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I've been getting derailed into a game project based on Minecraft 1.11: http://www.airwindows.com/snowball-madness/ http://www.airwindows.com/snowball-madness/
by Applejinx 10y ago
I've been getting derailed into a game project based on Minecraft 1.11:
http://www.airwindows.com/snowball-madness/ http://www.airwindows.com/snowball-madness/
https://github.com/airwindows/SnowballMadness https://github.com/airwindows/SnowballMadness
Maybe it's lame but I like using that system to experiment with what happens in gameplay, especially in an anarchistic mode where it's the system itself that copes with entropy. Been playing with this particular toyset for a few years now. The main feature is making available to players, VERY destructive features on a persistent server. You can fire infinite TNT artillery just off the hotbar, 'multipliers', pickaxes that remove terrain outright, very nasty semi-tame mobs: the idea is to take lots of 'hacked client griefer' behaviors and build them into the game in still grander forms.
Then the trick is, how do you resist entropy and allow for any sort of constructive use? I came up with a system where the server (on unloading chunks) checks for a diamond block at the very center of a region. If it doesn't find one, it marks the region for deletion on restart, which regenerates the area. The idea is that there will be random destruction, but some of it will revert to normal: and you can't necessarily tell the difference between normal, and protected/built on, in just surface gameplay.
A lot of the coding addresses challenges the plugin makes possible in the first place: for instance, placing a giant sphere of fire is one thing, but then if you multiply that times 16 times 16 per shot and begin spamming the multiplied fire spheres, it's pretty obvious the server will grind to a halt. So it turned into a more sparse placement, with a special 'fire spread' handler to make spread die off a lot quicker so the server crunch would only be a minute or so.
Next, since there's the capacity to empty water with an empty bucket, it seems like a good idea to make an 'ocean filler' that fills back up areas that were emptied. Seems like there is always a new concept to play with :)
Previous experiments showed me how easy it is to just get swamped in toys and effects, so at some point it really became a 'generalize effects to create a logical discoverable system' project…