I recently decided to come back to modding after seeing my previous mod getting downloaded quite a bit but it was nowhere near completed. (https://mods.curse.com/mc-mods/minecraft/222854-runecraft-2) It's a mod based on Runescape, which is where my dilemma lies. I have spent the last week updating and improving Runecraft 2, it is not up to the same functionality of Runecraft 2 yet as i'm upgrading from 1.7.10 straight to 1.11. After a curious google search earlier I discovered that since I started development on Runecraft several years ago there is a new mod on the scene RSMC. This mod looks amazing and is what I had dreamed of achieving, but it would be futile trying to develop a mod of such scale to compete with a team of modders that have been creating the mod for three years.
Seeing how large RSMC is and how long it took I now have no desire to make a mod so heavily based on Runescape. I would however not let my efforts go to waste code and modding knowledge wise, my main problem is I have been very blinkered and don't really have any ideas that aren't just copying Runescapes already existing mechanics. In available build of Runecraft 2 there is functionality to craft runes at altars and use those runes to cast some basic spells, altars are generated in the world and can be found in their own structures.
Instead of developing all areas of Runescape the magic/runecrafting system interests me the most, the mod could keep it's original name as it would still reflect the content of the mod. I was curious if anyone had any opinion or ideas of directions I could take the mod, how the system can change from the original Runescape design to make it better? Experience and levels are an integral part of the Runescape system and I had it working in Runecraft 2, I don't know whether this should exist now that I have some creative freedom. I felt it hindered and slowed the usual progress of Minecraft.
I recently decided to come back to modding after seeing my previous mod getting downloaded quite a bit but it was nowhere near completed. (https://mods.curse.com/mc-mods/minecraft/222854-runecraft-2) It's a mod based on Runescape, which is where my dilemma lies. I have spent the last week updating and improving Runecraft 2, it is not up to the same functionality of Runecraft 2 yet as i'm upgrading from 1.7.10 straight to 1.11. After a curious google search earlier I discovered that since I started development on Runecraft several years ago there is a new mod on the scene RSMC. This mod looks amazing and is what I had dreamed of achieving, but it would be futile trying to develop a mod of such scale to compete with a team of modders that have been creating the mod for three years.
Seeing how large RSMC is and how long it took I now have no desire to make a mod so heavily based on Runescape. I would however not let my efforts go to waste code and modding knowledge wise, my main problem is I have been very blinkered and don't really have any ideas that aren't just copying Runescapes already existing mechanics. In available build of Runecraft 2 there is functionality to craft runes at altars and use those runes to cast some basic spells, altars are generated in the world and can be found in their own structures.
Instead of developing all areas of Runescape the magic/runecrafting system interests me the most, the mod could keep it's original name as it would still reflect the content of the mod. I was curious if anyone had any opinion or ideas of directions I could take the mod, how the system can change from the original Runescape design to make it better? Experience and levels are an integral part of the Runescape system and I had it working in Runecraft 2, I don't know whether this should exist now that I have some creative freedom. I felt it hindered and slowed the usual progress of Minecraft.
Basically any ideas/suggestions?