Should probably start recruiting people to do lots of things. At the very least we need:
A texture artist
A mob artist (skins, models, etc) - Eventually we will need this, IDK about right now
Someone who knows what the heck they're doing with Forge. I can only get so far on whatever tutorials people post on Youtube (they never go into detail on anything beyond the basics). It would be a plus to get someone with this knowledge right away so we don't need to worry about the fiddly bits nearly as much.
A module designer(?). This person would need to have a good sense for building things. Knowing basic Java would mean they could also just write the module classes themselves. I'm not quite done writing methods for putting blocks into the world, so this may need to come a bit later.
Well, I attempted to make a 1.5.1 version. The portals are very buggy (for a while they kept sending me to the Nether), but it's generating at least. Anyone know a good screen capture / microphone recording program? Also, I noticed occasionally pathways aren't lining up across vertical chunks, though I'm not sure if this is the result of a good old fashioned chunk error or not... might want to look into that.
Okay... so everything seems to be working for the random number generation. Pretty sure it's just a chunk error.
I don't know... you figure I should just put a little help wanted thing in the OP?
I'm not psychic, I'm just somewhat of a depressed pessimist. Considering module size being small enough to fit 2x2 square in a chunk, last time I checked, how big were those separated rooms you were trying to generate?
Are the rooms being put in first or last? Having the stairs as a separate class might be a good idea, if you have some way to check exactly that at the generation stage. You sound like you have a pretty good idea of how it all is going to work, and a much better idea than someone like me, eh.
I don't think polygons and raster modules mix all that well, honestly. It would require some sort of a conversion process, and thats too long.
I don't think the spikes on the towers would look too good in a medievalish setting we're getting one way or another, but that could be a nice idea, either way it requires testing.
Yes, that's a whole different issue... file that one under "future ideas" for now, I think just the placement of modules should be the main focus at the moment. Once that's figured out, we can start looking into ways to make modules more varied without requiring a ton of user generated content. I still think the sub-themes is a good idea, even if we don't do all the crazy module construction.
The virtual chunks is looking more and more like the way to go, simply because it will make towers and large rooms much, much less of a headache. I think I might start with getting that to work in a little test program.
Nothing like good old finding stuff where you left it, eh?
Oh, yes, I was, but I think that approach might make a much cooler end result.
I was going to keep the 8x8x8 cube system in place; I was just thinking about ways to better organize the stuff within it.
It might, but it introduces somewhat of a new set of challenges, on one hand. On the other, they are "how to index all the charlie foxtrot that will inevitably appear with so many files in a way that a human being is still able to mod them" and "In what order are the pieces being used" which, I imagine, will be source of some "why are those arches growing through the columns?!".
Well, personally I really liked the aesthetics of 8x8x8-module maze... But it's only me.
And, sorry, I didn't mean 'blocks', I ment 'modules', they are sort of the same in my head. And, I guess, the manual huge structures are a bad thing, just sounds awesome. Though the random module decorations is a good idea, and weren't you going to use the block-swapping initially, to use the modules across the biomes more or less seamlessly?
And yeah, the element idea sounds awesome.
[edit] I sincerely apologize for making so little sence. I know it's not a good excuse, but I'm having certain problems with being logical lately.
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And, a gallery would be awesome.
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Guess so.
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But... why do yuo call yellow 'orange'?
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Are the rooms being put in first or last? Having the stairs as a separate class might be a good idea, if you have some way to check exactly that at the generation stage. You sound like you have a pretty good idea of how it all is going to work, and a much better idea than someone like me, eh.
I don't think polygons and raster modules mix all that well, honestly. It would require some sort of a conversion process, and thats too long.
I don't think the spikes on the towers would look too good in a medievalish setting we're getting one way or another, but that could be a nice idea, either way it requires testing.
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Nothing like good old finding stuff where you left it, eh?
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Passive mobs at best.
It might, but it introduces somewhat of a new set of challenges, on one hand. On the other, they are "how to index all the charlie foxtrot that will inevitably appear with so many files in a way that a human being is still able to mod them" and "In what order are the pieces being used" which, I imagine, will be source of some "why are those arches growing through the columns?!".
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And, sorry, I didn't mean 'blocks', I ment 'modules', they are sort of the same in my head. And, I guess, the manual huge structures are a bad thing, just sounds awesome. Though the random module decorations is a good idea, and weren't you going to use the block-swapping initially, to use the modules across the biomes more or less seamlessly?
And yeah, the element idea sounds awesome.
[edit] I sincerely apologize for making so little sence. I know it's not a good excuse, but I'm having certain problems with being logical lately.