Mithey, are you there? You logged in about 20 minutes ago.
- Registered Member
Member for 4 years and 2 months
Last active Mon, Dec, 6 2021 23:15:06
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- 80 Total Posts
- 13 Thanks
Apr 27, 2021Posted in: Maps
Jan 2, 2021Posted in: Maps
Hey, Mithey. With the new year finally here, I would greatly appreciate an update on TRR, especially considering the fact that our last update was 10 months ago. Thanks in advance.
Dec 19, 2020Posted in: Maps
If anyone wants info on Mithey's current whereabouts, check out this link. He's recently been working on a skin pack for the Java Community Celebration.
Dec 4, 2020Posted in: Maps
Hey, Mithey. I just realized that it's been 1 year since you announced that development of Terra Restore Reborn had restarted. With the year almost being over, I'm hoping that we could get another progress report, especially with the fact that the last one was 9 months ago. Thanks in advance.
Nov 12, 2020Posted in: Maps
Hey, Mithey. I hope you've been doing well in these past 8 months. I was wondering whether you could make an update on TRR since you've returned to the Forums. Thanks in advance.
Nov 11, 2020Posted in: Maps
Everyone, check Mithey's profile. At the time of writing, he was online 10 hours ago. He's still here.
Nov 1, 2020Posted in: Maps
As of today, it's been one full year since Mithey's last map release. I'm really starting to get worried about Mithey.
Oct 25, 2020Posted in: Maps
He's never been offline for this long before. I'm afraid that something bad might have happened to him.
Jul 31, 2020Posted in: Maps
Hey, Mithey. I was wondering if we could have another progress update on Terra Restore Reborn, with it having been 5 months since you're last one, and 2 and a half years since you first announced TRR. Thanks in advance.
Edit: Now that Optifine 1.16.1 has finally been released, I think now would be an even better time to make an update.
May 31, 2020Posted in: Maps
Hey, Mithey. As it's been 3 months since your last update, I was hoping that we could have another progress report on TRR. Thanks in advance.
Apr 24, 2020Posted in: Maps
Hey, Mithey. With it having been one and half months since your last update, I was wondering whether we could have another one soon. Thanks in advance.
Mar 2, 2020Posted in: Maps
Heya hey everyone, time for an update on things! I've made some more progress on Terra Restore Reborn in a number of areas.
First off I added a physics system that certain blocks can use. For now only the new "power cell" block uses it. You can right click the block to pick it up, right click again to set it down, or even shift+right click to throw it. When picked up the block hovers in front of you. The power cell block can be set at specific locations to power up redstone contraptions. Eventually, I hope to add in TNT which would use the same system and blow up a few seconds after being thrown.
I've taken some time to try and really get better at interiors. Interiors have always been a thing I feel like I've only been so so at. In most cases, it felt like I was just repeating tables, chairs, storage, and pillars over and over. The biggest things I've noticed is it's often better to have smaller interior spaces or to divide up bigger spaces in some form. Sometimes however having bigger spaces can still be nice, especially for variety and gameplay purposes. I've also really noticed, in other games, interiors often have a number of objects, especially with multiple different variations, that are not really available in vanilla Minecraft.
As such I've been putting in the effort to create custom models for different neat blocks in the environment. Some of which get deleted when your performance settings are set to minimal to help avoid lag, which I obviously need to be careful with. I've also re-organized the resource pack a bit in general. I'm also considering adding in new paintings in the form of pixelated screenshots of existing builds in the world or of some builds in TR2.
Chests, barrels, furnaces and such might be a bit more common in the map now, especially to help interiors at times. The majority of time when you right click them they will just say they are empty rather than opening up the typical GUI, allowing for less tedious looting.
I went ahead and added in craft 1/craft 10/craft 64 options to my custom crafting system to help speed up mass crafting a bit.
I decided to get rid of the option for players to choose how many natural mob spawns there are. Instead, the system chooses automatically based on the area, difficulty, amount of players online, and if on minimal performance or not. I also optimized the natural mob spawning system a bit more, making it more likely that mobs will actually spawn where you can get to them. Which means less total natural mobs need to be present at a time.
Combat and progression have been a pretty big focus lately, which has required a great degree of thought figuring out what would be best and how it all would work...
I went ahead and added 2 weapon slots. Now you can choose to equip up to 2 different weapons at a time instead of being limited to just one, allowing for slightly more customization.
For a while there I was considering adding in a cool ability system where you could assign abilities of your choosing to your weapons. In order to unlock the abilities you had to learn about them, and then "trained" them by meeting certain conditions in order to use them. You could also sometimes further train the abilities in order to upgrade them. Unfortunately, I couldn't really figure out a good way to balance and integrate the idea with the other map's systems. So weapons will continue the course of sometimes having abilities attached to them. I'm considering adding in some sort of weapon upgrading system at some point though.
Bows have always been something I've wanted to add into the map, but haven't really been able to due to incompatibility with my custom offense/defense attribute system and balance issues in general. Thanks to experimenting with the physics system I was able to pick up a technique where you can throw something easily in the direction you are facing. As a result, lately I've been in the process of recreating my own version of bows.
The system I've made isn't perfect but I'm pretty happy with it so far. Due to Minecraft limitations the bow actually auto fires on its own when it's ready after holding down right click. The only other option I really had was to either have a 1/4 second delay on firing or made it right click to draw, and right click a 2nd time to fire.
Since it's my own system I of course have far more freedom now over how bows work. I now have proper damage scaling options, I can adjust the rate of fire, adjust the degree at which bows slow you down when pulling, how many projectiles get fired and in which direction, the distance they go, ammo regulation, custom projectile models, degree of knockback, etc. Thanks to the degree of customization I now have I now feel much better having bows be in the map, and even having them as one of the main weapon types that the player can choose.
