Bedrock recently saw some measure of graphical improvement with ray tracing. Java, meanwhile, has had the ability for graphical improvements for years- whether in the form of resource packs, shaders, or mods. However, many parts of the game, particularly with recent updates, seem a bit bare. Personally, I started to notice this after using Terraforged- a terrain generation mod that, among other things, makes some simple changes to plant growth. Namely, you get more diverse undergrowth- patches of podzol and coarse dirt in woods, slightly more realistic and varied trees, etc. (You can check out Terraforged here, I highly recommend it.) Upon playing with Vanilla terrain generation again, I began to notice how bland it often became. Which is a shame, because there are plenty of times in which you can discover stunning scenery as well.
This irks me- largely because there are some pretty simple changes that can be implemented to fix this. (As well as some more drastic ones that I think would be pretty neat.) I'm going to go over some ideas to improve aesthetics, in order of least to most difficult. I would appreciate feedback regarding these ideas!
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Simple Graphical Tweaks (The sort of things already available for Java players.)
Many resource packs introduce variate and/or connected textures. The idea is pretty simple- instead of getting an identical block over and over again, you get very slight variations on the same block, breaking up monotonous expanses of one material. Stay True is a great example of this, (You can check out the resource pack here). If Mojang were to implement this, (As an optional feature, enabled by default), even such a small change could drastically improve an occasionally repetitive aesthetic. Texture variation could apply to any number of natural and player made blocks. (Grass, stone, bricks, bookshelves, etc.) For many blocks, it obviously wouldn't be necessary- for the simple reason that most players don't wind up, say, using large amounts of diamond blocks in their builds.
Connected Textures are a bit different, and are, in my opinion, an even better way of making graphics smoother and more natural without losing a Vanilla aesthetic. I honestly find it difficult to use a resource pack that doesn't have this feature. Simply put, certain textures connect with adjacent blocks of the same, or different types. If you place grass next to sand, there's something of a gradient between the sand and the grass, instead of an abrupt cut off. Place different types of bricks or planks next to each other, and the two mesh together, rather than abruptly transitioning. The same is true of different veins of raw stone. You can see tree roots on dirt directally under a log.
It also works with blocks of the same type. If you have a great big wall of cobblestone, you might wind up with bigger cobbles than would appear on a single block. Bookshelves and glass panes can have longer, connected textures. It can even be applied to unexpected blocks- such as a 1*2*2 version of a crafting table, or furnaces that appear larger when adjacent to each other.
And that being said, there are a couple issues with this. Namely, textures connecting when you don't want them to. One problem I ran into with Stay True is that building materials mesh with dirt when adjacent to it, meaning you have to clear out dirt around your foundation instead of building directly on top of it. Certain materials shouldn't connect to others.
And, last but not least, some issues with foliage. There are a couple of things so commonly used by Java Edition players, that It seems they ought to be built into the game. Firstly, grass textures that go over the edge of blocks- a feature so common, it's included with basic Optifine. (Actually, I personally prefer grass the way it is, but it's really a matter of preference.) Another welcome tweak would be periodic extra-short grass generating on top of grass as part of the block itself, to break up incredibly flat planes. And, finally, leaves ought to be bushier. That is, would it be too much to ask that there be an even higher setting of fanciness for leaves? Blocky leaves are nice and all, but it's amazing how such a simple change can make such a big difference.
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Built in Resource Packs (More oriented towards Java players)
This idea is probably one of the least plausible- but I still thought it worth including. Mojang recently updated their graphics- that is, they redid the textures for most of Minecraft's blocks and surfaces. You can still access the original graphics in the resource pack menu. Which begs the question... could there be higher quality resource packs built into minecraft? Or lower quality for that matter?
