I am absolutely sure Notch is going to take everything into consideration, and he certainly has the technical know how to put things like that into the engine.
Playing the single player creative game once was all I needed to buy the game but others may not be so loose with their money... I feel there should be like, one or two multiplayer (maybe official) servers for new players to demo the game. I could give a hoot about player rights, I just want as many people to buy this game and support Notch as humanly possible! He deserves it!
Dare I provide a list of rushed games that turned out bad?
Now, "mp first" was my initial reaction too, however, it's probably less work for him to write a nice clean fresh MP system based on this admittedly advanced kind of procedural generation than to go back after having everything in place and rewriting the code to account for it. Putting infinite maps in first will reduce bugs and in the long run result in less turn around time than putting infinite maps in as an afterthought.
Notch is the most efficient and dedicated developer I know of, this will be worth the MP delay.
It wouldn't necessarily be up all the time. It could pop up when you need it and slide out of view when you're done. I wasn't suggesting you take out the inventory key, just moving the interface.
Yeah, uh, rest is suggested for almost every injury in real life, that's reaslistic. Eating bread not so much.. but..
I think the main system of healing should be natural recovery over time like in peaceful mode, just loads and loads slower. There could be a multiplier (seen or not seen by the player) that determines the rate of health regen. This would be realistic and fun. Bandages would increase the rate, as would rest, eating healthy foods, etc. Fighting and working would slow the recovery rate or even stop it, and poisons could work on the same system and give you a negative recovery rate.
Now you can imagine being injured, putting on a bandage, eating some food and resting. Sounds pretty cool to me.
Alright alright nobody else suggest I keep that block bar you're right it should stay. I just obsessively streamline things.
Being vulnerable is cool and all, but I think we want to minimize frustrating deaths and increase area awareness when grabbing things from your back pack. Crafting stations can stay full screen, I'm all for that. When working on a sword you don't really have as much awareness of your surroundings.
I suppose that would have to be tested in order to optimize the player experience... I personally like clicking around with the mouse in the inventory but I can see where you're coming from.
I was toying around with the standard inventory UI and decided that I was tired of not being able to see where my foes were at while crafting and shifting things around. I propose that the inventory screen "slide" up from below when players need it. It would be inconspicuous and clean up the look of the UI significantly.
*Edit* Nothing here... << >>
Here's my inventory mock up. It incorporates the hotkey list into the inventory itself so there is no need for redundancies:
I don't quite understand why the term "Artificial boundary" is so popular on here, but what you're trying to do is destroy order to create pure freedom. I feel you there, it's a noble cause and it's what survival mode is all about, but this is a new game type idea. This type requires /some/ order in order to resemble a western RPG world of dungeons castles towns and adventure. If you take out all the order what you end up with is constant flux. Chaos that would create environments resembling nothing and providing a player no secure ground to explore and evolve. There has to be a balance, and that's what this mode would strive for.
In response to Rotten, that's a good suggestion! It sounds pretty damn sweet. I think that in the end, the admins will have say in the server (based on the size and unwieldiness of players) on how much building freedom they want to permit outside of towns. If full freedom is granted on a map played by hundreds of people on and off even on a you may end up with hundreds of splinter towns and strip mines, and griefing, giving the landscape an overworked look even on a huge map, no places left for dungeons or mobs. However, a small enough server (say you and 20 friends) could very well be granted full freedom, because you could easily keep each other in check and you would be sure there are no griefers. Whatever the size, In my mind this game type would require a good amount of community and coordination, which isn't hard to find with so many dedicated Minecraft fans.
0
I am absolutely sure Notch is going to take everything into consideration, and he certainly has the technical know how to put things like that into the engine.
0
0
0
Perhaps there could be an option for higher spec PCs that would increase generation range?
0
Dare I provide a list of rushed games that turned out bad?
Now, "mp first" was my initial reaction too, however, it's probably less work for him to write a nice clean fresh MP system based on this admittedly advanced kind of procedural generation than to go back after having everything in place and rewriting the code to account for it. Putting infinite maps in first will reduce bugs and in the long run result in less turn around time than putting infinite maps in as an afterthought.
Notch is the most efficient and dedicated developer I know of, this will be worth the MP delay.
0
Also, a lotto? why give griefers a chance to find their way into the paid multiplayer?
0
0
I think the main system of healing should be natural recovery over time like in peaceful mode, just loads and loads slower. There could be a multiplier (seen or not seen by the player) that determines the rate of health regen. This would be realistic and fun. Bandages would increase the rate, as would rest, eating healthy foods, etc. Fighting and working would slow the recovery rate or even stop it, and poisons could work on the same system and give you a negative recovery rate.
Now you can imagine being injured, putting on a bandage, eating some food and resting. Sounds pretty cool to me.
Simple, realistic, modable, fun.
0
Being vulnerable is cool and all, but I think we want to minimize frustrating deaths and increase area awareness when grabbing things from your back pack. Crafting stations can stay full screen, I'm all for that. When working on a sword you don't really have as much awareness of your surroundings.
P.S. System shock 2 FTW
:tongue.gif:
0
0
Also, I think Notch mentioned that clicking outside the box thing a while ago, or somebody did...
0
Either way, I made a mock up of how beautiful and simple it would be
Wonderful
0
*Edit* Nothing here... << >>
Here's my inventory mock up. It incorporates the hotkey list into the inventory itself so there is no need for redundancies:
0
0
In response to Rotten, that's a good suggestion! It sounds pretty damn sweet. I think that in the end, the admins will have say in the server (based on the size and unwieldiness of players) on how much building freedom they want to permit outside of towns. If full freedom is granted on a map played by hundreds of people on and off even on a you may end up with hundreds of splinter towns and strip mines, and griefing, giving the landscape an overworked look even on a huge map, no places left for dungeons or mobs. However, a small enough server (say you and 20 friends) could very well be granted full freedom, because you could easily keep each other in check and you would be sure there are no griefers. Whatever the size, In my mind this game type would require a good amount of community and coordination, which isn't hard to find with so many dedicated Minecraft fans.