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    posted a message on :: Madolite's Journey :: A Madocraft Series

    Added a video showing the "grand terrasse" in front of the main doorway. :)

    Posted in: Let's Plays
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    posted a message on :: Madolite's Journey :: A Madocraft Series

    Somewhat finished with a main workshop and showing off some basic potionmaking etc. My video series is going a little slow atm, will try to remedy that soon. :)

    Posted in: Let's Plays
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    posted a message on :: Madolite's Journey :: A Madocraft Series

    Diagonal Mineshaft w/rails added. :)

    Posted in: Let's Plays
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    posted a message on :: Madolite's Journey :: A Madocraft Series

    Ok guys, three more videos are up.
    #16 - Intermission video which includes a door design that I saw in one of Grian's videos.
    #17 - Storage corridor structure that doubles as a plateau for my main entrance.
    #18 - Staircase module design that I use a lot in my dungeon-like designs.

    Posted in: Let's Plays
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    posted a message on Waygates (a new portal type)

    I think I'm gonna follow gurujive's advice and give a better explanation, showcase and Pros/cons in the nearby future. Just need to progress enough through my current world first. Stay tuned. :)

    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)

    Yeah, I think that could be a way to do it. Plus, in multiplayer you could have people sabotage the portals to send people to other target portals than what they wanted to, if they don't pay attention to the pattern on the platform. (If you see the pattern changed, you know someone is messing with you.) I think this could add an interesting dynamic to multiplayer.

    Only problem is if you make more portals with the same pattern, but that's fixable. Perhaps by preventing the third from working at all, or make it so that the first always takes you to the second, and the second takes you to the third (if it exists) or the first (if third does not exist). And then third to the fourth or first, so that it's a looped system. There could even be a warning - "Be careful when building more than two waygates of the same pattern. Strange things are known to happen." That would add some implied lore into the game.

    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)
    Quote from altrag»

    I like the idea, but I disagree with the premise: Biomes being rare isn't a problem. None of them are so rare that you should be concerned about finding them and a "biome compass" would definitely completely defeat the point of exploration. Certainly some biomes are perhaps a bit hard to find (ice spikes!) but that would be better handled by tweaking the generation rates than adding weird new single-purpose items.


    +
    Quote from Cerroz»


    If not being able to find a biome is the main issue here, it seems more sensible to just redo the biome generation code (something you sort of already mentioned).


    I agree, but I just fear that refactoring the procedural generation is far more work than adding a simple feature to workaround the existing generation. Plus, with the sheer variety of biomes existing in the game, there's a limit to how accessible all the biomes can reliably be. Which is why I cringe every time they add more biomes to the game, because that just increases the unreliability of each biome being "reasonably explorable".

    This follows a simple theorem: "The more elements are added, the less frequent each element will be on average."

    There around 50 biomes in Minecraft, some of which spawn next to eachother and some that spawn on top of other biomes, but it's not evenly distributed, some biomes are quite huge and thus there's always bound to be some biome or another that is virtually impossible to find in that playthrough. It doesn't matter how many times you restart a new seed, the problem is still there. I would know, I've been playing this game since early Beta and this is a recurring issue that they've chosen to workaround or avoid rather than fix.

    And my argument is that I shouldn't be forced to go into creative mode in order to get access to a given (in-game) block type.
    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)
    Quote from Cerroz»

    I just find myself a seed where I can find this stuff.


    That's my whole point. What if you're already committed to the current seed, because you're spent hours progressing through the game. Don't you see how broken that is? A game should, by default, allow you to gain reasonable access to all it has to offer. You shouldn't have to start a new game from scratch and be forced to redo tons of stuff just to be able to experience all the content.

    Imagine if the Nether Fortress was completely random in it's placement? You'd be playing the game for hours, and then once you get to the Nether, you happen to learn the hard way that your seed was a bad one, because you've been looking for a Nether Fortress for 100 hours and still not found one. Well, guess what - the game is unbeatable because you won't find any Blaze Rods to make the Eyes of Ender needed to enter the End and fight the Ender Dragon. Ooops!

    There's reasons why things should always be reliable in a game. And no, this isn't just my opinion. This principle is one of the cornerstones of procedural generation and one of the most criticized things of procedural games, when things become so random that their presence is utterly unreliable. It's one of the key reasons why No Man's Sky, for instance, was so heavily criticized and pretty much failed as a game. Why Minecraft's success was most likely in spite of its overall procedural generation rather than because of it. And thus why there's still enormous untapped potential in Minecraft.

    It's well understood that the costs of developing content for a game should be focused around reliable possibility space (i.e. things that you can do that you will eventually be doing at some point, within the same playthrough).

    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)
    Quote from Cerroz»

    I'm talking about just your idea here with those words... In this case, it appears to be true.


    That's because I don't make assumptions about how that feature would actually be implemented, because I know that's not how game development works and I shouldn't need to explain to Mojang how to do their job. As long as they understand the essence of why I'm making such a suggestion to begin with.

