Werdimus Productions
Werdimus productions is a collab between me and SeptimusHeap. We are currently making 2 games: Landminer and Domination. Domination is still very early in the making so there is no info on it in this topic.
LATEST VERSION: V3.1
This is a collaboration between Werdna123, SeptimusHeap, Soupoftomato and Rabbit1131. The intention of the collaboration is to create a Minecraft 2D project. It has been in progress for a few months now and has greatly advanced, going from movement to crafting, to mobs (animals/monsters).
PROJECT HISTORY
Werdna123 -v1.0: Creation. Has terrain generation, block breaking, block placing, diamonds, gold, coal, trees, dirt, grass and stone. Glitches/program mistakes: Positioning the block selector correctly will allow double jumps. Named CraftMine.
Soupoftomato: -v1.1: Basic graphics improvements
Werdna123: -v1.2: Added bedrock (unbreakable block at bottom of map), a simple day/night cycle, and a zombie creature. Glitches/program mistakes: The zombie mob is just very glitchy and you can place blocks on other blocks.
Werdna123: -v1.3: Reduced block size to fit tons more blocks in the screen. Glitches/program mistakes: Character can now fall through blocks sometimes. Zombie TEMPORARILY removed.
Soupoftomato: -v1.4: Massive improvement- no longer have infinite blocks, instead have to mine blocks to gain them. Glitches/program mistakes: Cannot gain broken blocks at night.
Werdna123: -v1.4.1/1.5: You can now only place blocks if you have that block.
Soupoftomato: -v1.6: Added basic crafting! You can now turn logs into 4 (usable) planks.
Werdna123: -v1.7: Added saplings! Gained by breaking leaves. You can plant them and they will grow into trees in about 30 (average) seconds. Also fiddled about with terrain generation.
Soupoftomato: -v1.8: Added caves. They don't line up properly, but got the general cave shape working. Also made leaves have a 1/5 chance of dropping saplings. Removed soupbrine.
Werdna123: -v1.8.1: Fixed caves, lining them up properly (though they don't line up online fore some reason.)
Werdna123: -v1.9: Added clay, craftable bricks and tall trees.
Werdna123: -v1.9.1: Added snow. Easier than it sounds, just copied the grass script and changed the costume.
Werdna123: -v1.9.2: Changed snow to replace grass, instead of go on top of it.
Werdna123: -v1.9.3: Minor bug fix.
Werdna123: -v1.9.4: Same as above.
Werdna123: -v1.9.5: Fixed the lighting problems with broken blocks. Fiddled about with landscape and ore rarity.
SeptimusHeap -v2.0: Much better caves (no longer only go up, flatter). Dungeons! Accessible chests (when broken give you random amounts of diamond, gold and coal!) Moss stone!
Werdna123 -v2.1: Main menu (with options 'start' and 'controls'), caves can no longer destroy chests. And accessing chests doesn't destroy them.
SeptimusHeap -v3.0: A h3ll of a lot of stuff. :P Dungeon guardians, 'seeds', skins, birch trees, more biomes, more than one possible biome in a world, mountains, sand, dead shrubs, cacti, health, zombie mobs, long grass, vines, dungeon backwalls, removed colour sensing for player.
Werdna123 -v3.1: Darkstone ore, found rarely underground. Knives. Pumpkins. Melons. 2 new food items (pumpkin soup|melon slices), new pig mob and a few glitch fixes.
Rabbit1131 -v3.2: Shields (from dungeon chests), goblins which throw blocks, chickens and some other stuff.
Werdna123 =v3.s: Nerfed block throwing, new title screen, Glowing TNT, a layer of sand above clay and a few other very minor changes.
CURRENT VERSION
V3.3
NEXT TO UPDATE
SeptimusHeap
--UPDATE FEATURES
Unknown
THINGS TO BE ADDED
--CHANGEABLE TEXTURES FROM MAIN MENU
Like texture packs but could be changed without any import from main menu.
--MOBS
We already have 5: pigs, chickens, zombies, goblins, and dungeon guardians. More could be added though.
--MORE CRAFTING
Speaks for itself. A lot could be added here.
--LADDERS
Just a basic block which you could climb, made of wood, or iron (if iron is added).
