The Meaning of Life, the Universe, and Everything.
Join Date:
9/22/2010
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42
Minecraft:
Cow_Pony
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Hello all, I need the communities assistance, How do i set a single spawn point where everyone will spawn / respawn in the game? . I tried setting spawn and it worked but when I respawn after death its always in some crazy location o.o , and if i try to use /spawn it always puts me under the map and i suffocate in a block
Hello all, I need the communities assistance, How do i set a single spawn point where everyone will spawn / respawn in the game? . I tried setting spawn and it worked but when I respawn after death its always in some crazy location o.o , and if i try to use /spawn it always puts me under the map and i suffocate in a block
I've had the same thing happen, had to keep resetting the world map until the natural spawn was in an acceptable spot.
The setspawn location seems to be broken, and there is no way to set the 'y' coordinate, only the 'x' and 'z'.
Fairly certain the dev is waiting for 1.4, for the MC API to be implemented before he updates.
It wouldn't make sense to udpate to 1.3.1/.2 because the existing features in the 0.6 dev build are similar to what was added anyways (villager trading).
Fairly certain the dev is waiting for 1.4, for the MC API to be implemented before he updates.
It wouldn't make sense to udpate to 1.3.1/.2 because the existing features in the 0.6 dev build are similar to what was added anyways (villager trading).
Alright, well I hope they make that update happen... soonish lol I really want to try this out without degrading Minecraft to 1.2.3
Hey, does anyone know how to get treecapitator or the timber mod working with Hack/Mine?
I tried installing modloader, then putting the mod in the "mods" folder, that didn't work, so then I put it in the actual .jar, that didn't work either, same with TMI.
Any help?
(Sorry if this has already been answered)
Just PM me or reply in this post, thx!
I think it would be cool to be able to set waypoints in the minimap just like Rei's Minimap [link HERE] so that you don't get lost from your house! I know, it's not very original, but oh well and if I am really sorry it this has already been posted I didn't mean to annoy anyone with the same post twice.
Every week I hop in here to check if Frizzil's updated, or even said something pertaining to what he's working on. And every week I find this thread has slipped further and further into the WIP board. It deserves a bump.
Sorry for the lack of progress and progress updates these past two weeks, I've been pretty sick :/ My head's killing me, and I've had a lot of responsibilities pop up due to school starting and whatnot. Mostly it's the head-killing-me part, though-- I'm generally pretty sensitive to mental changes (sugar crash, sleeplessness, sickness, etc), and it's hard for me to produce code at all when I'm straining in that regard. Consequence of being human I guess Programming is analytical stuff.
I need to make you guyses a video. I'm gonna work on that while I'm still feeling so crappy, and hopefully show two things: some new spells, and possibly some music ideas for the mod. I was aiming for some Dwarf Fortress-y guitar licks, hehe.
I realize 1.3 is out, and will probably update as soon as the next H/M patch is released. I don't see there being a good reason not to.
There's one thing that's really irking me about the mod (that I'd like to hear some thoughts on), and simply put, it's "How do I get the player invested in playing the game?" Imo, the only reliable way to do that is to have a decent plot, but frankly I don't see a great of doing that in Minecraft-- a world that expands infinitely in two dimensions.
Yes, I can have randomly generated quests, and even entire quest lines, but I can't make them but so different from one another, and their appeal simply can't be in the pure immersion of it-- they can be fun because they have variety, or the randomness itself becomes amusing (much like DF, again), or that the loot progression is entertaining, but I can't get the players empathizing with the characters. They'll never think "What's going to happen to that girl who disappeared!?" or "I hope I can restore honor to my father's throne!" when they're not playing, because it just won't be believable.
Content should dictate form, but in this case, the form is literally dictating the content, and it'll just never feel "real." I think WoW quests are a great example of this-- the quests had plots, but it was subsidiary to "I'm leveling up my character to get to the friggin' end game." So the player could never really care.
But that raises the question: why not just draw the player in with progression? Because it's been done before, and players don't like it. Blizzard's been doing that since the release of WotLK in 2009, and their numbers have dwindling ever since. Players liked the challenge at the end game, not just arriving there (which also used to be challenging).
