Nobody is in Notch's head and knew exactly what it was that he had in mind for this from the start. But, where would you start if you wanted to develop a game like this? Right where he did - get a 3d world, make it so you could "mine" and "build". Put in a few creatures for proof of concept. OK, he got that down, and people love it. Work it until it's stable. Check!
Next step, start implementing more stuff in the world. More creatures, more interactive items (pistons, etc). More blocks. So they have started making things that don't just drop from mining... but (from memory) the only "block" that requires something besides mining/growing/furnace is the slime ball for sticky pistons.
Would you have put in villages before you had the world engine done? And possibly have to reengineer them every time you changed the world generation? Nope! So now he has added them into a stable world engine. They'll still be worked on, he just got the basic idea down, just like the world when he started this whole project.
Why be pissed that he put in enchating? You gain the xp just by killing, and you inevitably have to do that anyhow. And your reward for it? Make your pick mine faster or last longer or drop more materials! Your sword does additional damage! Your armor gets stronger! How is this a bad thing? As it's been said over and over, it's not a requirement, but it makes things for you easier! Same with potions, and those are even further tucked out of reach than enchanting.
So...things to not be impressed by:
Hard-core Mode
Villagers
Enchating
Potions
Animal Breeding & baby animals
The End
Mobs (Ender Dragons, Magma Cube, Snow Golem, Mooshroom)
New blocks
New items (mainly centered around potions, extra music disks)
Generated Structures (can be turned off!)
Nether Structures
I dunno, I'm more impressed with 1.9 than 1.8, and 1.9 isn't even out for general release yet!
The main reason I try and automate things / use redstone is all for learning. I don't know what is going to come up in future updates of the game, so the more well rounded I am in using that which Notch has given us, the easier adapting to changes will become. If we are eventually given a motor that runs on redstone, and you have a great idea on how to use it, but have never experimented with how redstone works, you have that much more to learn before you can implement your idea... and by that time you'll be lucky if someone else hasn't stolen your thunder of the idea. (I've seen the "Look what I did!" posts immediately followed by "Bah, so-and-so has already done that, and 100 times better!)
Dont forget they also had the PAX thing that they were trying to get all of this stuff done for. They didn't (obviously), and once they had shown what they had it would have been hard for them to go another 1 1/2 - 2 months before they release a new version. I would hope that once we are out of BETA that releases like 1.8/1.9 would not come out half-complete. As it stands, however, it is BETA, and we are all testers, even if we don't want to be. You test things they put out, if you don't like it, let them know and they can change it if it warrants. (Not enough Lapis? Fixed!)
Another point that was brought up - Mojang working on a different game - has a completely different team working on it. Any effort and time spent on it really would (should?) not take time away from Minecraft. Even discussions about a direction they want to take the game shouldn't impact, as Notch has hired people to do all that, leaving him (and Jeb) to continue work on Minecraft.
I've done this, and it was really easy. There may be other ways to do it, or I may have extra steps that are not necessary, but it worked. Here are the steps:
1. In your survival game, hit F3 and jot down your seed.
2. Close the survival game.
3. Start a new game in Creative mode, using the same seed from step 1.
4. Close the game.
5. Go to your %AppData% folder, then the .minecraft folder and the saves (or save/saved) folder. (Doing this from memory, I might be slightly off, but you get the idea!)
6. Open the folder for your survival game, under this folder there should be something along the lines of a Region folder. Open that folder, select all the files, and copy them.
7. Go back up to the saves folder, and into your creative/region folder. Paste the files from the survival game into this folder, overwriting everything.
Close everything up and start up your game. You now have 2 copies of the same game, one survival, one creative. (They do not remain in sync or anything, they are for all purposes 2 different worlds now.) To put the creative game back to survival, simply copy the region files from the creative game to the survival one.
Minecraft In Game Name (case sensitive): rcrowder
Where are you from?: Arizona
Your age?: 40+ (yeah, I know, old man!)