--MORE MINERALS
Iron, copper, tin, emerald, ruby, etc. etc.
--MODS/TEXTURE PACKS
Inspired by the hugely successful, OS sim by 08Jackt, iSyn apps, we plan to have texture packs (basically something which changes the graphics of everything) which you could import into the project. Also mods, which we may make a tutorial on making mods. (modifications not moderators) Mods could add anything from more items to craft, to new creatures and animals.
We will not be adding fluids (lava, water), as the physics would be way too hard.
Last edited by werdna123 (2011-10-22 06:07:13)
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Landminer 1.8 is here!
Updates:
-Natural caves! (Needs ironed out)
-Only 1/5 chance of a leaf block yielding a sapling
-Removed Soupbrine
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soupoftomato wrote:
Landminer 1.8 is here!
Updates:
-Natural caves! (Needs ironed out) Nice
-Only 1/5 chance of a leaf block yielding a sapling Good, good
-Removed Soupbrine XD
Anyway I updated again, fixing
CAVES.
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FIXED THE LIGHTING PROBLEMS WITH BROKEN BLOCKS!
1.9.5 is out.
Includes:
Lighting fixed
Terrain generation, as usual, fiddled about with.
More minecraftistic ore rarities.
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Bump. Let's get this restarted Sep. I'll update the main post and we'll discuss new versions and ideas here.
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Achievements and statistics would be fairly easy. I think I'll add them later. Achievements could be like 'Lumberjack: Chop down 10 log blocks' or 'Miner: Dig up 5 ores' or 'Builder: Place 20 blocks' or 'Crafter: Craft 10 bricks' or 'Dungeoneer: Mine a chest' or 'Addict: Play for 10 minutes' and that sort of stuff. Opinions?
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Ugh. You haven't started 2.1 have you? So have I. Oh well. You do yours, I can copy in the main menu stuff.
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K, I've uploaded 2.1.
+Main menu
+2 options, Play or Controls
*Dungeon chests no longer disappear after broken (although are only accessible once)
-Removed Werdobrine
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I think terrain is looking really good.
And when soup was in the collab. he suggested making trees bea background layer. So you could walk past them but still chop 'em down.
Last edited by werdna123 (2011-09-04 07:29:31)
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Maybe...
Hmm...
Also, in the last update (2.0) did you see I made it so flowers go away if the dirt block under them does?
NOW: Biomes, fixing the placing glitch!
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Done: Night less laggy, mossy background walls.
Working on: Glitch that makes it so you can't place blocks in a cave/already mined spot (Fixed below y=10)
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SeptimusHeap wrote:
Maybe...
Hmm...
Also, in the last update (2.0) did you see I made it so flowers go away if the dirt block under them does?
NOW: Biomes, fixing the placing glitch!
Yes, that was a nice touch. Okay, so any particular biomes? I'd like to see a forest (quite simple, just lots of trees). Maybe a desert? Cacti could be cool, but we don't yet have health, but oh well. And if we did a desert how would we get wood? Hmm... We'll need to add damage sometime.
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werdna123 wrote:
SeptimusHeap wrote:
Maybe...
Hmm...
Also, in the last update (2.0) did you see I made it so flowers go away if the dirt block under them does?
NOW: Biomes, fixing the placing glitch!Yes, that was a nice touch. Okay, so any particular biomes? I'd like to see a forest (quite simple, just lots of trees). Maybe a desert? Cacti could be cool, but we don't yet have health, but oh well. And if we did a desert how would we get wood? Hmm... We'll need to add damage sometime.
See above.
Anyway, desert, possibly (probably) forest.
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SeptimusHeap wrote:
Done: Night less laggy, mossy background walls.
Working on: Glitch that makes it so you can't place blocks in a cave/already mined spot (Fixed below y=10)
Ah, I was thinking mossy backgrounds would be good. Nice. (You mean in dungeons, right?). And yes, I'd noticed that glitch. Fixing it will be a real help.
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werdna123 wrote:
By the way, what did you think of my menu in 2.1?
Yes, in dungeons, and yes, I like it a lot, I just can't change the version number without messing it up. Make that a seprate sprite, probably.
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