I laughed pretty hard. That is a great video lol
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I guess I should say I'm cool with the finding creature villages, ruins of other cities, even the better AI and monster raids on your base.
The part I didn't like were the parts about -
1. increasing waves of monsters. I don't want it to turn into just another tower defense game.
2. player raids. I don't want it to turn into just another MMO style raid fest.
As long as those are just one or two of several selectable modes, which I think they will be, then that's okay; I just don't want him to change the core modes to something totally unrecognizable.
I'm a super hero!
http://www.sharkyforums.com/images/i.../2010/10/9.jpg
Notch has talked about having different game modes before so I doubt these ideas of his would be the only way to play.
How it is now in MP is just creative mode, which will always be free. From what he said, he wants multiple game modes. You can check it out at, it was a PC Gamer podcast. They had him on there for about 30mins. I would recommend it to anyone that likes minecraft. Notch is a really cool guy.
Here is the link:
http://www.pcgamer.com/2010/10/01/pc...93-craftastic/
Well, I've finally finished the shell of the skyscraper, including the roof/ceiling.
Next stop is a bunch of floors.
In the meantime, I have added a bit of "corporate art" in the floor. A compass! :D
http://www.sharkyforums.com/images/i.../2010/10/8.jpg
IT IS DONE!
http://www.sharkyforums.com/images/i.../2010/10/2.png
Also, cool underground cave I found -
http://www.sharkyforums.com/images/i.../2010/10/3.png
Nice.
A lot has changed since these screenshots. The first one is really obvious where it is taken, and the big well-lit squared off area on the left is my ultracavern. The second one I'm not 100% sure where it was taken, but I'm thinking that based on the top center...I think that is a few stairs up (from the end of our road, and then waterfall cavern is just there to the right of it. The two long tunnels that come from the left middle are likely mines that start from the base area.
http://www.obliquegeek.com/images/mi...istancebug.jpg
http://www.obliquegeek.com/images/mi...stancebug2.jpg
Got a scaffold/staircase up inside my skyscraper. Now I need to do the other set of stairs, and all the floors. :)
http://www.sharkyforums.com/images/i.../2010/10/7.jpg
Cool building James, and Monroeski that lava/water tower is badass. You should totally replicate it on the new map come Sunday.
So should we talk preparations? I mean what we've done thus far is pretty cool, but what about collaborating on a huge city? We could work together to build a massive outer wall - big enough to encompass an area that we could all build within.
Also, if we do build Sharky City, in addition to our own homes we could collaborate on certain building projects. Maybe one we could do together could be a huge Clock Tower... wouldn't it be cool to have a structure like that with a big clock face on each side? I'm sure we could think up lots of ideas.... library, church (w/ a belltower?), ooh and if it's near an ocean we totally have to have a seaport with an ocean liner in port!
What do you all think? Sharky City?
Is he adding enemies to the new build for MP? If so, I think task one is to build a secure estate and start mining. From there we can expand and build a great wall.
Unless there are major differences between current single player and the new multiplayer (which there might be), it seems like it should be relatively quick to establish a decent base because the requirements are pretty much the same, but the resource gathering is 6x (or however many people are playing) faster.
I say we just establish a more secure (and better laid out) version of the same base, and then you can collaborate inside the secured area, or build secure roads out to new areas for independent projects. If the base evolves into a city, that's okay.
Anyone have suggestions on initial layout (not counting the first night or two)? Something that worked well in a single player game?
For example, I think we were a little short-sighted in our storage area. :p
My experience is, it's much easier to wall-in small sections (for example, adjacent 10x10 spaces) than to try to wall in a big one (say 100x100) because you don't have to worry about finishing it / lighting it all at once.
Well, spent a fe hours on my castle. ran out of smoothstone, so i will probably just stop here and wait for the server to be restarted. This is about a quarter the size i want to make it.
http://img259.imageshack.us/img259/6624/frontmt.jpg
only made one tower, and the front entrance will be a little fancier. The towers will be one level higher in the "skinny" section.
http://img168.imageshack.us/img168/9554/topfy.jpg
Walls mostly done (before palace built). The front section will be a courtyard/village. This part will be much bigger.
http://img507.imageshack.us/img507/4661/46830911.jpg
Palace. Tried to do a fancy double staircase, but its not really a big enough building for it to look right. there are stairs to a basement with some a rudimentry dungeon. The ful size one will have a kitchen, armory and dungeon downstairs. Ran out of smoothstone, so i am call it quits for now. If anyone wants to see it, if you run under the giant suspension bridge thing someone built and keep going a little but, its there. there is a tall sand pylon on a hill marking it.
I plan on it, with improvements. The inner area of the tower is 6x6; when I put in the lava I was expecting it to fall straight down, leaving a 4x4 area; walled off, that would leave a 2x2 hollow interior to do something with. As it was, the lava spread out in three directions, thus meaning there was only a 2x2 area in the middle with lava on all sides, and that was already taken up by the pillar that used to hold torches.
Ultimately, my home base will be underground, or at least the entrance; you take the water elevators up the tower, jump in the middle hollow hole with water at the bottom to break your fall, and move on from there. I'll have to do some tests to see if I can actually make the inner hollow area its own water elevator as well, otherwise I may just put in some ladders.
If nothing else, my newfound knowledge of how lava flows will save me a ton of source blocks. I spent WAY too many on that tower, something like 40, though I don't know where they all went since there aren't that many up there. Should only need around 6 next time if I'm planning this right.
I'm all for a cohesive city, with large storage warehouses full of chests for each type of resource. (I keep having to build more chests for cobblestone/dirt.)
Enemies are already in MP. We have them turned off on the server.
What is NOT in MP already is damage, so enemies would basically be nothing but nuisance that can't actually kill you but that would harass the hell out of you. I'm not sure that anybody knows if he's adding in MP damage for sure in the update.
Server is acting funky. Keeps crashing and booting me out.
I wonder how map generation in the "normal" dimension will work when traveling through hell. You obviously have the ability to travel well past the bounds of your generated overhead map, so when you pop out it will autogenerate that area; I wonder if it generates it as an "island" of sorts, with a huge ungenerated area between your old map and the new spot, filled in only when you travel there, or if it generates "all land between entry and exit point" or something like that.
Creating the out-point as an island seems like it would lead to some geography not lining up properly when you trek back to your old map.
I have crashed a couple times lately with Java error messages. I want to say Java just updated the other day also.
http://www.pcgamer.com/2010/10/27/fi...ts-new-biomes/
First video of new Minecraft content.