My only question is: how would you tell when a player is outside? Maybe the player must stay near a heat source (torches, lava, fire), otherwise they take the damage like you said. Maybe a meter or some other indication of how cold the player is could be added as well.
Where is that 'A gentlemanly rest' comic? anyone know what I'm talking about?
I rather like this idea. I think water requiring connection with lava is a good requirement, and the 1 heart every 30 seconds sounds like a good rate of recovery.
Please no. I like being able to craft anything I actually know as long as I have the materials. I think slaughtering a bunch of monsters in their towns with my fists trying to find out how to make a sword to kill more monsters to figure out how to make other tools is booooooring. Like grinding in RPGs.
Maybe you can find scrolls that will tell you how to make certain items and other tricks about the game, but they are not necessary to make things.
That's not how this is designed. The scrolls possess knowledge on more advanced technologies like pumps, vehicles, stronger building materials, etc.
All the basic stuff like swords, doors, signs, etc. would be craftable from the start. Only the more advanced things would require scrolls to make.
I love this idea! Adds more of a reason to explore, and also adds more incentive to attack other towns/cities in SMP (other than resources)
I have a couple questions though:
1) How would you tell which scroll is which?
Perhaps right-clicking displays a picture of the crafting table as well as a short description of how it works.
2) How exactly do you use them?
Are you only able to craft that particular technology while you possess the scroll? If so then how would that benefit towns/cities of many players?
Many games do this because both OpenGL and DirectX use Y as the Up-axis in relation to screen-space, so it is generally easier and less confusing to just use Y as up instead of Z.
So it's not that developers "refuse" to use the Cartesian coordinate system, it's just easier for them to use what the graphics API's have set in place.
I will live in a small cliff-side house by or in a forest with a small lake or pool of water nearby. If travelers happen upon my home I will sit down and have a bowl of mushroom soup with them, possibly trading for useful tools/materials.
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My only question is: how would you tell when a player is outside? Maybe the player must stay near a heat source (torches, lava, fire), otherwise they take the damage like you said. Maybe a meter or some other indication of how cold the player is could be added as well.
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I rather like this idea. I think water requiring connection with lava is a good requirement, and the 1 heart every 30 seconds sounds like a good rate of recovery.
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Thanks for sharing :smile.gif:
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That's not how this is designed. The scrolls possess knowledge on more advanced technologies like pumps, vehicles, stronger building materials, etc.
All the basic stuff like swords, doors, signs, etc. would be craftable from the start. Only the more advanced things would require scrolls to make.
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I have a couple questions though:
1) How would you tell which scroll is which?
Perhaps right-clicking displays a picture of the crafting table as well as a short description of how it works.
2) How exactly do you use them?
Are you only able to craft that particular technology while you possess the scroll? If so then how would that benefit towns/cities of many players?
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Signs :wink.gif:
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+1
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So it's not that developers "refuse" to use the Cartesian coordinate system, it's just easier for them to use what the graphics API's have set in place.
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