Next question: why not just rely on challenge? Challenge is great, and I certainly think it should be a core part of the mod. However, it can't be appealing just because it's challenging-- there has to be another draw to it. For me personally, challenge will keep me playing a game while I'm playing it, but it's not something that'll bring me back to it.
Next thought: how about competition? That IS similar to challenge, except players will want to come back so they can prove they're better than everyone else. Same reason I keep returning to Smash Bros: my friends keep playing it, and I want the pleasure of roflstomping them. It's also probably the reason why WoW had so much appeal. Not to rely on WoW's example too much
So current solutions are: competition, lots o' randomly generated content, and... hopefully a plot.
Current plot idea: Jeb has been managing Minecraft for quite some time now, but alas... someone's been committing changes to the Minecraft source code. Strange, evil changes. Monsters now roam the countryside, evil dungeons have arisen, and the land itself reeks of despair. You must help Jeb reclaim Minecraftia, and put in an end to the source of this madness!
I like it because both Jeb and potentially any villains can be omniscient, which is helpful in an infinite landscape. But we'll see, haha.
Frizzil's long post that I didn't want to quote fully!
Okay, well, these are all good ideas. I think randomly generated (Basic) quests are a good idea, anyways. Such as.. Let's say "Kill ten roflcondas", "Get 5 of this from that", "Find this block in this area", ect.
However, as for keeping people "Invested", there's three ways I can think of doing this. One is more multiplayer-based stuff. Such as rare titles for accomplishments, and stuff like that; People love to show stuff off!
(Also, inspect option please *Winkwink*)
On the other hand; plot is one, yes. Perhaps do Arcs, release one at a time (Acts, arcs, wtfever). Each one would be a set plot, that is while the same each time you play; randomly generated in terms of npc/enemy/item locations, with randomly generated rewards, and perhaps some randomization to mob spawns of the dungeon locations, ect, of these plots.
My other idea:
Perhaps, something that sticks well with the sandbox nature of minecraft. Perhaps something like Rare Artifacts, they would spawn in temples, VERY rare temples, guarded by absurd bosses. These artifacts each have a unique ability, and you can socket them into equipment, or make equipment from them or something. They would be very powerful, and the enchanted/created equipment would look very unique.
On top of this, perhaps some World bosses, that respawn, but only ever one at a time?
Such as a Huge titan, a kraken, ect, rare wandering bosses with awesome loot, and perhaps if the suggestions above are done; titles and such for beating these terrible monsters.
Maybe even some VERY hard to craft items, using especially rare things. For the craftsman.
Please no Jeb or Minecraftia it's almost way too overdone.
Here's an idea for: Storylines: Main Storyline: First Act/Arc/Stage:
You are [Insert Player Name Here] The Peasent, you spawn in a village with npc's of your race populating it. You had just turned 18 and that means you will start [Insert Dangerous Activity Here] with the Village [Insert Class Name Here]s, but you need training first.
You go to the [Insert Class Name Here]'s Trainer to start. He gives you quest and stuff until lvl X, then you meet with your (Father Or Mother) to get permission to go [Insert Dangerous Activity Here]. First you need to go get 5 bread or 3 soup for dinner, on the way to the market you meet a bandit that is robbing the people there, you must kill him to gain Honor, befriend him to earn Evil Essence, or let the guards get him to earn Coward points. (Honer Respect for Neutral Npcs) (Evil Essesence Npcs will hate you) (Coward Points make you get lesser rewards) . The more respect the more discounts or free stuff you get. The more Evil Essence you get the more people will want to kill you. Coward Points, you are pathetic ! Anyways, once you get to the clerk to pay, (Right Click) Honor Points [he gives you the food for free because you stopped the Bandit / Honor Points] Evil Essence [You kill the clerk and steal the food] Coward Points [You are shamed and go back home] . You go home drop the items off [ or not (Coward)] and go [Insert Dangerous Activity Here]
Frizzil I think you can start from this and probably make an awesome plot/story line from just this first stage that I thought of plus there could be multiple story lines that people can download off of here.
