It needs noclip.
It need water and sponges.
It need a crosshair.
I think thats it.
Overview:
This is a 3D game I am making with Microsoft XNA. Right now, at this early stage, it is just a copy of Minecraft Classic with improved graphics, but I plan to add much more functionality and focus more on the sandbox aspect than Minecraft does today. An example of this, is that I include the ability to turn of collision, as can be seen at 4:56 . It will also be extremely easy to add new textures/content (You just add the 256x256 .jpg files to a folder called Textures).
Graphics:
The game will support many resolutions, the one I'm currently playing on is 1920x1080, which is much larger than the one Minecraft provides. (The video is recorded on 800x600, though)
You will also be able to enable multi-sampling (AA).
Other:
The only library I used that is not made by me is the XNA library. I have made everything else, including the physics.
There are currently a few bugs, such as the cursor not displaying on the X-axis of blocks, but that is to be expected at this early stage.
This thread is mainly for receiving input of what gameplay elements YOU miss in Minecraft Classic (try it here (requires Java)). If I think it is a good idea (and feasible), I might add it in this game.
Last edited by Matte; 09-24-2010 at 04:17 AM.
"If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
-- Niels Bohr
It needs noclip.
It need water and sponges.
It need a crosshair.
I think thats it.
Awesome!
The first and last are already implemented (crosshair is not shown in the video). Water will probably take some time, but I'm planning it. By sponge, you mean removal of water, I guess?
I will probably add a stacker-like feature which allows you to place more than one block at a time.
I have also missed the ability to (maybe push a button and) create blocks at unlimited distances.
"If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
-- Niels Bohr
Nope. It lags fairly much when the amount of blocks is > 3000, it must be done to make it playable at large maps, though.
Haven't decided it yet, but I probably will. The code will need a major cleanup before it is possible to understand, though.
"If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
-- Niels Bohr
awesome
SVN Tutorial
My SVN:Get dropbox and get 250 MB extra space: DropboxCode:http://divranspack.googlecode.com/svn/trunk/%20divranspack/
By sponge I meant the same as in minecraft. it makes a 5*5*5 area where water cant exist.
So only 3 things to do and you you are out of alpha? culling and water/sponges.
Neat that you will make it open source, I think that atleast I will read (parts of?) that code
I wonder though, how do you make it so that the polygons behind other polygons isnt rendered (or only partly rendered if only partly behind)?
"If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
-- Niels Bohr
Curses! I was starting to make one with Ogre3d!
Anyway, you could check if the block is surrounded on all adjacent grid spaces, and if it is, not render it, because it would be impossible to see. (My friend's idea)
Also, do module loading!
Bookmarks