Woooo boy! That's awesome! Can't wait for the first version of TR2 Reborn!!!
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Jan 9, 2020Posted in: Maps
Dec 24, 2019Posted in: Maps
Heya hey everyone, it's been a while, and it's time for a proper update on things. It's been an interesting year let's just say, and I've had plenty of time to think things over. I believe it's time for some things to change.
This has been a rather difficult decision to make, but I am going to try to work on Terra Restore Reborn once again, and this time full time. I don't know how long I'll be able to last working on it full time, but I'll see what I can do about that with time. I can at least say I have more money now saved up than what I had back when I was working on Terra Restore 2. This has always been something I've wanted to work on, so time to give it a proper go.
The map will be made on Minecraft. Hytale is far too out in the future than what I expected. And thinking of how much time I'd have to spend relearning how to make maps on there, building up another system, perfecting things, having to adjust the Terra Restore world, among other things just doesn't make it worth it. I obviously might still do something on Hytale at some point, but that's the future and likely well over a year away.
It might be some time yet before the first release. I've actually went ahead and started over on the map again, however I am still using the old lobby and starting village. The map is still planned to be similar to what I've mentioned before though.
Over time I've been working on building up a system to make better maps, and increase the options/flexibility I have. You can see a slightly dated version of this system in the A Hole New World map, which was actually kind of a nice test run. There are still some things I need to figure out and tweak with the system, which is the main thing I'm currently working on.
Some notable differences between this system and the one used in A Hole New World:
*Custom health system - Instead of using the normal Minecraft hearts the map will instead display your health via a boss bar at the top of the screen. The health system works almost identical to the normal Minecraft health system, while allowing for quite a bit more customization.
Previously with enemy abilities I had to use different levels of the instant damage + resistance status effects, or arrows with different damage values, to actually damage the player since there is still no /damage command. This was always tedious to do to get the damage values right, especially while trying to balance different difficulties. On top of that the player could actually bypass the ability damage if they were currently immune to damage. (if you just got hit you're immune to damage for like 1/2 a second) This is no longer an issue and I can easily make an ability take away 10 health from you or whatever.
*Spirit system - As mentioned before spirit is a new resource which is essentially mana. Abilities that you use require spirit to work. Spirit slowly regenerates over time, but also regenerates with each melee hit. Fury is not a system in this map.
*New food system - Hunger has been removed from the game and you can no longer starve to death. You can now eat food at any point which will give you health regeneration. Eating more than one food doesn't stack that effect. How long the regeneration effect lasts and how much it heals is determined by the stats on the food. The current available food gives you regeneration for 30 seconds. Food is now meant to be more of a slow but long healing effect, where as your potion is meant to be a fast on demand heal. You will continue to heal over time regardless of if you eat food or not, but it will be noticeably slower without it.
*Stamina system - Sprinting now depletes a new resource called stamina. Stamina is displayed where your Minecraft levels is normally at. On running out of stamina you physically can't sprint anymore until you regain enough stamina. This is to make combat a bit more tactical, and to potentially make the world slightly more immersive by slowing down the player a bit instead of having them sprinting everywhere all the time. It could also be used in different ways for racing minigames and such. This one is more so a bit of an experiment, so it might get removed in the future.
*Better translation support - All text in the map is now located inside the resource pack. In previous maps I made it so you could probably get away without using the map's resource pack, but this time I'm having it as a firm requirement. (especially so that doesn't limit me)
*Damage display system - Damage you deal and take now gets displayed.
*Enemy health handling system - This one is a bit more technical, but I now have greater control over what happens when an enemy hits a certain amount of health. For example I can now easily make it so an enemy enters a "2nd phase" when it hits 1/2 health, or I can detect when an enemy has run out of health points and make it do something special on dying. I might even make it in the future so that if you stealth hit an enemy (hit it before it detects you) it does double damage, or stuns the enemy, or something.
*Loot drops system - Again mostly more technical stuff, but I now have more options and ease of use over loot drops. One such thing being item drops now display their name over the item before you even pick them up.
*Custom natural mob spawning system - I can specify what types of mobs can spawn, where, how many there are, and that sort of thing.
There are a number of other differences too but you get the point. I'll probably get a video up at some point showing some of them off. I'm pretty happy with the system right now, I just need to clean up some things then I'll be back at working on the intro tutorial area. After the tutorial area bit I just need to setup a number of cutscenes introducing the story and world up to where you meet Vuco. From there it should be good for a small initial version release, and from there the actual open world development of the map will begin which I'm excited for. Anyway that's about all for right now at least. ^^
I did notice a few things. Iron golems, slimes, and magma cubes now actually use their attack damage attribute, which was a pain back in the day. Also think I read you can now place blocks on top of farmland without breaking the farmland. And also the new spectate command looks amazing for cutscenes. Higher frame rate cutscenes, no more seeing other player's heads during them, and everyone can now share the same camera viewport which makes things a lot easier.