Thx Frizzil if you have looked at this, and I will be glad if you put this in the mod.
One thing I would like implemented is more classes. Why don't have races like orcs or eldritch? Also, maybe there could be classes advancements. Warriors can progress to a Berserker or a Knight (or Dark knight) through a certain artifact (something like the Warrior Emblem of Souls) (you need to defeat a boss [a really hard one] to get it) and this can be implemented to mages and rangers. There could also be more mobs to excite me and random npc villages to kill/befriend depending on whether you are going to the path of evil or the path of good. Being good or evil can lead to unique quest and plots (different plots depending on your side [e.g People who go the path of evil can do missions like murder harmless testificates and sacrifice them to the evil lord Israphel or helping them and gaining favors with the holy Notch. All this actions will gain you favor points]) Also, with the favor points, you could use miracles to perform impressive feats. You could also corrupt people {harmless testificate} and turn them into skeletons and zombies that serve you.
You should also implement more skills that could be learned through skill books which are them added to the skill menu. Skill books can also be used to refined and power up the skills you currently have. Also, you could implement a custom village spawn (or collaborate with makers of mods like millinaire or better dungeons). The dungeons could also be made better (or, like I said, collaborate with the maker of Better Dungeons) and implement more unique loot (custom items). The loot can be made through a custom generator (like borderlands) and thus generate a fricking bunch of loot for looting.
Finally, what you need most Frizzil, is more content. I dont care if you dont implement my ideas, just put more damn stuff into my chest and loot drops!!!!
I love the idea of releasing arcs, or even randomly generating them. As for quests, I'm not sure I like with the monotony of killing a number of monsters or gathering a number of items. At a minimum, gather/kill a diverse set of items/monsters and randomly generate some bs reason for it, hehe. "The boar intestines represent hope! The Dire Chicken nads represent destiny!" As for everything else you mentioned, it's actually already planned, so I must be planning correctly
@Qanawer:
No worries, content is on the way, but as I've said before, I plan on fleshing out the core engines before filling them completely with content. Less entertaining in the short run, but infinitely more entertaining in the long run, trust me. I do want keep everyone held over, however.
@Everyone:
I appreciate the new ideas, but I don't think I was being clear enough: how do you stick plot into a world with an infinitely generating landscape? Sorry for pulling a communication fail.
Yes, using Jeb is corny, but going for campiness is worth the possibility of omniscience, a character who can believably interact with you no matter where you are in the world. There's also the possibility of having "gods", and it would be fun as another randomly generated gimmick (suppose each village has a random god), but frankly nothing is more cliche and boring to me than a fantasy game with its own set of generic gods-- if you're gonna have them, don't force the player to invest his time with them, because it's just cruel.
What are some other ways characters could be believably omniscient? ...walkie talkies?
Obviously, not everything in the game can exist independently of location. There will be important places for the player to visit, and some characters that simply won't make sense otherwise. My options so far are:
Remove the infiniteness: Define a large section of the world where the plot can happen, and leave the rest plot-less.
Attempt to generate plot relative the player's location: This breaks down if there are multiple players, however.
Attempt to generate plot in an explorable pattern: Better than 2, but players will still need some way to know where they should go.
Attempt to generate plot everywhere: could be combined with others to have a "main" plot, with subplots all around.
Furthermore, I've got to make some core decisions about how random the plot should be (which I'll probably make a poll on.)
Should character and/or location names be random? All or some?
Should plot 'arcs' be random? "In my game, I got to save a little girl before returning the relic, but my friend had to kill her!" Again, all or some? Perhaps the main 'arc' is well defined, whereas it's subcomponents are randomized.
And speaking of randomness:
Should randomly generated things come from a large or small pool of possibilities? A small pool means players will share their experiences, but a large pool means there will be much more variety.
Just how far should the randomness go? Ranging from anything possible to a select few things.
