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 Post subject: Minicraft delux:optim.graphics, new items, AI,highscore 1.20
PostPosted: Tue Jan 24, 2012 6:05 pm 
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Joined: Mon Jan 23, 2012 10:45 pm
Posts: 10
Hi

I will also show my Minicraft Mod "Minicraft Delux" for the Mod contest.
In following sections I list my changes.

Features since version 1.0 (24.01.2012)
Game Logics/Mechanics:
Save / Load game (10 different save states)
Respawn if dead / won
If you died you loose 50% of your score
If you died you complete inventory will stay at the die position as "DeadUserChest" (can take if activate)
Ingame Map (parts only visible if you have been there already)
Up to 15 (most case only 7) different Rock height
Up to 15 different water depth, can only swimm in flat water
ebb / flood logic
Hidden items (some are visible) in deep water -> wait for big ebb to dig it out
(simple) Binom logic: Grass will only renew on Grass binom, you can only plant things on grass binom
Drop position of items are always accessible!
Show current score/time in inventory menu.
Day / night logic, the night is always a "full moon"-night -> you will see someting all daytime
If you have a resource item on, and take the same up, it will incrase current item amount, not add a new item in inventory
Better swimming animation for player
Added a second sky map.
Show Normal map on sky map (shadowed)

Tile types:
Optimiced graphics of all tiles/tile transitions
Stairs - to go to next Rock Level
Nice walkable parts on Higher Rock (not blocked by full Tile)
Show correct binom under rock (not always a "dirt-border")
3 Different Tree ages (small, normal, old)
Trees only have apples if they are older (begining on middle of "normal" age)
Show age of tree with up to 3 showed apples (more apples -> higher apple drop rate)
Tree's will die at end of "old" age
Arcon will plant himself, if not taken by player
Don't "hang" on Trees, passing by automaticaly
Reed - at flat water, replant himself on ebb state -1/-2
Tussock - on grass binom
Only attack rock with a pickaxe
Different dirt/sand color on ebb for different height/wet state


New Items:
Surf board, faster go through water, go into deeper water (destroyed after 5 min of using)
Stairs - to place on Rock
New Tool Bow to shoot arrows (4 levels)
New Tool Fishing rod (4 levels)
Fish - for pots
Roasted fish - for eating
Campfire - needed to roast fish befor eat, give light (place campfire, add wood, use firestone to make it burn, use shovel to dig ash away, ...)
Flame / flare stack - (get on using wood (or wooden tool!) on burning campfire/tree), to make campfire/tree burn, give light, destroyed/burn down after 30 sec
Pearl - (only as hidden item in ebb "water"), needed for pots
Dung - plants grow up faster
Deltaplane - you can fly from a rock, higher rock => more flytime
Edelweiss - Special flower on Rock, used for pots
Magical Jar, to make pots:
TeleportPot - to teleport at other map / map position (only if already was there)
EbbManipulationPot - to manipulate the current ebb state/depth
GrowPot - to grow plants faster than dung
Parachute - a item to jump from skymap -> back to normal map.


Additional active Item: ClothItems -> Powerups
Running shoes (4 levels), walk faster, more damage
Armor (4 levels), less damage, more health, more stamina, faster stamina recharge
Powergloves (1 level) as usual(->can take Furniture with it), more damage (less on slime!)
You see the active Clothitem on color change of player parts


New Monsters:
Rock Slime (the only monster on Rock), will creep to you and jump to attack
Abstract Mob class "Human" -> all use same Sprites
Archer, shoot arrows
Berserker, have Path Finding AI (search fastest way to you if it see you), can destroy Trees
All Slimes sleeps on night.
Mob flee if they have less health


new Keystrokes:
ESC for main menu / close active menu
G for directly activate/deactivate PowerGloves (to take Furnitures [Workbench, ...]) ->deactivate current active clothitem
I additional key for open/close inventory
M for open/close Map
F12 for "GodMode" -> no damage, crafting dosn't cost anything, show full map
Pause Game continue to run, also if window is inactive (on/off)


You can also get IronOre / GoldOre if you mine down a higher rock (I forgot to add this on description above)


Features since version 1.01 (25.01.2012)
Show if godmode is active
Add glowworm
Can roast fish also in oven
Fix transition error on lake Tile
Fix error on harvest wheat, and other Tile's
"burning tree" that doesn't burn, don't drop ash -> it drop wood
(clear fire is/was already possible with slime.)
Fix Binom error on Hardrock tile's