One thing that I think would be really neat would be a lower quality, bare-bones esque resource pack available to all players, and a higher quality, (If not necessarily realistic) resource pack built into the game. There are, obviously, plenty of great resource packs out there- but it does require a tiny bit of technical know how to work with them. Furthermore, the vast majority of higher quality resource packs aren't free. This could also be a great oppurtunity for Mojang to introduce even more radical advancements to an optional new advanced resource pack- I was particularily struck by the aesthetic of 'Eco,' another voxel based game in which terrain is sculpted and made to look more natural and 3D- while still being voxel based. One of the reasons I'm disinclined towards realistic packs is the apparent difficulty of creating three dimensional textures. It doesn't matter how detailed a texture is when they're fundamentally limited to strict, rigid voxels.
While this would be a pretty drastic undertaking, I don't think such a thing is entirely impossible- if perhaps not likely in the near future.
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Small Terrain Gen Changes (For Everyone)
Finally, this idea is one of the few that would actually effect the game in a way that isn't purely cosmetic. Terraforged is great- but I would practically use it just for the forests. The changes aren't extensive- there's more undergrowth, the terrain includes coarse dirt and podzol as well as grass, there's larger trees with more variety to them- occasional rocks, or fallen logs. It makes the forests feel alive.
Some 'simple' tweaks to terrain generation, in the interest of a more vivid world, (I'm hesitant to say 'realistic' as that's not really the point), without adding any new blocks, could include:
-Slightly larger, more diverse models for trees. I'm sure plenty of people like Vanilla trees, but they just don't look like... trees, really. On that note, parity between bedrock and java forests would be nice- especially in terms of stumps/fallen trees, vines in covered forests, cobwebs in some trees, etc.
-More diverse undergrowth. You ought to be able to find fallen logs and whatnot in forests. This has already been shown to some extent with boulders in the Taiga. The forest floor shouldn't consist of just one material, and biomes in general should have a bit more grass to them. (As in tall grass.) Perhaps some shrubberies? (Yes, I'm trying my best to be serious about shrubberies.) Savanahs with gravel and coarse dirt as well as grass, denser forests with more podzol, etc.
-Occasional signs of life? Particularly near villages, it would be interesting if the village weren't restricted to a specific area. Or perhaps just more small structures. (Again, this is largely my preference, rather than something I think all players would necessarily appreciate.) There's something satisfying about coming across an old well in the middle of a woods, a broken bridge by a river, or seeing fences and crumbled old walls around a village. Perhaps skulls on sticks near areas ruled by the Illagers. Ruins aren't the most helpful structure that could be added to the game, but they're certainly atmospheric.
-All biomes can be made to look slightly nicer without actually adding content. (Not that I wouldn't approve of new content.) This could be as simple as aesthetic variations of plants depending on what biome they're in, and more biome specific features to make underappreciated biomes worth while. (Mycelium patches for covered forests? Coal blocks generating below swamps? Goodness knows no one really likes swamps at the moment.)
-More careful structure generation. One thing I see a lot is structures trying their very best to generate in genuinely weird circumstances- which is sort of inevitable in a game with infinite, procedurally generated terrain. I've rarely come across a village that doesn't have an oddly placed cave somewhere within. Structures should be a bit more careful to try and find a flat area to spawn, shouldn't spawn too near other structures, and should try and flatten out nearby terrain to some extent. This would make sense for larger structures such as the Wooded Mansion, but could also be applied to villages in some capacity- in addition to being flattened a bit around structures, terrain could be given cobblestone terraces or something. (Sandstone, depending on the biome.)
Simple Graphical Tweaks: Limited support. I'm in favor of grass creeping over one-block ledges and connected (and more transparent) glass, but others like tree roots seem unnecessary.
Built-in texture packs: Some support. I'd think a bare-bones, flat, redstone-optimised pack and a 32x32 packk, plus a few minor shaders, would be enough.
Minor terrain gen changes:
Larger, more diverse trees: Mostly no support. I personally hate large oak trees as they are much harder to cut down in Survival (logs aren't in one vertical column).
