Showing posts with label Minecraft. Show all posts
Showing posts with label Minecraft. Show all posts

Tuesday, March 26, 2013

Fantasy Map Concept?

Edit: Forgot to add a bit of inspiration: I won't do a Myst style map like this, but the idea got me thinking...
I've been thinking about mechanics for my fantasy map, and I feel like I have a lot of ideas, but not many ways to use it...

Most of the ideas are teleportation between different versions of the same area or player buffs (potion effects without potions? if that makes any sense), but if I'm only able to have one spell at any given moment (using the bottles o' enchanting trick that Sethbling came up with a while back), then how can the player switch between them?

A central hub perhaps?

Using a hopper key/sorting system, I can have the player choose a "spell" for certain areas. Each spell would be in the form of a book, and the player would toss the book onto an enchanting table (with a hopper underneath) to select a spell.

Something like:

  1. Player enters a room (teleports to the central spell hub)
  2. Player grabs a spell book from the ender chest and tosses it onto the enchanting table
  3. The book gets sorted to tell which spell book it is (and the spells would be restricted by area as well, no point in having a "Flood Room" spell in a volcano... usually)
  4. The book is then returned to the player, who then places the book back into the ender chest.
This will allow many different abilities to be unlocked and used by the player, allowing certain areas to be only accessible at different points of the map.

Saturday, March 9, 2013

NBT Filter

I'm currently working on helping @Texelelf with a filter... or I at least offered my assistance. He is working on a filter to allow editing of NBT data within MCEdit, and because of version differences, he is making it Windows only for the time being. I'm going to try to port it to Linux and Mac... the major problem? trying to figure out the different pieces of the code and how to change them from a Windows GUI to a Linux and Mac GUI...

As it is now, the preliminary version that Texelelf has let me fiddle with shows the NBT data in a pop-up window as a tree, which in and of itself is mind boggling to me (I'm easily impressed with programs :P) but it relies on the win32api, win32gui, win32con, and winerror libraries that come pre-packaged with MCEdit. Linux and Mac obviously cannot use these libraries, so I need to use different libraries, preferably pre-packaged with MCEdit, that accomplish roughly the same tasks.

If Texelelf and I understand correctly, Linux would use the ALBOW library and Mac would use Appkit library as GUI libraries that are included in MCEdit (ALBOW is actually one of the core libraries that MCEdit uses to display stuff in the window... it has turned to vaporware though, much like a lot of Pygame GUI libraries...). If I can, I think it might be beneficial to figure out another alternative, but using the built-in libraries in MCEdit would be prefered...

I can already tell that this is going to be a challenging project... and one that I hope I have the time and patience to work on... this filter is going to be too awesome to keep Windows only!

EDIT:
Another thing I've been thinking of... one of Sethbling's latest filters, the statuemaker filter, requires a png library that you place into the filters folder... could the same be done with TkInter or wxPython? Hmm...

Idea Dump -- Fantasy Map

I *think* that I will do a fantasy themed map as my first adventure map... partially because I feel that it will be easier than a sci-fi map, but I digress...

There will be a handful of major mechanics that I will use in the map...

Teleportation!

Yes, it's not a unique idea... Basically, it is a combination of either this firework detector (by HappyPear) or this experience detector (by Sethbling) with this map's core mechanic (by Bigre). So, how would I use the teleportation mechanic?
  • Between two major points in an area
  • Between two different areas
    • Good/Evil
    • Above/Below
    • Normal/Mirrored (swap x/z coords)
    • Past/Present/Future
    • Dry/Flooded
    • ...
  • Changes in one area affect the other
  • ...

Elements!

Again, not *too* unique... but having the different main areas based on the classical elements (Air, Water, Earth, Fire) as well as the different mobs, equipment, etc. based on the elements would be an interesting challenge.

I'll update this as I get feedback and more ideas...