Features since version 1.10 (30.01.2012)
LevelGen: no stairs down on rock if all rock have height of 2.
Cannot attack Rockslime if not on same height as them.
Cannot attack things below rock if you're on rock.
Add GlassPot, for Pots(instant of normal glass) and to catch glowworms.
Add GlowwormPot with 4(6) states (empty, 1/3, 2/3, full(3/3, also "4/3" and "5/3" possible)) -> light source
Glowworm sprite is now only one pixel.
Glowworms die if a new day begin.
Fix stairs bug on came from underground level. (notch make this correct, but I changed -_-")
Fix error on stairs down on underground level.
Fix binom and tile transition errors on underground level.
Change Light radius logic.
Glowworms have only a small light.
improved PathFinding AI, Furniture / other Monsters does not longer blocks the Berserker
Lantern light flicker.
RockStairs are also only destroyable by pickaxe.
If you have max health before use health powerup (armor) you will get full health (including powerup)
Automatically walk diagonal on RockStairs / better align to them.

Attention: the save games are not compatible, i changed to much -_-"


Features since version 1.20 (08.02.2012)
Fix bug on up/down stairs... sorry guys, that was a horrible bug...

You can Jumb from Rock (if you don't want to use stairs, or if you stuck) you will get 1 damage each Rock height Jumped. You have to walk to cliff for some time to "jump". (It is only possible if you can walk on the destination pos/tile.)

Fix walk error lake / lava tile and hole tile (water was already correct)
Fix stairs light error
Use GlowwormPot as active item, on take if there is no active item already
Can not longer destroy glowworms
Optimize attack logic of Berserker (Path finding AI)
No rockslime on skymap
Add transition for farm land / Wheat Tile
Save menu: show if save state is already used (other color)
Cannot longer place furniture on ground(grass/dirt) if you are on rock
Divers small bug fixes

Add local highscore with this values: (plain text file)
name
Score
playtime
date of play/score
number of Trees destroyed
number of Rock destroyed
number of Trees burned
number of items crafted
godmode using time
godmode using crafting amount
godmode using time
time in menu
time on each level/map

Saves should be compatible!

The Version is released on my Page (see below).


A colleague of mine has upload some pictures about Minicraft Delux for me:
https://plus.google.com/photos/11066512 ... 6089575297


thx goes to:
- notch for the genius simple game model
- Christian Fisch for the ideas and beta testing


If you found any logical/design errors, please create a savestate from it and send it with a description of the failure to me.
If you have ideas how I should/could improve my Mod, you will be free to write here in this thread or as PM.


You can play and download the game on
http://minicraft-delux.kilu.de

And it's now also on the playminecraft page (version 1.10)

Greets Sammakko / Samuel Werder


Last edited by Sammakko on Wed Feb 08, 2012 10:37 pm, edited 14 times in total.

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 Post subject: Re: Minicraft delux, optimized tile graphics, new items/tile
PostPosted: Tue Jan 24, 2012 6:56 pm 
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Joined: Tue Dec 27, 2011 4:15 pm
Posts: 113
So cool! I'm loving it!


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 Post subject: Re: Minicraft delux, optimized tile graphics, new items/tile
PostPosted: Wed Jan 25, 2012 3:54 am 
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Joined: Tue Dec 27, 2011 4:15 pm
Posts: 113
I have been playing it for a bit. Stable, fast saves, neat options.

As far as flaws go, the rock graphics break down some on edges as you mine. A thin layer row of rock on a layer of rock can really mess up the graphics. The behavior is fine, but the visuals might lead you to believe the rock is not there.

Lining up on stairs can be a hard. And I cannot harvest grain. It just goes away.

I have a save where I am locked on a cliff edge after I came up from the first level of the underworld. let me know if you want a copy of the save.

Good work with the archers! They keep the game dangerous while allowing you to still control monsters with pits. Love it! Making roasted fish is a great addition. I tried oven roasting, but the option did not show. :)


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 Post subject: Re: Minicraft delux, optimized tile graphics, new items/tile
PostPosted: Wed Jan 25, 2012 7:02 pm 
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Joined: Fri Dec 23, 2011 10:25 pm
Posts: 138
Location: Norway
Havn't tried it very much because it started glitching. Dirt started to fill the space of the water.

