Nate Posted December 30, 2011 Share Posted December 30, 2011 Minecraft: Shadow of Ender What is Currently Being Worked On: Currently Biome Generation is being worked on. Biome Generation is currently 15% of the way done (This does not include randomly generated structures) What still has to be done with this: -Modifying how often certain biomes spawn -Biome location (possibly, but not needed if the spawn chances are made higher) -fine tuning of completed biomes Items/blocks are being worked on in tandem with this: -Models for the new content is currently: 50% Done -Textures for the new content is currently: 25% -Code for item implementation is currently: Not Started (subject to change, changes/additions will be made as needed) After Biome Generation I will work on implementing: biome weather, and custom, biome specific mobs Introduction: As i said in my introduction, i no longer mod Zelda; however, i have started to mod Minecraft. I started this mod as part of my work study program as per graduation requirements a my school ( I might possibly go into game design). So far i have made a fair amount of progress and started to implement alot of the things that i intend to. Due to the large amount of content that i am adding, the mod should (and has to be, so this is a set deadline) be done by June. What will be in the mod? This mod is a massive overhaul of Minecraft and will add a huge amount of new content to the game. An outline of what is being done is included below. Keep in mind this outline is about a month or so outdated so some aspects are subject to change. Biome Generation Aspect Mountain Generation: -Using randomly selected integer (1 & 2) the mountainside is either forested or not forested. The random number generations will also change/modify other aspects of the mountains respectively. -Affects weather, overall terrain, etc. Nether Generation: No terrain modification Nether torch: Generates 20% more light The End Biome Generation Ender Ore: craft-able into various items Ender Fortress: Gives The End a purpose beyond that of the boss fight. Desolate Mountain Range Biome Spawning Criteria -Castle only spawns once per a world, small chance of spawning Biome Criteria -Snow based, snows in random intervals -NPC villages will not generate in the biome -Very mountainous terrain, possible plains; however, very limited. -Biome specific ravine generator (possibly, not necessary) -Possibly a path generator. This would serve to generate paths throughout the mountain range Structure Criteria for Biome Generator -Generates a set castle model, possibly might be able to use binvox in order to get these set coordinates - Make sure the height limit doesn’t cut off the castle -One per game - Specifics on castle and what is entailed § New item: Glass Shards: Glass shards can be used in a furnace to make a glass block. o Purpose of this item is so that the farms can be repaired § Various monster spawners throughout the castle. For the castle to be potentially colonized these spawners must be cleared out to some extent. o Non-destructive mobs for the most part, avoid having creepers spawn in the castle. § Biome Boss Fight: Modified Ender Dragon Mob: Spawns in Biome in a random location. Can move throughout the biome; however some form of limitations will need to be placed on it. Should be within 100-200 blocks of the castle. o Castle should be somewhat centered in the biome o Castle models will vary based off of a variation of the code responsible for generating strongholds § Draws off an assortment of pre-generated hallways and rooms to assemble the castle § Biome Specific Mobs: o Deer: § Takes four punches to kill § Drops venison § Drops antlers for possible potion ingredient -Broken aqueducts spawn in the biome. This will be a modification of the nether bridge generation code. The significance of the aqueducts is so that there is a source of water in the biome for the player to get at. Things to add that don’t fit into any of these categories: Mushroom growth speed Items and Blocks To Add: Candle Stick Holders (Tall and Short): Basically either a 1-block tall or 2-block tall candlestick holder. Emits a light level comparable to glowstone and is crafted from 1 or 2 bars of iron respectively with three torches on the top. CHECKLIST -Model for tall candlestick holder ✓ -Model for short candlestick holder Improved workbench models: These will replace the old workbench models with something more aesthetically pleasing. These will, instead of just being a block, resemble a table, have 3D aspects to them, such as a vice grip, draws, etc. CHECKLIST -Model ✓ -Swap out current model with new model Whetstones: Purely for aesthetics( might be used to sharpen/repair items later down the line)crafted using a stone wheel, and six sticks flanking it -Model for Whetstone -Coding/implementation New Window Panes: Resembles a traditional window with a frame, and four panes to look through. Crafted from 5 sticks and four glass panes. Returns four windows. -Curtains (pretty self explanatory) CHECKLIST -Model for window panes ✓ -Curtains finished Shingles/Slanted Block Model -Model -Materials -Implementation Old Fashioned Street Lamp: A turn of the century streetlamp model. Crafted using iron and a torch (for a candle). Resembles an 1800’s London streetlamp. -Model -Code/Implementation Cabinet Models: Cabinets are used to store various items and come in one size. There are however a couple different variations of the cabinet model, each one crafted using a different recipe. The only difference between the cabinet models is the models themselves, the use remains the same and there are no bonuses from different cabinets -Models -Code -Implementation Chair Model: A basic wooden chair with red cushions -Model✓ -Implementation Tool Rack Decoration: A model used for decoration (And possibly storage) and displays various about of tools over a 2x2 block area. Like a painting it must be mounted on a wall. -Model -Implementation Chests disguised as blocks: EX a smoothstone block that you can store items in if you right-click on it New Item Sets (Player Craft-able): Same items one would expect from any material, so nothing too new there. -Adds Steel, Titanium, Obsidian, Netherite (From Nether Ore) ITEM STRENGTH LIST: § Wood § Gold § Stone § Iron § Netherite § Steel § Titanium § Diamond § Obsidian New Items (Non-Player-Craft-able): These items occur in various dungeons throughout the game. - Non Enchant-able, come with random, pre-defined enchants based off of random number generation and whatever number is returned. - Because of their rarity, they are good enough to