Have you read and agreed to the rules in the post below? Yes
Did you vote for us? not yet
Extra notes?: very interested in seeing how a larger server with many mods works
I like starting by finding some gravel I can punch out and put in place as walls, then dig in... saves my starting wood pick and give me maximum starting room.
Inn/Tavern (replace bar?)
Blacksmith
Bakery
Apartments (low income housing)
Manor(s) (high income housing)
Park(s)
Fort/Castle
City Square (typically in front of the temple or fortress/castle)
Docks
Vendor tents/stalls
Watch Tower(s)
Barracks
Bah, can't think of the other stuff on my list atm!
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Nobody is in Notch's head and knew exactly what it was that he had in mind for this from the start. But, where would you start if you wanted to develop a game like this? Right where he did - get a 3d world, make it so you could "mine" and "build". Put in a few creatures for proof of concept. OK, he got that down, and people love it. Work it until it's stable. Check!
Next step, start implementing more stuff in the world. More creatures, more interactive items (pistons, etc). More blocks. So they have started making things that don't just drop from mining... but (from memory) the only "block" that requires something besides mining/growing/furnace is the slime ball for sticky pistons.
Would you have put in villages before you had the world engine done? And possibly have to reengineer them every time you changed the world generation? Nope! So now he has added them into a stable world engine. They'll still be worked on, he just got the basic idea down, just like the world when he started this whole project.
Why be pissed that he put in enchating? You gain the xp just by killing, and you inevitably have to do that anyhow. And your reward for it? Make your pick mine faster or last longer or drop more materials! Your sword does additional damage! Your armor gets stronger! How is this a bad thing? As it's been said over and over, it's not a requirement, but it makes things for you easier! Same with potions, and those are even further tucked out of reach than enchanting.
So...things to not be impressed by:
Hard-core Mode
Villagers
Enchating
Potions
Animal Breeding & baby animals
The End
Mobs (Ender Dragons, Magma Cube, Snow Golem, Mooshroom)
New blocks
New items (mainly centered around potions, extra music disks)
Generated Structures (can be turned off!)
Nether Structures
I dunno, I'm more impressed with 1.9 than 1.8, and 1.9 isn't even out for general release yet!
0
0
Another point that was brought up - Mojang working on a different game - has a completely different team working on it. Any effort and time spent on it really would (should?) not take time away from Minecraft. Even discussions about a direction they want to take the game shouldn't impact, as Notch has hired people to do all that, leaving him (and Jeb) to continue work on Minecraft.
0
1. In your survival game, hit F3 and jot down your seed.
2. Close the survival game.
3. Start a new game in Creative mode, using the same seed from step 1.
4. Close the game.
5. Go to your %AppData% folder, then the .minecraft folder and the saves (or save/saved) folder. (Doing this from memory, I might be slightly off, but you get the idea!)
6. Open the folder for your survival game, under this folder there should be something along the lines of a Region folder. Open that folder, select all the files, and copy them.
7. Go back up to the saves folder, and into your creative/region folder. Paste the files from the survival game into this folder, overwriting everything.
Close everything up and start up your game. You now have 2 copies of the same game, one survival, one creative. (They do not remain in sync or anything, they are for all purposes 2 different worlds now.) To put the creative game back to survival, simply copy the region files from the creative game to the survival one.
Hope this helps!
0
Where are you from?: Arizona
Your age?: 40+ (yeah, I know, old man!)
Have you read and agreed to the rules in the post below? Yes
Did you vote for us? not yet
Extra notes?: very interested in seeing how a larger server with many mods works
0
0
0
Blacksmith
Bakery
Apartments (low income housing)
Manor(s) (high income housing)
Park(s)
Fort/Castle
City Square (typically in front of the temple or fortress/castle)
Docks
Vendor tents/stalls
Watch Tower(s)
Barracks
Bah, can't think of the other stuff on my list atm!
2