Hopefully that gives you an idea of how much crap I'm juggling with the idea of a plot with questlines. Again, content should dictate form, so maybe I'll think of something that'll inspire me to overcome all these issues (that's how it seems to go with programming, hehe). Otherwise, I appreciate any thoughts on how to address this, since it certainly isn't obvious. Thanks
Ok I am on single player on the Dev build 0.6.0/1.2.3 so far there is only one problem i have found. I can not use a stone pick to mine Iron ore for some reason. Do you have any ideas?
I also tryed the wood one just to see an nothing it just breaks to nothing like the stone pick.
The only thing I did was update from rec to dev.
Valid points Frizzil (I do know what you meant for your "@Everyone" section on the post before, but using Preview Post a few times... I deleted what I had in this textbox and put this in instead).
The only problem with random names is having it picked twice, and using extra code to prevent it will mean an extra file or section in a file to say what names have been picked already. The techanicalities of wonderful programming. *sigh*
Oh wow... I need to check that out also @ Deathpan2 (will try on my own laptop running the server at the same time... on the SAME laptop)
EDIT: A Stone Pickaxe does the "takes forever" thing that will probably destory the block and not drop it. An Iron Pickaxe does the expected behavior for Iron Ore though.
EDIT 2: Before I forget, while trying out the Stone Pickaxe, it appeared like I could move the cursor from Iron Ore block to Iron Ore block (not destorying one) without starting to mine the block over.
Maybe for some of the quests, the npc comes to you(if that's possible) or you have to find the npc through clues or through conversation from another npc. Also maybe you can make villages have side quests. I think variety/randomness is good but not to the point of being well random or confusing. Maybe when you first spawn there's a main quest that you start out with and maybe to see info about it, you can look in a new quest menu. Also, is there ever going to be a conjuration class? Because that would be cool and I have ideas about a conjuration class.Also maybe there should be a giant race that makes you 4-5 blocks tall and you have high health,strength and dexeterity but low wisdom and intelligence. Boy this quest thing is kinda confusing. Maybe each class should have a different main quest or have different quests in general. Sorry if I'm repeating any ideas. Well those are some of my thoughs. Keep up the great work Frizzil! Maybe you should talk to Kainzo(Leader of the Heroes Plugin), because they are making quests too and I know the Heroes plugin is a little like this mod. Also I think that only some things should be random so then some things will have names and stuff that makes sense. Like if there's a major person in a storyline, there name won't be random but will be chosen by you to make sense.
~WARNING~ Long-ass plot and ideas below. Read at your own discretion.
Why don't just keep with the original plot of Minecraft? I mean, you could come out with a plot like this:
You are a hero that lost his memory. Who are you? Why are you here? You don't know your purpose, your destiny. But, there is one thing you know. This land is one full of dangers and risk. It is either you are prey or the predator. All you have of your past is a fragment. A fragment of a note. You know that your past is in that note, but right now, it is useless. All it says is this: "(Whatever heroic crap you want)" You must find your past!
Then, as you go hacking and slashing, you will find more fragments that start to piece together a complete story. You know who you are now. You are a (class progression) Knight/Barbarian (depending on what you want yourself to progress to) (change this for different classes) and your mission is too slay [insert heroic name for beast/monster/boss]. All this you know now. But there must be more. More to your destiny ~Plot progresses~
You finally kill the boss (in a randomly generated dungeon) and get something (whatever you want to put in the damn chest) You understand now. You are the chosen warrior of the Holy Notch (path of good)/Dark lord Elipath (path of evil)
From this point on, you are going to complete quests that befit your path and gain favor point. With this favor points, you could perform impressive feats (e.g turn the world into a flaming inferno).
Some point or another, you are going to get a quest from you chosen lord. If you are evil, Elipath will summon you to hell (the Nether) for a final mission for him to prove you loyalty (this is where you can implement the idea of a aether-like world). If you are good, Notch will give you a holy mission to destroy Elipath (a ridiculously difficult boss) and abolish evil once and for all. Then, once the mission is complete, war between the heaven and hell erupts.
