Monday, June 11, 2012

Some things to note while I'm doing this

Modding in Minecraft right now means that my changes aren't entirely permanent- because of this, most of the features are things that are essentially tests to see how to do them.

Because of this, I might need to change up a lot of stuff, and manually re-add any time there's a new version.

Currently, I'm waiting for 1.3- I'm pretty sure it's going to be out very soon, so I'd rather not do anything more only to have to transplant that much more. Once it's out, I'll waste spend more of my time blindly trying random shit out in the hopes it does something coding things.

In the meantime, I'm getting people to (hopefully) help with the development- both in ideas, and in actual coding. Any help I can get is appreciated. If you're interested in helping (as in, actually have a talent, not just "ill help test") and are willing to work with an asshole, feel free to PM me on the Minecraft forums (Insurrection). Alternatively, e-mail me at PurveyorOfMods (@gmail).

Speaking of the Minecraft forums, while it's a cesspool, I do have a thread posted up there: http://www.minecraftforum.net/topic/1281524-survival-can-and-should-be-improved-part-2-electric-boogaloo/

It outlines the problems with the game's main mode (Survival), and offers various ideas (as well as discussion, and what have you).

If you have some in-depth ideas, feel free to PM me on the forums, e-mail me, or post in that thread. At worst, I won't respond- I'll likely still read it, though, so yeah.

Sunday, June 3, 2012

Captain's log, stardate: Some period of time when it's obscenely hot outside

So, hey, I made a blog for this stuff. If you're wondering why exactly this is here, TL;DR /v/ said I should make a blog for various Minecraft mod ideas (and/or progress on a mod). So I did.

That being said, I've made some progress in the last week on the mod- it's not much, but here's the current changelog/feature list:

1: Zombies move about as fast as the player now. This means you can't avoid them just by walking away.

2: Mobs won't spawn above ground nearly as much. They can still spawn under trees and the like, but you're usually safe in plains, deserts, and so on. Right now, this makes things a little easy, but I plan to make mobs a lot harder (and smart) over all, so it's more of a precursor to that than an individual feature.

3: Creepers don't spawn above ground at all (they need to be under a height level of 60 to spawn- considering the sea level is around 63, they'll only really spawn underground).

4: Zombies won't burn in the daylight. Another precursor, since I plan to make zombies less of the generic melee mob, and more of an actual threat to deal with.

5: Zombies can break down doors even in normal mode (as they always should have...)

6: Slimes will generate above ground now. They can technically generate anywhere aboveground, but it's still about as infrequent as it was in vanilla (so they're not everywhere at all times). They should be more frequently found in swamps, but not entirely sure of this.

7: Iron Golems can attack slimes now.

8: Endermen give 10 experience instead of just 5.

9: Ghasts give 12 experience.

10: Trees (specifically, oak and birch) are now taller- they're usually 6-8 blocks high on average rather than 4-5.

11: Changed up the coding for pond/lake/whatever generation- they shouldn't generate in deserts at all anymore. There's still pools of water in other biomes, but they're not EVERYWHERE like they used to be.

12: Added tall trees biome. Basically the same as forest, but has a higher tree density, and the trees are much taller (obviously). It's still just oak and birch trees.

13: Trees will fall similar to cacti now (removing the bottom one removes all the ones above it). I still need to copy the existing logs with the same code, but without this bit, and then make trees drop this "copied log" (so the player-acquired ones can be placed anywhere like they normally are)

14: Added mud blocks, which generate in swamps as small pools (think clay, only not always near water). They're similar to web blocks in that they slow you down and you sink into them (you can move faster horizontally, though). Unlike webs, you can suffocate if you fall too deep into them.

Currently, you can't rapidly hit jump to jump out of them like I intend (Think Oil Ocean Zone from Sonic 2), but hopefully I can fix this soon.

---

That's about it as of writing this. I'm still working on things and tweaking them, but do understand I'm completely new to modding Minecraft (and pretty new to coding in general). A lot of my changes are the result of trial-and-error across many hours (I am not a clever man), so progress will likely be very slow. Especially for the more unique/abstract ideas.

Also, some of those changes might seem lame/unnecessary/etc, but a lot of them are for more of a purpose than just "hey lets do it just because we can!". For example, mobs won't generate aboveground as much because I intend to make them all more difficult (not artificially so, mind you).

Believe it or not, I actually have a plan for how the mod will play out, and plan to at least stick to it (if not add more things than what's planned). Still, I just figured I'd blog my progress, so I can be told what a faggot I am for doing something so stupid. I mean, so I can get valid criticism from objective, thoughtful individuals.