Bedrock recently saw some measure of graphical improvement with ray tracing. Java, meanwhile, has had the ability for graphical improvements for years- whether in the form of resource packs, shaders, or mods. However, many parts of the game, particularly with recent updates, seem a bit bare. Personally, I started to notice this after using Terraforged- a terrain generation mod that, among other things, makes some simple changes to plant growth. Namely, you get more diverse undergrowth- patches of podzol and coarse dirt in woods, slightly more realistic and varied trees, etc. (You can check out Terraforged here, I highly recommend it.) Upon playing with Vanilla terrain generation again, I began to notice how bland it often became. Which is a shame, because there are plenty of times in which you can discover stunning scenery as well.
This irks me- largely because there are some pretty simple changes that can be implemented to fix this. (As well as some more drastic ones that I think would be pretty neat.) I'm going to go over some ideas to improve aesthetics, in order of least to most difficult. I would appreciate feedback regarding these ideas!
~~~~~~~~~~~~~~~~~~~~~~~~~
Simple Graphical Tweaks (The sort of things already available for Java players.)
Many resource packs introduce variate and/or connected textures. The idea is pretty simple- instead of getting an identical block over and over again, you get very slight variations on the same block, breaking up monotonous expanses of one material. Stay True is a great example of this, (You can check out the resource pack here). If Mojang were to implement this, (As an optional feature, enabled by default), even such a small change could drastically improve an occasionally repetitive aesthetic. Texture variation could apply to any number of natural and player made blocks. (Grass, stone, bricks, bookshelves, etc.) For many blocks, it obviously wouldn't be necessary- for the simple reason that most players don't wind up, say, using large amounts of diamond blocks in their builds.
Connected Textures are a bit different, and are, in my opinion, an even better way of making graphics smoother and more natural without losing a Vanilla aesthetic. I honestly find it difficult to use a resource pack that doesn't have this feature. Simply put, certain textures connect with adjacent blocks of the same, or different types. If you place grass next to sand, there's something of a gradient between the sand and the grass, instead of an abrupt cut off. Place different types of bricks or planks next to each other, and the two mesh together, rather than abruptly transitioning. The same is true of different veins of raw stone. You can see tree roots on dirt directally under a log.
It also works with blocks of the same type. If you have a great big wall of cobblestone, you might wind up with bigger cobbles than would appear on a single block. Bookshelves and glass panes can have longer, connected textures. It can even be applied to unexpected blocks- such as a 1*2*2 version of a crafting table, or furnaces that appear larger when adjacent to each other.
And that being said, there are a couple issues with this. Namely, textures connecting when you don't want them to. One problem I ran into with Stay True is that building materials mesh with dirt when adjacent to it, meaning you have to clear out dirt around your foundation instead of building directly on top of it. Certain materials shouldn't connect to others.
And, last but not least, some issues with foliage. There are a couple of things so commonly used by Java Edition players, that It seems they ought to be built into the game. Firstly, grass textures that go over the edge of blocks- a feature so common, it's included with basic Optifine. (Actually, I personally prefer grass the way it is, but it's really a matter of preference.) Another welcome tweak would be periodic extra-short grass generating on top of grass as part of the block itself, to break up incredibly flat planes. And, finally, leaves ought to be bushier. That is, would it be too much to ask that there be an even higher setting of fanciness for leaves? Blocky leaves are nice and all, but it's amazing how such a simple change can make such a big difference.
~~~~~~~~~~~~~~~~~~~~~~~~~
Built in Resource Packs (More oriented towards Java players)
This idea is probably one of the least plausible- but I still thought it worth including. Mojang recently updated their graphics- that is, they redid the textures for most of Minecraft's blocks and surfaces. You can still access the original graphics in the resource pack menu. Which begs the question... could there be higher quality resource packs built into minecraft? Or lower quality for that matter?