After war erupts, you gain full access to the heaven (a aether-like world) and hell (the nether) and all this places contain more mobs and more loot (corrupted or evil depending on location). But, the plot does not end here. If you are good, you need to slay evil monster to tip the scale of the war in Notches favor. If you are evil, the dark lord Elipath (you think he was dead, don't you?) will sent you on mission to heaven to overthrow Notch from his seat as the Creator of Minecraft. Between this, they are going to give you a bunch of quest to complete, ranging in complexity depending on significance on war. If any of you remember the dungeon in the nether, you could tweak the code to turn it into a castle and make it more evil. As the war progresses, you are going to see significant changes in the land. For, those who play Thuamcraft,
will remember the interesting effects of Taint on the land. Why don't have the same effect here. Holy thing and drops appear on holy lands and evil, corruption occurs on corrupt lands. Heroes gain special effects on the land of their allegiance and suffer a weakness on the land of their enemies. You could input into the mod a taint/vis kind of system. Now, comes another interesting part. Aside for completing missions to boost the total corruption of a area, you could also build bases in areas you want to corrupt and after a while, the place will be corrupt (but in the process, you will be assaulted by a bunch of monster and roflcondas that would try and break down your base (something like invasion mod) and if you survive all this crap that is thrown at you, you gain special bonuses on the particular area and you are now the owner. But, it is not as simple as that. When and area is conquered, you must defend it. If you think you could just leave a area unattended for a while and think that you will still own it, you are wrong. Monster from other area will flock to your conquered area and when a certain influx of these unwelcome pest settle down on your land, all your efforts are wasted. If you don't want your hard-earned area to be re-conquered, you must defend. Now, you could have a base-defending element to the game.
While, this is all the ideas I have now. Hope that some of it can be implemented. And diamonds to you if you last till here
Please, just leave it plot-less >_< Miniature quest arcs and such are one thing, but while there are some games where a plot works really well, Minecraft is not one of them. The innate fun of Hack/Mine, in my opinion, is exploring, killing monsters, looting dungeons, and advancing your characters(preferably in a multiplayer setting). Trying to shoehorn in an overarching plot(especially if it started when you generated your character) would detract from that, I think.
I've had the same thing happen, had to keep resetting the world map until the natural spawn was in an acceptable spot.
The setspawn location seems to be broken, and there is no way to set the 'y' coordinate, only the 'x' and 'z'.
/setspawn and /spawn are part of this mod, it just isn't working correctly.
Fairly certain the dev is waiting for 1.4, for the MC API to be implemented before he updates.
It wouldn't make sense to udpate to 1.3.1/.2 because the existing features in the 0.6 dev build are similar to what was added anyways (villager trading).
http://www.mc-sl.net/
Alright, well I hope they make that update happen... soonish lol I really want to try this out without degrading Minecraft to 1.2.3
You're in luck, simply use the technic launcher to play and don't be bothered with messy details of downgrading minecraft or messing with jar files.
http://www.technicpack.net/
I tried installing modloader, then putting the mod in the "mods" folder, that didn't work, so then I put it in the actual .jar, that didn't work either, same with TMI.
Any help?
(Sorry if this has already been answered)
Just PM me or reply in this post, thx!
EDIT: By the way, I'm using Technic Launcher.
I think it would be cool to be able to set waypoints in the minimap just like Rei's Minimap [link HERE] so that you don't get lost from your house! I know, it's not very original, but oh well and if I am really sorry it this has already been posted I didn't mean to annoy anyone with the same post twice.
<FEATURE IDEA>
[Placeholder]
Sorry for the lack of progress and progress updates these past two weeks, I've been pretty sick :/ My head's killing me, and I've had a lot of responsibilities pop up due to school starting and whatnot. Mostly it's the head-killing-me part, though-- I'm generally pretty sensitive to mental changes (sugar crash, sleeplessness, sickness, etc), and it's hard for me to produce code at all when I'm straining in that regard. Consequence of being human I guess Programming is analytical stuff.
I need to make you guyses a video. I'm gonna work on that while I'm still feeling so crappy, and hopefully show two things: some new spells, and possibly some music ideas for the mod. I was aiming for some Dwarf Fortress-y guitar licks, hehe.
I realize 1.3 is out, and will probably update as soon as the next H/M patch is released. I don't see there being a good reason not to.