    I'm ultimately just pointing out that exploration in Minecraft isn't working very well atm (in fact I think it's total garbage due to how randomly the biomes spawn and thus, how hard and user-hostile they are in some world spawns). You shouldn't have to reroll a world for every few biomes that you want to but couldn't explore because you traveled for hours without finding one. Now imagine getting back home and then going back to that biome later. A horse isn't even relevant to the problem.

    Heck, maybe the waygate system is redundant and what the game really needs is a biome detection feature. I.e. a type of compass that points in the direction of the nearest biome of the type you pick. So if you, for instance, combine a compass a moss stone or w/e, you get a special compass that points in the direction of the nearest Jungle Wood Block or something (that hasn't been placed by the player) But that would still not solve the issue of repeated traveling back and forth.

    You should just read my suggestion as "Some form of waygate system or otherwise that makes extremely long treks less tedious and more viable, especially when repeated". A "waygate" is just an arbitrary idea, what matters is how its implemented. And as it stands today, there is no feature in Minecraft that already solved the kind of problem I'm talking about.

    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)
    Quote from Cerroz»

    Just because something is late game doesn't mean it's perfectly balanced. Because once you have it, you have it.

    That's why gating exists in games, to prevent or discourage players from doing things when they're not supposed to be doing it. In other words "once you have it, you have it" isn't always true:

    1. A feature can require charges, upkeep or cool-downs, so as to limit to what extent you actually "have it".

    2. A feature can favor a style of gameplay that other types of players avoid. People don't just play different games, they also play games differently.

    3. A feature can be limited by relevance. For instance, the Nether and End portals don't compete, as you need to get to both locations to beat the game.

    4. A feature can be limited by risk-reward. A Mansion Portal may only have a % chance of teleporting you, instead spawn monsters, or have a chance of teleporting you some distance away from the target waygate (forcing you to use navigational wits to find your way back to that target waygate), or whatever. In fact, a whole new element of gameplay can be born, as a result of it.

    5. A feature can be limited by cost/efficiency, i.e. a high initial cost and subsequent cheapness when moving repeatedly between the two locations. Keep in mind that horses will still be the best method of traveling into unknown locations that you've never been to before.

    So no, "once you have it", you don't always just "have it".
    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)
    Quote from Mastermined»

    Getting lost is no problem if you just always carry a compass around. And this would make horses and trains useless!


    Compass isn't really needed if you wanna know directions. But when traversing large enough distances, knowing the NSEW directions isn't enough to find your way back home.
    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)
    Quote from Cerroz»

    This would make traveling a little too easy. If I can just teleport somewhere 12 miles away, it dampens the point of swiftness potions and horses.


    Only if making the portal is too cheap and can be done too early. Keep in mind that, when you're so far into the game that you'll want to explore as far as to find all biomes etc,plus horses are useless when going such long distances because the terrain is inevitably going to make the horse a burden more than a benefit (when moving over oceans and extreme hills etc).
    Posted in: Suggestions
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    posted a message on Waygates (a new portal type)

    With the upcoming Mansions and the "Exporation Update", how about we finally get the ability to overworld portal that are similar to how waypoints work in action RPGs. Here's how this would work:

    First, you need to build a platform near your home, using whatever recipe is needed.
    Secondly, you would have to manually travel to whatever place in the world that you would want to teleport to and from in the future.
    Third, you'll need to add an ID to each portal, as well as a target ID.

    Once you'd added the IDs, then activating the portal will take you from the block you're standing on to that block's equivalent block on the target portal. Imagine a 5x5 portal platform, with an 8-block square inside and a center block that is the activator. You'll have to stand on either of those 8 blocks while activating the center block, or else nothing happens.

    I think one of the reasons why mid- to late-game exploration can be a bit boring, is because there's just so many different biomes, the biomes are large and it's totally random how they appear in a game, so you can't really find every single biome in one game unless you spend an ungodly amount of exploration.

    This kind of portal would make it easier to keep exploring in any direction, without having to spend hours just to get back home. The rewards you get for exploring the overworld aren't critical enough to defend spending hours getting them. LIke, imagine spending 2 hours just so that you can see a Polar Bear for the first time.

    I think it's time we allowed this kind of travel, but also making sure that it's not easily to obtain. It shouldn't have to be limited to the console commands. It should be a feature and aesthetic within the default game flow.

    Posted in: Suggestions
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    posted a message on :: Madolite's Journey :: A Madocraft Series

    Allright, I've added my last video of phase #1 (preliminary videos), where I'm finding and exploring a Stronghold dungeon. From now on, I'll be mostly designing things related to my megadungeon.

    Posted in: Let's Plays
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    posted a message on :: Madolite's Journey :: A Madocraft Series

    Some more Nether exploration, including a Nether fortress.

    Posted in: Let's Plays
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