- Drago
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Member for 11 years, 4 months, and 9 days
Last active Wed, Jun, 28 2017 15:18:57
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Dec 10, 2011Drago posted a message on This Week's "Snapshot" ReleasedI like this snapshot update, and the mob eggs are a really nice addition. However, I feel that the "sheep eat grass to regain wool" is a bit overpowered. I'm not complaining, I use wool for carpeting a lot, but it seems kinda unrealistic for the sheep to regain their wool so easily. It might work better to have them eat the wheat grass to regain their wool, and only after a timer of like five minutes. Still, nice snapshot. :smile.gif:Posted in: News
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Point is I'm pretty out of it right now, likely won't be doing much other than watching Doctor Who tonight and tomorrow. I did skim over the posts on the past few pages though. It's interesting stuff you're writing about, a bit more emotion-infused than normal, but fine.
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Anyway, hope you like the rest of the map!
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Contrary to what Rubisk said, I like the block variation on the ground; it works considering everything you've got going. I would like to see some more blocks on the actual castle, maybe just some random spatterings of stone bricks or andestite (use chiseled stone bricks as a placeholder for this if you aren't using 1.8). Besides that, I like the shape of the castle, the land around it seems pretty nice.
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How much of your work on an area is spontaneous versus planned? By this I mean, do you create a mental area layout and adhere strictly to it while making the area, or do you have a loose mental outline and then work on an area and spontaneously make design changes based on how the area looks like it's coming out?
I'm mostly asking because I accidentally came up with a really, REALLY cool mechanic in DsD's Cyan wool area, one that incorporates the same unique gameplay mechanic that I talked about before, but completely twists it around and uses it against the player. I'm being vague here because I don't want to spoil it.
So yeah, just wondering how you do things.
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Nah kidding, that was a great teaser.
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Yeah okay I was only gone for a few hours BUT STILL I had to jump in on all this nostalgia-hype.
Good to see all you old geezers around again; you're more than welcome to stay.
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And actually, the same guy who made WorldEditWrapper also released a Keybinding mod, though I'm not sure how well it works; I recall having difficulties getting it set up.
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So the "Fortify Hunger" effect is my own invention, in the style of TES and Torchlight Fortify potions. The technical effect I'm using is Hunger -5, which makes this similar to Amlup's Energy Drink, I'm just calling it something different.
So yeah, nothing really interesting, but I do like the concept of "Fortify" effects and felt I should share it.
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I've worked on one map previously to starting Dreadsky Isles; a little project I called "Tower of Aesmora". It was going to be an open-world adventure map kinda akin in structure to Shadow of the Colossus, where the goal was to run around a giant island and climb ruined towers via parkour. I built almost every tower I had planned, created the island, but didn't go much further than that, as I started working on DsI. (Side-note: I'm totes still holding onto that name, "Aesmora", none of y'alls can have it!