Poll

they're beautiful brian stfu
18 (69.2%)
they're ugly wtf zapk fix it ew
8 (30.8%)

Total Members Voted: 26

Author Topic: Blockscape Dev  (Read 6516 times)

Once too much terrain isn't a problem anymore thanks to the save/load system, generated rarities will definitely need to be a thing.

I'll defo keep that in mind.

I'm kinda confused. Is this how the terrain works:
The terrain sort of follows you. It generates as you walk, and when you get far enough away from some terrain, it deletes itself.
if not, please make this happen, i'd love to play this but my PC isn't a NASA computer

I'm kinda confused. Is this how the terrain works:
The terrain sort of follows you. It generates as you walk, and when you get far enough away from some terrain, it deletes itself.
if not, please make this happen, i'd love to play this but my PC isn't a NASA computer
Yes, this is how it works.

This looks promising.

Oh my loving god, this is really cool! Keep working on it.

A pre-generated island could be a better idea, and it would only begin generating if you were to dig down. That way, you don't have to worry about running out of bricks, unless there's too much underground mining.

I assume that the gamemode would have restarts to stop from brickcount overflow, like unlimited mining. If you wanted to, you could have an emigration timer in which all the people must gather resources before the emigration time reaches. When the emigration time reaches, a dragon or something boss related that is nearly un-killable will come through the lands and ravage them to make sure everything is destroyed. Say you were to kill him, you'd be awarded heavily, the world would reset to a clean one and you'd be a rich immigrant in the new world. If you die in the boss stage, you lose everything. You're basically taking a risk.

I don't think you're taking suggestions, but I thought this was a creative approach to your brickcount issue.

A pre-generated island could be a better idea, and it would only begin generating if you were to dig down. That way, you don't have to worry about running out of bricks, unless there's too much underground mining.

I assume that the gamemode would have restarts to stop from brickcount overflow, like unlimited mining. If you wanted to, you could have an emigration timer in which all the people must gather resources before the emigration time reaches. When the emigration time reaches, a dragon or something boss related that is nearly un-killable will come through the lands and ravage them to make sure everything is destroyed. Say you were to kill him, you'd be awarded heavily, the world would reset to a clean one and you'd be a rich immigrant in the new world. If you die in the boss stage, you lose everything. You're basically taking a risk.

I don't think you're taking suggestions, but I thought this was a creative approach to your brickcount issue.
I'm currently working on a chunk-based saving/loading system, so chunks are saved and deleted if players aren't in them for 10 seconds and re-loaded when players come close again.

Alright, but I'm just tossing ideas out there, try to stray away from the typical Minecraft feel and put your own twist on the GameMode.

Yes, this is how it works.
forget yes, i'm gonna play all day long

Done the chunk system, though there is a pretty bad brick bug I need to fix.

This looks amazing. I still need someone to make a good, easy large terrain generator.

i think the buttons and stuff are really cool, keep it up!

i support you! this is very awesome and the buttons are very well done! good luck on this!

chunk system sounds fantastic for this sort of exploration server, the simplistic design has a nice touch and makes the build run @ a better performance level in addition to it being easier on the eyes. it would be pretty sweet if we had multiple environments to match up w/ the various biomes we may expect to see in the server.

So basically this is minecraft?