***************************************************************
There's one thing that's really irking me about the mod (that I'd like to hear some thoughts on), and simply put, it's "How do I get the player invested in playing the game?" Imo, the only reliable way to do that is to have a decent plot, but frankly I don't see a great of doing that in Minecraft-- a world that expands infinitely in two dimensions.
Yes, I can have randomly generated quests, and even entire quest lines, but I can't make them but so different from one another, and their appeal simply can't be in the pure immersion of it-- they can be fun because they have variety, or the randomness itself becomes amusing (much like DF, again), or that the loot progression is entertaining, but I can't get the players empathizing with the characters. They'll never think "What's going to happen to that girl who disappeared!?" or "I hope I can restore honor to my father's throne!" when they're not playing, because it just won't be believable.
Content should dictate form, but in this case, the form is literally dictating the content, and it'll just never feel "real." I think WoW quests are a great example of this-- the quests had plots, but it was subsidiary to "I'm leveling up my character to get to the friggin' end game." So the player could never really care.
But that raises the question: why not just draw the player in with progression? Because it's been done before, and players don't like it. Blizzard's been doing that since the release of WotLK in 2009, and their numbers have dwindling ever since. Players liked the challenge at the end game, not just arriving there (which also used to be challenging).
Next question: why not just rely on challenge? Challenge is great, and I certainly think it should be a core part of the mod. However, it can't be appealing just because it's challenging-- there has to be another draw to it. For me personally, challenge will keep me playing a game while I'm playing it, but it's not something that'll bring me back to it.
Next thought: how about competition? That IS similar to challenge, except players will want to come back so they can prove they're better than everyone else. Same reason I keep returning to Smash Bros: my friends keep playing it, and I want the pleasure of roflstomping them. It's also probably the reason why WoW had so much appeal. Not to rely on WoW's example too much
So current solutions are: competition, lots o' randomly generated content, and... hopefully a plot.
Current plot idea: Jeb has been managing Minecraft for quite some time now, but alas... someone's been committing changes to the Minecraft source code. Strange, evil changes. Monsters now roam the countryside, evil dungeons have arisen, and the land itself reeks of despair. You must help Jeb reclaim Minecraftia, and put in an end to the source of this madness!
I like it because both Jeb and potentially any villains can be omniscient, which is helpful in an infinite landscape. But we'll see, haha.
Okay, well, these are all good ideas. I think randomly generated (Basic) quests are a good idea, anyways. Such as.. Let's say "Kill ten roflcondas", "Get 5 of this from that", "Find this block in this area", ect.
However, as for keeping people "Invested", there's three ways I can think of doing this. One is more multiplayer-based stuff. Such as rare titles for accomplishments, and stuff like that; People love to show stuff off!
(Also, inspect option please *Winkwink*)
On the other hand; plot is one, yes. Perhaps do Arcs, release one at a time (Acts, arcs, wtfever). Each one would be a set plot, that is while the same each time you play; randomly generated in terms of npc/enemy/item locations, with randomly generated rewards, and perhaps some randomization to mob spawns of the dungeon locations, ect, of these plots.
My other idea:
Perhaps, something that sticks well with the sandbox nature of minecraft. Perhaps something like Rare Artifacts, they would spawn in temples, VERY rare temples, guarded by absurd bosses. These artifacts each have a unique ability, and you can socket them into equipment, or make equipment from them or something. They would be very powerful, and the enchanted/created equipment would look very unique.
On top of this, perhaps some World bosses, that respawn, but only ever one at a time?
Such as a Huge titan, a kraken, ect, rare wandering bosses with awesome loot, and perhaps if the suggestions above are done; titles and such for beating these terrible monsters.
Maybe even some VERY hard to craft items, using especially rare things. For the craftsman.
Here's an idea for:
Storylines:
Main Storyline:
First Act/Arc/Stage:
You are [Insert Player Name Here] The Peasent, you spawn in a village with npc's of your race populating it. You had just turned 18 and that means you will start [Insert Dangerous Activity Here] with the Village [Insert Class Name Here]s, but you need training first.