The plan is to add more types of weapons over time to enhance player customization. For now, I'm just focusing on different melee, ranged, and magic weapons, but in the future it would be nice to have other different types like something based on redstone.
To help balance these different types of weapons I was considering adding in a class system of some sort. Ideally, all weapons types of equal strength would have roughly around the same DPS over the length of a big combat encounter. The problem is that certain weapons put you up close to danger, making it so you are far more likely to take damage. That's where it would be nice to have melee classes take less damage than ranged/magic classes to help balance it out.
Ultimately I decided against adding in the class system due to complexity, player freedom, and player expectations of what a class system should all encompass, whereas I just wanted a quick system to help balance things. Instead, I'm just planning on having the whole thing combined in with the player base system, which again will be like a "talent tree" at points. Most likely the very first thing you get will give you the choice between specializing between melee/magic/ranged weapons, and giving a damage boost for them. (and defense if melee) Hopefully, in the end, the player base system will be like a create your own class type of system.
Lastly on a side note looking back on things regarding me making maps, I think I'm starting to learn that I really can't do too much system work at once. Any time I start working on systems for more than around 2-3 hours in a day (depending on how much thought/focus is required really) I generally notice myself procrastinating and burning out a bit.
While working on the custom bow system I've definitely noticed this. I figured with my knowledge adding in my own bow system wouldn't be that hard, but then I kept hitting roadblocks after roadblocks and it became hard to stay organized and figure out what the best solutions to the different problems would be. As such I've been trying to limit my daily time spent working on the bow system, which is probably around a few days from being complete now.
In contrast, any time I'm working on creating content (environments, dungeons, models and such) I notice things go far more smoothly and the hours can just kind of pass. Unfortunately, TRR as of right now is 90% system work, and 10% actually making content, which is probably the biggest reason for things being a bit slow right now. This is kind of just how game development goes though, it takes a long time to finally get the systems/tools setup enough to finally get things really going.
That being said I think the best solution for me might be to start working on multiple different projects inside the map at the same time on a daily basis, with at least one being content focused. Normally I try to only work on one thing in a map at a time from start to finish before moving on to the next thing, so we will see how this goes. I think the core systems have progressed enough at this point to be able to do this too. My only worry might be if system work keeps piling up more and more, but hopefully that wouldn't be the case.
Anyway I think that's about all for now
Good to see these major updates Mithey.
I was wondering what you had in mind for the class system given that you didn't say anything about it for a while, and while I'm sad to see it go, I'm sure whatever replacement you have for it will be great.
Anyway, do you have a good guess as to how complete the first version is? Thanks in advance.
Feb 16, 2020Posted in: Maps
Hey, Mithey. With it being three weeks since your last update post, I was wondering if you could make another one. Thanks in advance.
Jan 26, 2020Posted in: Maps
It's taking a bit longer than expected which I probably should have expected. Pretty much every new section of the tutorial dungeon I'm adding new systems or tweaking up existing ones so that they are setup for the rest of the map, which takes quite a bit of time and thought. Some notable recent developments:
- Working on adding in new types of interactable objects into the environment. So far I have added in icicles & rope ladders, and I'm considering adding in breakable pots/crates at some point.
- Icicles hang from ceilings and will fall either when they take damage or in some cases when you get close enough to them. If you are hit by them when they hit the ground you will take a small amount of damage. They also shatter any normal ice blocks they hit, opening up new pathways. They also provide a bit more ambience to cold environments.
- You will also sometimes encounter a stack of ladders on the ground. When you click these they will begin to unfold downwards in a fashion that you might expect from a game like Paper Mario. They of course offer a safe descent and sometimes act like checkpoints.
- The detection system has been updated to factor in line of sight and also sprinting. Now you can avoid being detected if you are behind blocks, even if you are right next to the enemy. Sprinting now increases the range in which enemies detect you by quite a bit, even in the direction that the enemy isn't watching. Oh also successfully hitting an enemy before it detects you will cause it to take double damage.
- Similar to trying to make it so that items in their various forms all draw from one source for the sake of consistency and easy updatability, I've been working on doing the same thing with enemies. Summoned enemies from commands, spawners, pre placed enemies, and natural spawning enemies now all draw from one source.
The next thing I'm currently planning on trying to do is a custom physics system. As in being able to pickup certain objects, like a special stone block, and have it hover in front of your character. You will then be able to click it again to drop it. Hopefully I'll be able to make it so you can throw the object some distance too. I haven't done this before so who knows what it will turn out like. The result could be some fun occasional Legend of Zelda like physics puzzles, and perhaps some tnt or other things you can pick up & throw at enemies. (or perhaps vice versa)
After that and a couple other things I should be working on a mini boss fight, which again may require updating the boss system a bit. From that point I should be around 75% done of the tutorial dungeon.
I'm unsure if the race system will make it into the game, it's definitely going to be a future thing if anything. The finer details/systems of combat and it's balance in general will likely be fairly iterative in it's development.
I'd say I'm over 1/2 way done with the tutorial dungeon. Past that I still have to setup the whole Village of Beginnings part, which is already built, just requires making lots of cutscenes.
Thanks for the info Mithey!
I really like how you're able to make the environment able to be interacted with in such major ways, while still having the player in Adventure Mode. The revamped detection system will be really nice for players who like going for stealthier routes through dungeons. The physics system sounds like it lead to some really interesting puzzles and combat mechanics like you said.
What do you think will take longer: finishing up the Ice Peak Ruins/tutorial dungeon, or setting up the cutscenes in the Village of Beginnings?
Jan 25, 2020Posted in: Maps
Hey, Mithey. With tommorow being the 2 year anniversary of Terra Restore Reborn's announcement, I think it would be an excellent time for an update post. Thanks in advance.
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