One thing that I think would be really neat would be a lower quality, bare-bones esque resource pack available to all players, and a higher quality, (If not necessarily realistic) resource pack built into the game. There are, obviously, plenty of great resource packs out there- but it does require a tiny bit of technical know how to work with them. Furthermore, the vast majority of higher quality resource packs aren't free. This could also be a great oppurtunity for Mojang to introduce even more radical advancements to an optional new advanced resource pack- I was particularily struck by the aesthetic of 'Eco,' another voxel based game in which terrain is sculpted and made to look more natural and 3D- while still being voxel based. One of the reasons I'm disinclined towards realistic packs is the apparent difficulty of creating three dimensional textures. It doesn't matter how detailed a texture is when they're fundamentally limited to strict, rigid voxels.
While this would be a pretty drastic undertaking, I don't think such a thing is entirely impossible- if perhaps not likely in the near future.
~~~~~~~~~~~~~~~~~~~~~~~~~
Small Terrain Gen Changes (For Everyone)
Finally, this idea is one of the few that would actually effect the game in a way that isn't purely cosmetic. Terraforged is great- but I would practically use it just for the forests. The changes aren't extensive- there's more undergrowth, the terrain includes coarse dirt and podzol as well as grass, there's larger trees with more variety to them- occasional rocks, or fallen logs. It makes the forests feel alive.
Some 'simple' tweaks to terrain generation, in the interest of a more vivid world, (I'm hesitant to say 'realistic' as that's not really the point), without adding any new blocks, could include:
-Slightly larger, more diverse models for trees. I'm sure plenty of people like Vanilla trees, but they just don't look like... trees, really. On that note, parity between bedrock and java forests would be nice- especially in terms of stumps/fallen trees, vines in covered forests, cobwebs in some trees, etc.
-More diverse undergrowth. You ought to be able to find fallen logs and whatnot in forests. This has already been shown to some extent with boulders in the Taiga. The forest floor shouldn't consist of just one material, and biomes in general should have a bit more grass to them. (As in tall grass.) Perhaps some shrubberies? (Yes, I'm trying my best to be serious about shrubberies.) Savanahs with gravel and coarse dirt as well as grass, denser forests with more podzol, etc.
-Occasional signs of life? Particularly near villages, it would be interesting if the village weren't restricted to a specific area. Or perhaps just more small structures. (Again, this is largely my preference, rather than something I think all players would necessarily appreciate.) There's something satisfying about coming across an old well in the middle of a woods, a broken bridge by a river, or seeing fences and crumbled old walls around a village. Perhaps skulls on sticks near areas ruled by the Illagers. Ruins aren't the most helpful structure that could be added to the game, but they're certainly atmospheric.
-All biomes can be made to look slightly nicer without actually adding content. (Not that I wouldn't approve of new content.) This could be as simple as aesthetic variations of plants depending on what biome they're in, and more biome specific features to make underappreciated biomes worth while. (Mycelium patches for covered forests? Coal blocks generating below swamps? Goodness knows no one really likes swamps at the moment.)
-More careful structure generation. One thing I see a lot is structures trying their very best to generate in genuinely weird circumstances- which is sort of inevitable in a game with infinite, procedurally generated terrain. I've rarely come across a village that doesn't have an oddly placed cave somewhere within. Structures should be a bit more careful to try and find a flat area to spawn, shouldn't spawn too near other structures, and should try and flatten out nearby terrain to some extent. This would make sense for larger structures such as the Wooded Mansion, but could also be applied to villages in some capacity- in addition to being flattened a bit around structures, terrain could be given cobblestone terraces or something. (Sandstone, depending on the biome.)
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Feedback is appreciated!
Cooking with Mindthemoods ~ Biomes ~ Archeology
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~ My Portfolio ~ Skindex ~ Test ~ Discs ~
Simple Graphical Tweaks: Limited support. I'm in favor of grass creeping over one-block ledges and connected (and more transparent) glass, but others like tree roots seem unnecessary.
Built-in texture packs: Some support. I'd think a bare-bones, flat, redstone-optimised pack and a 32x32 packk, plus a few minor shaders, would be enough.
Minor terrain gen changes:
My suggestions: Enhancements - Throwable Fire Charges - On Phantoms and Elytra. Also check out The Minecraftian Language. This signature is not here to waste your space.