You go to the [Insert Class Name Here]'s Trainer to start. He gives you quest and stuff until lvl X, then you meet with your (Father Or Mother) to get permission to go [Insert Dangerous Activity Here]. First you need to go get 5 bread or 3 soup for dinner, on the way to the market you meet a bandit that is robbing the people there, you must kill him to gain Honor, befriend him to earn Evil Essence, or let the guards get him to earn Coward points. (Honer Respect for Neutral Npcs) (Evil Essesence Npcs will hate you) (Coward Points make you get lesser rewards) . The more respect the more discounts or free stuff you get. The more Evil Essence you get the more people will want to kill you. Coward Points, you are pathetic ! Anyways, once you get to the clerk to pay, (Right Click) Honor Points [he gives you the food for free because you stopped the Bandit / Honor Points] Evil Essence [You kill the clerk and steal the food] Coward Points [You are shamed and go back home] . You go home drop the items off [ or not (Coward)] and go [Insert Dangerous Activity Here]
Frizzil I think you can start from this and probably make an awesome plot/story line from just this first stage that I thought of plus there could be multiple story lines that people can download off of here.
Thx Frizzil if you have looked at this, and I will be glad if you put this in the mod.
This has potential, Good Job.
One thing I would like implemented is more classes. Why don't have races like orcs or eldritch? Also, maybe there could be classes advancements. Warriors can progress to a Berserker or a Knight (or Dark knight) through a certain artifact (something like the Warrior Emblem of Souls) (you need to defeat a boss [a really hard one] to get it) and this can be implemented to mages and rangers. There could also be more mobs to excite me and random npc villages to kill/befriend depending on whether you are going to the path of evil or the path of good. Being good or evil can lead to unique quest and plots (different plots depending on your side [e.g People who go the path of evil can do missions like murder harmless testificates and sacrifice them to the evil lord Israphel or helping them and gaining favors with the holy Notch. All this actions will gain you favor points]) Also, with the favor points, you could use miracles to perform impressive feats. You could also corrupt people {harmless testificate} and turn them into skeletons and zombies that serve you.
You should also implement more skills that could be learned through skill books which are them added to the skill menu. Skill books can also be used to refined and power up the skills you currently have. Also, you could implement a custom village spawn (or collaborate with makers of mods like millinaire or better dungeons). The dungeons could also be made better (or, like I said, collaborate with the maker of Better Dungeons) and implement more unique loot (custom items). The loot can be made through a custom generator (like borderlands) and thus generate a fricking bunch of loot for looting.
Finally, what you need most Frizzil, is more content. I dont care if you dont implement my ideas, just put more damn stuff into my chest and loot drops!!!!
I love the idea of releasing arcs, or even randomly generating them. As for quests, I'm not sure I like with the monotony of killing a number of monsters or gathering a number of items. At a minimum, gather/kill a diverse set of items/monsters and randomly generate some bs reason for it, hehe. "The boar intestines represent hope! The Dire Chicken nads represent destiny!" As for everything else you mentioned, it's actually already planned, so I must be planning correctly
@Qanawer:
No worries, content is on the way, but as I've said before, I plan on fleshing out the core engines before filling them completely with content. Less entertaining in the short run, but infinitely more entertaining in the long run, trust me. I do want keep everyone held over, however.
@Everyone:
I appreciate the new ideas, but I don't think I was being clear enough: how do you stick plot into a world with an infinitely generating landscape? Sorry for pulling a communication fail.
Yes, using Jeb is corny, but going for campiness is worth the possibility of omniscience, a character who can believably interact with you no matter where you are in the world. There's also the possibility of having "gods", and it would be fun as another randomly generated gimmick (suppose each village has a random god), but frankly nothing is more cliche and boring to me than a fantasy game with its own set of generic gods-- if you're gonna have them, don't force the player to invest his time with them, because it's just cruel.
What are some other ways characters could be believably omniscient? ...walkie talkies?
Obviously, not everything in the game can exist independently of location. There will be important places for the player to visit, and some characters that simply won't make sense otherwise. My options so far are:
I also tryed the wood one just to see an nothing it just breaks to nothing like the stone pick.