You can upload my maps to other language sites other than English if you want, just make sure you add credit.
Sure, go for it.
Ahhhh yes, it's good to see Mithey up and kickin' again. Excited to see Terra Restore 2 again! I've been wanting to play it with more than 4 friends for the longest time.
Also, "A Hole New World" was absolutely awesome! It was also neat seeing all of those really cool systems, such as the fury bar and the main menu.
Aug 28, 2018Posted in: Maps
So, I know this is pretty bad to say this when you're far in development already, but I think by now I would've revoked my vote into continuing Chunk Restore.
Now don't get me wrong, I'm excited as hell to play TRR, especially with all of the cool stuff you've added to it. However, I should've thought about my vote before because you basically have to start over on a whole new project from scratch, and Chunk Restore was already a good map, probably one of your best ones due to it's bite sized adventures and sections.
And since this project is extremely big and it's a one man mission (Which is extremely hard to make and takes way to much time to do so without a small team. I kind of wish you would hire people who are willing to help you), it takes a lot of time and effort, and it's hard to be patient when something this cool takes this long.
Anyway that's my opinion on it. You can always keep creating TRR but I hope by the end you either get a group of people to help you or find a way to make the next sections faster to make.
Aug 22, 2018Posted in: Maps
When's the next update on the map coming out?
Jul 16, 2018Posted in: Maps
Yay classes! And nice Str/Def idea, seems good. It's like a reskin of Armor and Attack Damage which is nice.
Also, I like the frequent updates. Helps ease my anxiety on this map, so keep it up :thumbsup:
Jul 12, 2018Posted in: Maps
Sounds pretty good. Fury/Energy/Stamina seems fun. It's sad that the class will be going away though, I was looking forward to them.
And yes, having one Terra Restore per zone is SO MUCH BETTER than getting one from each dungeon then going back each time to put it, or putting all three on at the same time. Was really tedious, but this new idea makes the idea of completing a zone and getting one much more rewarding and logical.
Jul 10, 2018Posted in: Maps
These ideas are very awesome, and would love to see some, if not all, of them implemented.
However, I feel you are putting too much more on your plate to do. These are all cool ideas, and I would really love to see some survival aspects and cool zones and towns implemented, but be sure to not overdo yourself unless you plan to get more people onto your team.
Jul 1, 2018Posted in: Maps
Take your time my dude. It's true that I would've liked this map to have been released sooner, but I can see the problems and all of the effort it takes to make a map of this scale, espeically since you're doing this solo and without any extra help.
Of course, take it slow. Doing it fast is good, but doing it right is even better.
Jun 30, 2018Posted in: Maps
Waiting for the next TR2 Reborn Update...
May 20, 2018Posted in: Maps
May 4, 2018Posted in: Maps
Yayyyyy an update!
Wow that's very little command blocks. The power of functions must be very powerful.
I'm very glad that they are helping you speed up the process of map building. I'm really excited for the first playable section, I'm aching to get my friends to play this.
Now for the Player Base, are we gonna be like allowed to be in Survival Mode? Like to make crop or animal farms. That would be very useful.
Also maybe it would be cool to have a random loot table for loot. This would make replayability better definitely because then you wouldn't know what loot you'd be getting.
May 3, 2018Posted in: Maps
I do like the idea of having an Adventure Mode Map, but I think having some parts of it be in Survival Mode (Like Dungeons or maybe the Player Base even) would increase the fun of the map. I remember playing TR1 with my friends and we had a blast and the survival aspect of the map was useful as we had the ability to build walls and mini holds in dungeons.
Maybe you could do this for the Player Base, like allowing for players to build their own houses possibly, or their own monuments or pixel art.
It's just an idea, but I'd like to see a survival part of the map a thing and not just a solid runthrough of adventure mode
Apr 26, 2018Posted in: Maps
I'm really REALLY EXCITED for the TR2 Remake. So many new features being added!
Do you have an estimated date when the first section will be playable?
Apr 3, 2018Posted in: Maps
EEEEEEE SOOOOOO COOOOOOL!!!
Mar 18, 2018Posted in: Maps
That is so cool! I really can't wait for this new TR2!
This map is starting to look really promising!
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