werdna123 wrote:
Here's a list of things which will almost definitely be added in a later update:
Note: '(?)'s mean they might not be but probably will.
10+ skins
Texture changing option from main menu
Mobs (?)
Water (?)
Lava (?)
Darkstone: An idea of mine. Would be found rarely far underground. Take about 6 seconds to mine.
TNT: Requires 6 Darkstone and 4 iron to make. Causes an explosion that, if completely surrounded, will take out max. 37 blocks. (In a circle around it. Actually it would sort of take out 36, but it also destroys itself so 37)
Some sort of challenge in dungeons. (?)
Health: I think this is needed, you would take damage from falling (if we could do that), lava and cactus. (and mobs if we add 'em)
Food: This is only if we had health. Not sure how you'd get it. Maybe from dungeon chests or something. Dunno how you'd eat it either.
More biomes: Currently we have normal (hilly, a few trees), snowy (like normal but with a layer of snow on everything), forest (coming out in 2.2, like normal but losta trees). Ones to add: Desert: Would NOT take up the whole area (so as to allow trees), would be flattish, and have sand and cactus. Rainforest: Lots of tall grass, some pools of water and trees. Minefield: An idea I came, could have tnt in lots of places and if you touch it it blows up. It would be in a flat, rocky terrain. (?)
Red is new!
2.2 OFFICIAL CHANGELOG UPDATED!
+Biomes (Forest, normal, desert, snowy, mountains)
+3 skins (Possibly more)
-Squashed a bazillion bugs.
+Fast night
+Dungeon backwall
+In-game GUI changes
=Not changing mossy cobblestone
-Removed old water completely
+World "seeds" (You can choose the biomes if you want)
Last edited by SeptimusHeap (2011-09-05 12:44:46)
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Snow topped mountains sounds cool. And SEEDS?!!?!?!?! How do they work?
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It asks 'custom world?'
If you say yes, it asks you what you would like your first biome to be, if you put in something that's not a biome, it will do random. Then it will ask for your second.
Teasers: (Are you getting annoyed about how I keep adding stuff?
)
Mountain+Robot Skin (Please don't add more, werd, it has import support which took forever+Forest Biome
Seeds:

Biome List PLEASE READ!
Hilly: Trees: normal Other: flowers
Snowy: Trees: snowy Other: none
Forest: Trees: tons Other: long grass
Desert: Trees: cactus Other: shrubs Now fixed cactus on shrub!
Mountain: Trees: few Other: none
Last edited by SeptimusHeap (2011-09-05 15:55:26)
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"Nice"
Gonna add rainforests now.
And for minefields and water... Too laggy, and TNT is cool, but minefields are
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SeptimusHeap wrote:
"Nice"
![]()
Gonna add rainforests now.
And for minefields and water... Too laggy, and TNT is cool, but minefields are![]()
What's surprising about nice? :P And I suppose minefields and water would be laggy.. and I'll make TNT when it's my turn. Can you hurry up with it? :p
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Rabbit1131 wants to join. What do you think? I'm not sure.
By the way, does sand have gravity.
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werdna123 wrote:
SeptimusHeap wrote:
"Nice"
![]()
Gonna add rainforests now.
And for minefields and water... Too laggy, and TNT is cool, but minefields are![]()
What's surprising about nice? :P And I suppose minefields and water would be laggy.. and I'll make TNT when it's my turn. Can you hurry up with it? :p
I thought you'd be more amazed.
Jungles done, with bigger trees and vines.
How will TNT work? Pen won't.
Sand isn't affected, but I could add that. It wouldn't be animated though.
And I think 3 is enough, and soup was really realuctant to even let me in...
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I can help make it in mesh.
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peterkap wrote:
I can help make it in mesh.
Sorry, probably not.
Added health, vines that dissappear when you mine the connected leaf block, working aimless, slow zombies that wander until you get close and then chase you, climbing up 1 block walls. >:D
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TNT could work by pasting a block the same color as the air a certain radius from where the TNT was exploded.