_________________
My youtube channel: http://www.youtube.com/user/deadblade97?feature=mhee


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 Post subject: Re: Minicraft delux, optimized tile graphics, new items/tile
PostPosted: Wed Jan 25, 2012 8:43 pm 
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Joined: Mon Jan 23, 2012 10:45 pm
Posts: 10
@Bob:
Thx for the info about the wheat bug, there was some errors from code optimizing...
The problem with crafting rock I know already, but have problem to fix it until now.

Yes please send me the save.

@Deadblade97:
That is not a bug, that's a feature -> flood /ebb

[edit]
There is a new version out now, fixed some bugs and added new things, see first Post.
[/edit]


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 Post subject: Re: Minicraft delux, optimized tile graphics, new items/tile
PostPosted: Thu Jan 26, 2012 1:42 am 
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Joined: Tue Dec 27, 2011 4:15 pm
Posts: 113
Sammakko wrote:
That is not a bug, that's a feature -> flood /ebb


The tides are really cool, fun exploring the sea bottom but you can be stranded out at sea. Blup Blup.


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 Post subject: Re: Minicraft delux, optim. tile graphics, added new things
PostPosted: Sun Jan 29, 2012 9:20 pm 
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Joined: Tue Dec 27, 2011 4:15 pm
Posts: 113
I have tested/played this version, 1.01 pretty rigorously. I like this mod quite a bit and consider it fairly captivating. The tides, lightning bugs and mountain layers all add quite a bit to the game.

I love the shoes that speed you up and I like the armor slowing me down.

Only three real bugs so far. The ability to get trapped in rock after going up a stair next to rock, the inability to set down the magic jar, and the drawing of multiple rock layers not accurately showing the layers of rock.
A simple bug fix for the rock layer would be to automatically set your level of position to the top most rock layer that is in the square you are in, when you are halted by running into rock.
A simple fix for the rock layer display would be to shade each level so that the color gets a bitl lighter as the mountain top is reached. By then drawing the top most layer over layers below, there would be no real confusion.

As far as irritations go, there are few, and only the difficulty lining up with stairs that run left and right show up as to much. Stairs should also only be destroyed by a pick. It is easy to be fighting a monster and destroy stairs as it is. Having to eat something to get full use of armor every time I need to pick something up is also a bit of a problem. If the health came to me, when I put on armor while at maximum health, it would be a bit better.

If I was designing this mod, I would switch the magic jar to being a cauldron, and I would add pets and farm/zoo animals, a leash to capture and lead them with, and fences to keep them safe. If a monster did not spawn within a range of an animal, but monsters ate spawned animals, it would give players yet another thing to play around with. Having animals make dung would be another nice side benefit to the farmers playing. A food bin that I could put different foods in for different creatures to keep them healthy, and pets that followed you if you didn't fence or cage them, might give this game appeal to a broader demographic.

Putting an ice biome on mountains above a certain height would be nifty as well. I want an alphorn to blow from the mountain tops. No good reason for it though.

As far as game logic goes, In the dungeon tunnels, the ability to get on top of the rock is a wonderful if counter intuitive part of the game. The slimes being affected by time of day underground is also counter intuitive, but it makes the game more playable and can lull you into false security.


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 Post subject: Re: Minicraft delux, optim. tile graphics, added new things
PostPosted: Sun Jan 29, 2012 10:57 pm 
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Joined: Mon Jan 23, 2012 10:45 pm
Posts: 10
Hi Bob
Thanks for the ideas.
The Problem with the stairs is fixed already, I will release the update soon.

The "Magical Jar" can only set down on a burning campfire.
And the campfire must still burn to use it.

Do you have problems with stuck in Rock in other situations than the stairs?


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 Post subject: Re: Minicraft delux, optim. tile graphics, added new things
PostPosted: Mon Jan 30, 2012 7:02 am 
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Joined: Tue Dec 27, 2011 4:15 pm
Posts: 113
In general the only way to get stuck in rock is when going up from a lower level. I have had some issues while trying to make a really tall cliff.

I have also noticed that over time, the trees start to become scarce. I think they need to throw a bit more acorn.


Last edited by Bob on Mon Jan 30, 2012 8:33 pm, edited 1 time in total.

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 Post subject: Re: Minicraft delux, optim. tile graphics, added new things
PostPosted: Mon Jan 30, 2012 10:18 am 
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Joined: Fri Jan 20, 2012 3:20 am
Posts: 5
By far the best mod i have played not to buggy and tons of room for improvment. Npc villages, enchantment tables ;), and a deeper story would make this my A+ mod for minicraft. Plz keep making this mod better


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