Yeah, I jumped the first couple times my tools broke. I kind of like that, because I think Minecraft works best when it's scary and unpredictable. But what really scared the hell out of me were the Endermen...AAAHK!!
- Ghibli_Blog
- Registered Member
-
Member for 12 years, 9 months, and 28 days
Last active Wed, Sep, 19 2012 08:03:39
- 0 Followers
- 46 Total Posts
- 9 Thanks
-
Nov 14, 2011Ghibli_Blog posted a message on Minecraft RC2 is Out For TestingPosted in: News
Yeah, I jumped the first couple times my tools broke. I kind of like that, because I think Minecraft works best when it's scary and unpredictable. But what really scared the hell out of me were the Endermen...AAAHK!! - To post a comment, please login.
0
I'm trying to think of a way to preserve the farming and the creativity (all these brilliant spawners and farming machines), without making food a worthless commodity. Stacking food saves space in inventory, but makes health and hunger worthless, as you can carry a limitless amount of food. The hunger bar requires a steady supply of food, which draws down the supply. But a full hunger bar results in endless health regeneration (and when combined with any armor, leaves the player virtually indestructible). It's tricky to find the right balance, and I'm tempted to just throw everything out and start again.
How about this for a scenario: 1) We add a new item, the backpack, which doubles your inventory space. 2) We lose the food stacking. 3) We lose the hunger bar and return to the old method of instant health. 4) Giant mushrooms no longer leave smaller mushrooms.
How would that work? Is that better or worse? Essay answers, kids, this is going on the final. :tongue.gif:
0
If Minecraft added a Character Select mode, and included a massive number of player skins (male, female, young, old, big, thin), then you could use those as NPC's instead of the creepy Squidwards. Wouldn't you rather want to visit a village populated by pirates and nerds?
These screenshots come from Epyx's Gauntlet 3 for the Atari Lynx. I intend to steal every one of these character models. :tongue.gif:
0
Ruins and castles on the surface that lead undergound is a terrific idea. I'm really enamored of the idea of themed castles unique to each biome, with a large boss monster waiting in the lower depths. Greco-Roman, Medieval Europe, Japanese Castles, Ice Fortresses, Slime Caves (yeah, I'm always harping on Slime World), a massive forest tree, yadda yadda.
Heck, just by using nothing more than palette swaps, you can have several different castles to explore and battle through. Which reminds me, Jeb promised a speech about level generation at Minecon. Did anybody record it?
0
While I think a "hurt voice" is essential, what you say makes perfect sense. One badly-needed addition to Minecraft would be a Character Select mode, where you could choose between genders and body types. How about this: male, female, child, adult, elderly, thin, average, heavy?
I'm imagining that children would be 1 block tall, but move faster (the robot character from Contra: Hard Corps pop into my head). I'm also imagining old people who walk with a cane. It would just be nice to see more variety in player-characters, and a little personal expression is always fun. Whaddya think?
0
You read my mind! I would definitely use the blaze rod to build a Fire Bow (then use redstone as the arrowhead for the fire arrows). I'd also like to see the rods extended to the other metals, as well - we could create a series of advanced bows. Poison arrows, explosive arrows, curse arrows, ice arrows...and, of course, monsters who are armed to the teeth.
0
THAT is a fantastic idea! I don't know why I didn't think of it sooner. And there should be more of 'em. Those little green guys are impossible to find, and they're so easy to kill, it's embarrassing.
Oh, and before I forget again:
/signed
0
I definitely agree with you on the explosions. You want a deep, booming sound. These new sounds (Creeper, TNT) add more to the treble and midrange, but scoop out the bass. It sounds muffled and slightly muted. Getting a good explosion sound is always crucial to any great video game. Think of all the classic '80s arcade games.
I also believe there should be a voice effect when you are hurt. The previous "Ooof!" may have been a bit too obnoxious, but I think we can do better. Worse comes to worse, just rip off a couple sound samples from some older Castlevania games and you'll be fine.
0
Fortunately, this is the sort of thing that is solved through extensive play-testing. Notch just needs to resist the modern videogame industry's bad habit of dumbing everything down. Back in the 1980s, video game programmers and engineers were shaking us kids by our ankles and punching us in the stomach. And we turned out fine! :tongue.gif:
Ideally, there should be greater separation between the difficulty levels. Easy should be easy (I'm perfectly happy with that), Hard should be difficult, and Hardcore should be brutal. It's just a matter of tweaking the dials and knobs until everything is perfect. Add in a lot more monsters, new weapons, tons of ores, gems, and items to discover, and you're good to go.