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Death_Wish wrote:
TNT could work by pasting a block the same color as the air a certain radius from where the TNT was exploded.
Erm...
I'm not sure if this is what you meant, but you could make the shape of the explosion as a costume using white blocks.
Thus, a radius of 2 would look like this, if the explosion = E, nothing = N, and the origin and the TNT = O.
N.N.E.N.N
N.E.E.E.N
E.E.O.E.E
N.E.E.E.N
N.N.E.N.N
The programming would just be
"when I receive 'TNT1 explode'
wait # secs
switch to costume 'explode'
stamp
hide"
With this method,you get
PROS:
An explosion
No lag
Simple programing
CONS:
No resistance (Always a perfect explosion)
If this was already understood, soz for the long post XD
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SeptimusHeap wrote:
werdna123 wrote:
SeptimusHeap wrote:
"Nice"
![]()
Gonna add rainforests now.
And for minefields and water... Too laggy, and TNT is cool, but minefields are![]()
What's surprising about nice? :P And I suppose minefields and water would be laggy.. and I'll make TNT when it's my turn. Can you hurry up with it? :p
I thought you'd be more amazed.
Jungles done, with bigger trees and vines.
How will TNT work? Pen won't.
Sand isn't affected, but I could add that. It wouldn't be animated though.
And I think 3 is enough, and soup was really realuctant to even let me in...
I was very amazed, just in a hurry as I had to go out straight after. I like the sound of jungles.
And for TNT, it would go to each of the blocks in the explosions, and see if it's touching: the backgrounds (sky, underground dirt etc.). If it is, it does nothing. If it isn't it works out what block it is touching, then stamps that. (unless it's an ore it will do stone, and if it's grass and trees and stuff, they just go blue like the sky.
And soup isn't really in this collab anymore I don't think.
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SeptimusHeap wrote:
peterkap wrote:
I can help make it in mesh.
Sorry, probably not.
Added health, vines that dissappear when you mine the connected leaf block, working aimless, slow zombies that wander until you get close and then chase you, climbing up 1 block walls. >![]()
Health: OOO: Nice! That's just what we need.
Vines: Awesome!
Zombies: That's amazing, well done. Can't wait.
Look, you can pretty much call this 3.0 because you've added about as much as there already was. xD
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I'm pretty much done, I'm going to spruce up a few things and add swords, but that's it!
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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 Fixed chests, fixed block placing, made night smoother and faster, made cave backwalls generate better, made dungeon backwalls, added skins menu with custom skin importing support, changed player sensing, improved player movement, changed GUI locations, added biome generation code, added biomes (mountain, forest, jungle, desert), added blocks (for biomes) (long grass, dead shrub, vine, birch tree, cactus), added mob coding, added health.
underlined is major 3.0 change XD Look at it's size compared to the other updates
.
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SeptimusHeap wrote:
*Snipped since it was pointless to my post*
SeptimusHeap -v3.0 Fixed chests, fixed block placing, made night smoother and faster, made cave backwalls generate better, made dungeon backwalls, added skins menu with custom skin importing support, changed player sensing, improved player movement, changed GUI locations, added biome generation code, added biomes (mountain, forest, jungle, desert), added blocks (for biomes) (long grass, dead shrub, vine, birch tree, cactus), added mob coding, added health.
underlined is major 3.0 change XD Look at it's size compared to the other updates.
Fixed chests, Cool
fixed block placing, Great!
made night smoother and faster, That's good.
made cave backwalls generate better, In what way?
made dungeon backwalls, Awesomesauce
added skins menu with custom skin importing support, Very good, I'm impressed ;)
changed player sensing, Will be very useful.
improved player movement, Cool.
changed GUI locations, GUI? What's that?
added biome generation code, Awesome!
added biomes (mountain, forest, jungle, desert), Forest and deserts looked quite simple to make but the mountain looked awesome.
added blocks (for biomes) (long grass, dead shrub, vine, birch tree, cactus), Long grass, vine and shrubs are purely aesthetic, right? Do cacti damage you? Birch trees sound cool.
added mob coding, Zomgawesomeamazingepicnesses
added health. Zomgawesomeamazingetcagain
Last edited by werdna123 (2011-09-07 10:47:41)
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2.0 went to 3.0 fast. Save something for me to do! :P
I might try and steal your mob coding and make a few basic mobs like chickens. I'll also add TNT. What else... I might try and make a hell world. It would be another option from the main menu, not a portal in the normal world. If we did it that way it would have to remember every block in that world. And there can be up to 4800 blocks.
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You got code for Zombies/creepers/spiders? If not... Well.... I am very good at API if you are interested.

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I'll also add pumpkins and melons probably. And maybe apple trees.
I'll update the topic when 3.0 comes out.
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Cool. Fall damage added, going to add dungeon guardians, change ore rarity.
Honestly, I think I've at least tripled the amount of features and things.
Sorry that I'm so stuck up
I just really like to get credit for stuff.
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