or clockwork things that fit into minecraft style, less techy versions of the kinda stuff in industrial craft.... automation coming in forms like clockwork machines, and steam powered pneumatic tubes with routing stations and punch cards! Or the like.... ^.^;;; Electricity coming off a lot less industrial and a lot more Tesla and mad science.

    Magic flows into alchemy, enchanting, magical gear, and the like.... all the stuff people love about mods like thaumacraft.

    Tier 3 Research

    Now things brake into even more trees with research stations....

    Cooking gets it's own.... decorations get there own..... ornate blocks (though you really only have to research each type of block once or twice to get various ways of cutting it)

    Tech splits into the various types of tech... and the like... don't really have to split things up to much, main point though is more advance stations for more advance research....

    Each of the tree's will have research in them some where that will give points to unlock there universal crafting stations. They should take up a few blocks space, but they will craft anything in their tree (art, tech, magic). Visually they would have aspects of various crafting stations present in them...

    The tree's can keep going on well after there crafting station is unlocked, and tier 3 can go well into tier 4.

    Tier 4 Research

    Unlocking all 3 universal crafting stations will unlock a final crafting station and research station. This tier is for the exstreamly complicated items and objects that require high quality craftsmanship, technological expertise, and/or knowledge of the arcane. Magically infused meals? Check. Ornate clockwork birds? Check. Arcane to electrical power stations? Check. This is where all you research comes together into the most complex of items in the game.


    Object to Object Comunication
    Ok so this is another idea I got from something in Windborne, it has a lot of modding potential though. In the game There are some objects in the crafting table that require a refinement object to be nearby. There was also ideas about refinement objects being enchanted to produce higher qualities at higher %'s with empowering crystals near by.

    This idea of an object to be able to look for an object around it, search the inventory of objects around it for various items, be able to look for a set property in a near by object, and/or detect gear you are wearing and items you are carrying.... this well is an amazing thing when it comes to modding.

    I could go into some detail about it, but having this built into the base coding of the game and the modding tools..... just...... wow. A very simple thing this could allow is say a crafting table that uses items from your inventory, OR nearby chests. Imogen all the time and hassle you would save if you could just dump your items into chests and then craft with them instead of having to sort through chests for what you need every time you want to make something.

    Use a Crafting UI

    The minecraft crafting system is inventive and I love it, but it's limiting. It forces several modders to use complicated steps in crafting or making there own means of crafting. Crafting tables with a UI that lets you sort through what items you have and what items you need to make it. This opens crafting up for much more complex crafting recopies.

    Now you can still use the minecraft crafting system for more simple crafting stations and let people have there 2x2 wondering around or 3x3 / 4x4 if they have the proper items on them. It IS a good system after all, and quite useful for stuff like crafting weapons and tools.... hilt - guard - blade blocks for weapon crafting is a good example.

    If You Use Chunks, Use 3D Chunks!!

    I came up with an idea a long long long long long time ago to add height to the game, and even requested a mod for it..... some one made a mod but the mod died out after some patches that broke it badly. Generally minecraft current uses 16x16x127 chunks. I suggested to instead use 323 chunks these cubic chunks would not only allow infinite height and/or depth, but it would also greatly reduce lag as you would be loading much fewer blocks at a time. It would also take up less space to save game worlds.

    After a few years of the topic being dead and attempts to relive it not going to well I got pissed off and went into a grate deal of detail about it and some one translated my ranting into a much more reader friendly explination of the system and the topic blew up. There idea is currently a 163 chunk system, and there is a MASSIVE amount of detail from several molders and programers now that all agree my system if far better. ^.^;

    Anyway you can read all about it on Calacbolg's thread, it's awesome:
    http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/77631-cubic-chunks-reduced-lag-infinite-height-and-more

    This is now the #1 most popular topic, so 2d chunks..... bad idea... go 3d so people can build at high and as deep as they want!


    More To come later
    Posted in: General Gaming
  • 2

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    I am proud to see my ancient suggestion went from thread necromancy to a living breathing example filled with love. Much <3
    Posted in: WIP Mods
  • 1

    posted a message on Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
    Glad to see this is going strong..... I've got a fire in me on some other ideas now and started a thread.... I'll be shure to ad 3d chunks too

    http://www.minecraftforum.net/forums/off-topic/general-gaming/2280779-minecraft-2-0-ideas-for-the-future-or-making-a
    Posted in: Suggestions
  • 2

    posted a message on A Better, More Challenging Enderdragon Fight, No Retextured Fire Included.
    the deal with the ender dragon is more that it heals and there is like 500 enders there too
    Posted in: Suggestions
  • 1

    posted a message on Halloween New Mob!
    haunted forest / ghost forest and scarecrow would be better idea IMHO
    Posted in: Suggestions
  • 1

    posted a message on creepers: another ruined feature that needs to be fixed
    I don't think you understand the consent of suggestions......

    If you want to ­ and complain about things do it in discussion, there is not a single suggestion here... there is a hint of one but its worded like more of a demand.
    Posted in: Discussion
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