0
Yeah, that's like choosing to not take the money that's sitting on the Free Parking space.
Sorry, it's not my job to handicap myself as a result of poor gameplay balance. That's what the video game programmers and designers are paid to do.
0
That's an interesting idea. Now I'm imagining Gators swimming in the water at night, just a pair of glowing red eyes and their jaws at night. This is a good time to pull out all the classic adventure/spelunking video games. Pitfall awaits!
Someone else mentioned fog, and that's a terrific idea. Should all biomes have some fog at night? Or perhaps non-swamps get fog on certain nights? I like the weather changes, but there's too much rain. There should be a few more events to mix things up.
0
Here's my own personal shopping list for swamps:
* Mud block - Replaces the sand block. Slows you down to crawling speed (shift key) as you walk across.
* Gators: Slow-moving, mostly stationary, usually found in shallow water or mud. Neutral during the day, but at night, they will snap at you suddenly. I'm thinking of that haunted piano from Super Mario 64, or the Hidden Snappers from Slime World. During day, Gators would retaliate if attacked.
* Dragonflies: Something that flies around and makes some noise. Purely for atmosphere, but they could become an interactive mob.
* Trees: The standard tree design doesn't cut it. I love the vines, they're wonderful, now we just need an appropriate tree design. There should be more varieties of trees in Minecraft overall.
* No blue water: Those patches of clear water seem a bit off. They shouldn't be there. Every biome should follow a consistent theme, so stick with the darker water. Also, the water should be more shallow; set a maximum depth of 2-3 blocks.
* Swamp-specific monsters: How about a Mudman, or a Slime Monster? Something that oozes up from the mud and then stalks you. Would it be possible for Mudman to turn Dirt blocks into Mud as he walks over them? How doable is that?
Set a goal to have at least 3 monsters that are unique to each biome. This is in addition to the regulars, of course.
Okay, everyone. Bat these around and see what ya think.
0
What does that even mean? Find some other game to mod? What is that? And what about this fan community that has supported Minecraft and made Notch all of his money? Where do they go? Is Notch really telling everyone to go **** themselves, because, hey, I wanna make more money selling DLC patches?
That can't be true. I can't believe it.
0
The cynic in me says Notch is cutting out the mod community because he intends to sell future Minecraft updates for a premium, and it's damned hard to compete with "free." That's pretty cynical for a video game that's still grossly incomplete as it heads to retail.
I'm busy compiling notes and sketches for a Minecraft mod project, and I'm going to be very pissed off if I'm getting cut off at the knees because Notch wants to make a quick buck scamming his fans. But this is what today's video game industry is all about. I will be more than happy to be wrong on this, but Notch owes us an explanation.
1
That said, I think there should be some help when it comes to crafting recipes. Right now, the preferred option is to pull up the Minecraft Wiki, but I think there is a lot of fun in trying to figure out how to build things yourself. I frequently forget how to craft certain items, and I've grown to appreciate the design of creating items. There's a certain logic to it; it has an old school charm.
Here's what I would do: I would create a new item, call it a Crafting Book or a Recipe Book. When you start a new game, you would spawn before a small treasure chest, and the book would be inside. There would be a welcome message from, say, "Lord Notch," who has left you the recipe book and the first few recipes scribbled in. This way, you would know how to create a crafting table and a wooden pickaxe (this was an early idea by Notch).
The Recipe Book would start out blank, and pages could be filled one of two ways: 1) Craft the item on the crafting table (e.g. make a stone sword), and 2) Find Lost Pages hidden in treasure chests around the world. When you find a page, you would lay it over the book in your inventory screen, and this would "fuse" the page, ala Myst. You'll see a message that says, "Congratulations! You have found the recipe for <insert recipe>!" Cue music, Da-dada-daaa!!
Anyway, that's an idea for helping the player find their way in the Minecraft world.
Quick Update: I just realized that we'll need two more books, for the potions and enchantments. Those would be pretty much the same as the Recipe Book, we'll just swap the palettes. Three "tutorial" books - Recipes, Enchantments, and Potions - and a metric ****ton of Lost Pages to discover, which makes spelunking more fun. Success!
0
I agree 100%. Enderman was supposed to be powerful and scary. And then he became Minecraft's Poochie, snore. Now we're finally making progress, and it's very welcome. This mob deserves to live up to the hype.
If anything, Enderman is still too easy. He's essentially a neutral mob. I would definitely change that - tie it into your Experience Level. Once you've reached a certain level, say, Level 10, Endermen would become a hostile mob and become far more aggressive. I had a couple of 'em crash my newly-built castle this weekend, and they scared the living hell outta me. That's what I want! More, more!