warrant looking for. Ex: one of the pick axes you can find in the Snow Dungeon (located in the desolate mountain biome) is good for about 10,000 uses and has a level 5 enchant on either efficiency, unbreakability, Silk Touch, or possibly all of them. New Game Modes: Storyline: still in the works, taking recommendations for things to do with the storyline Underground Survival: Due to the surface becoming uninhabitable by a cataclysmic event, you are forced to live underground. Making trips to the surface becomes a very, very, very dangerous task and many otherwise simple tasks in minecraft (such as procuring food) become much more difficult. this game mode is recommended for advanced players due to the level of skill involved Also, while this is not necessarily a part of the mod, i will put the developer tools that i am working on (ex. the tool im working on for structure generation, providing i ever work out the bugs in it up for use once the mod is complete) Ideas and recommendations are welcome. SCREENSHOTS Work In Progess Caverns Using modified nether code, i have been working on a new dimension for minecraft. This is meant to be under the bedrock in the normal world; however to access it you must use a portal (or possibly find a way through the bedrock, providing i have time to code that feature in, or if its even practical). Due to the fact i have been using nether code for this, i will be reworking the entire nether so that the nether doesnt look like this. ores will be added to this also once i get the ore generation code up and running; however, i am going to add custom ores in addition to the regular ores (all of which will be present) and will be trying to incorporate abandoned mineshafts into this. New mountain biome with npc villages forested mountain ranges These are just teasers of what i have worked on, probably about 5% of what i am in the process of working on at the moment, and overall probably about 1% of the mod. i will tell you that i am currently working on the new npcs and new, higher detailed npc models for pre-existing mobs along with a new nether, new End, and in addition 3 new dimensions, each with their own unique characteristics. If all goes well all the stuff listed above and more will be done by sometime in june. Link to comment Share on other sites More sharing options...
Jason777 Posted December 30, 2011 Share Posted December 30, 2011 Sounds pretty awesome. I'll be waiting for a download Link to comment Share on other sites More sharing options...
Zurg Posted December 31, 2011 Share Posted December 31, 2011 Sounds pretty awesome. I'll be waiting for screenshots. Link to comment Share on other sites More sharing options...
Malqua Posted December 31, 2011 Share Posted December 31, 2011 Sounds pretty awesome. I'll be waiting for screenshots. QFT Link to comment Share on other sites More sharing options...
Nate Posted December 31, 2011 Author Share Posted December 31, 2011 screenshots will be up sometime in the next couple of weeks ( i have quite a bit, but would really like to have the hi-res pack done for the shots). Link to comment Share on other sites More sharing options...
Nate Posted January 4, 2012 Author Share Posted January 4, 2012 Sorry for double post Progress Update: Currently i am switching what i have done so far around a bit so that it is modloader compatible. This is a little time consuming; however, this comes with an upside. If you are familiar with mod loader, then you know that this makes it so there are no conflicts with your various mods. It also means that a very alpha version of this mod will probably be ready for testing by the end of this weekend. What this alpha version of the mod will include: Mobs: -Deer added to Taiga biome -Might revise the NPCs in the NPC villages if i have time -three new hostile mobs (yet to be named) to be implemented (probably wont have time to switch over everything, might appear incomplete) Biome Generation: This probably wont be modified in this version, depends on how much time i have to switch this all over Items: Non-craftable weapons/tools (will need an inventory editor or equivalent to test) -if i have time i might make them spawn in the pre-existing dungeons underground for the sake of play testing; however, in the final product they will spawn in custom dungeons that will be both rarer, more intricate, and difficult. The reason for this is that these new items are more powerful than the tools that are currently in game (diamond, iron tools, etc) and in order to balance this out in later versions they will be made rarer. And whatever else i have time to add will be in the alpha. This wont be nearly as impressive as the final release because of the fact that this is somewhere in the realm of 5% of what i want to add from a block and item standpoint. This hopefully will be release Sunday at some point. This one will be an open alpha in order to give you guys an idea about what is being done, and for proof of concept. Any releases after this will probably be closed in order to maintain semi secrecy about what is being implemented. OVERALL if all goes well expect something sunday. Link to comment Share on other sites More sharing options...
Nate Posted January 15, 2012 Author Share Posted January 15, 2012 screenshots in first post Link to comment Share on other sites More sharing options...
Jason777 Posted January 15, 2012 Share Posted January 15, 2012 That looks really good! Quick question, will source code be available to download? Link to comment Share on other sites More sharing options...
Nate Posted January 15, 2012 Author Share Posted January 15, 2012 the tools im making for the mod will be (e.g. the program im developing for making in game generating structures ) and yes it will be for the most part. Also the code will be commented, as it will make things, much, much easier for anyone looking to do advanced modding; however, things like terrain generation probably wont be commented due to it being so damn complex. This wont be available till after this june/ once debugging is done. Link to comment Share on other sites More sharing options...
Nate Posted June 5, 2012 Author Share Posted June 5, 2012 Notes to Admins, delete this topic please. Instead of doing this for my game design internship i instead worked on my own game with my friend. We completed it; however, i have no intentions of restarting this project since A. i did something else for the internship and B. my external harddrive with all the code got corrupted. Link to comment Share on other sites More sharing options...
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