The only thing I did was update from rec to dev.
The only problem with random names is having it picked twice, and using extra code to prevent it will mean an extra file or section in a file to say what names have been picked already. The techanicalities of wonderful programming. *sigh*
Oh wow... I need to check that out also @ Deathpan2 (will try on my own laptop running the server at the same time... on the SAME laptop)
EDIT: A Stone Pickaxe does the "takes forever" thing that will probably destory the block and not drop it. An Iron Pickaxe does the expected behavior for Iron Ore though.
EDIT 2: Before I forget, while trying out the Stone Pickaxe, it appeared like I could move the cursor from Iron Ore block to Iron Ore block (not destorying one) without starting to mine the block over.
Why don't just keep with the original plot of Minecraft? I mean, you could come out with a plot like this:
You are a hero that lost his memory. Who are you? Why are you here? You don't know your purpose, your destiny. But, there is one thing you know. This land is one full of dangers and risk. It is either you are prey or the predator. All you have of your past is a fragment. A fragment of a note. You know that your past is in that note, but right now, it is useless. All it says is this: "(Whatever heroic crap you want)" You must find your past!
Then, as you go hacking and slashing, you will find more fragments that start to piece together a complete story. You know who you are now. You are a (class progression) Knight/Barbarian (depending on what you want yourself to progress to) (change this for different classes) and your mission is too slay [insert heroic name for beast/monster/boss]. All this you know now. But there must be more. More to your destiny ~Plot progresses~
You finally kill the boss (in a randomly generated dungeon) and get something (whatever you want to put in the damn chest) You understand now. You are the chosen warrior of the Holy Notch (path of good)/Dark lord Elipath (path of evil)
From this point on, you are going to complete quests that befit your path and gain favor point. With this favor points, you could perform impressive feats (e.g turn the world into a flaming inferno).
Some point or another, you are going to get a quest from you chosen lord. If you are evil, Elipath will summon you to hell (the Nether) for a final mission for him to prove you loyalty (this is where you can implement the idea of a aether-like world). If you are good, Notch will give you a holy mission to destroy Elipath (a ridiculously difficult boss) and abolish evil once and for all. Then, once the mission is complete, war between the heaven and hell erupts.
After war erupts, you gain full access to the heaven (a aether-like world) and hell (the nether) and all this places contain more mobs and more loot (corrupted or evil depending on location). But, the plot does not end here. If you are good, you need to slay evil monster to tip the scale of the war in Notches favor. If you are evil, the dark lord Elipath (you think he was dead, don't you?) will sent you on mission to heaven to overthrow Notch from his seat as the Creator of Minecraft. Between this, they are going to give you a bunch of quest to complete, ranging in complexity depending on significance on war. If any of you remember the dungeon in the nether, you could tweak the code to turn it into a castle and make it more evil. As the war progresses, you are going to see significant changes in the land. For, those who play Thuamcraft,
will remember the interesting effects of Taint on the land. Why don't have the same effect here. Holy thing and drops appear on holy lands and evil, corruption occurs on corrupt lands. Heroes gain special effects on the land of their allegiance and suffer a weakness on the land of their enemies. You could input into the mod a taint/vis kind of system. Now, comes another interesting part. Aside for completing missions to boost the total corruption of a area, you could also build bases in areas you want to corrupt and after a while, the place will be corrupt (but in the process, you will be assaulted by a bunch of monster and roflcondas that would try and break down your base (something like invasion mod) and if you survive all this crap that is thrown at you, you gain special bonuses on the particular area and you are now the owner. But, it is not as simple as that. When and area is conquered, you must defend it. If you think you could just leave a area unattended for a while and think that you will still own it, you are wrong. Monster from other area will flock to your conquered area and when a certain influx of these unwelcome pest settle down on your land, all your efforts are wasted. If you don't want your hard-earned area to be re-conquered, you must defend. Now, you could have a base-defending element to the game.
While, this is all the ideas I have now. Hope that some of it can be implemented. And diamonds to you if you last till here