PseudoKnight

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Viewing 15 posts - 31 through 45 (of 239 total)
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  • in reply to: Altered Terrain Generation Outworld #4077
    PseudoKnight
    Member

    I have to admit, I never thought to have veins of melons — lol — but this did remind me of some ideas I had about creating some different underground terrain layers. We did that with one or two outworlds, but there’s still more things that could be done that would be interesting. Endstone is a decent idea. Maybe a custom biome could replace stone with endstone.

    For the immediate future, we have two outworlds planned, which are going to be vanilla and amplified. After every new update I do a vanilla outworld before going back to custom terrain generation.

    If you want to help create some exciting new biomes and terrain for the server, experiment with TerrainControl. I could use some help with that as it takes time.

    If you want to make some nice structures, they need to be in 16×16 in size, as Ray said. For connected structures, each segment must also be 16×16. We have some demonstrations over near “/warp create”. I can even give some chunk plots to you if you have the desire to try your hand at it.

    in reply to: FinalScore UHC? #3964
    PseudoKnight
    Member

    Not all of those things apply to the same type of UHC. (pvp or coop-enderdragon) That first list was mostly related to the PVP UHC, so I won’t address that if we’re going enderdragon.

    The second list had some technical check lists for myself as well as some design challenges. The separate-inv and world border is a checklist. The visible border is an idea to improve it.

    I wouldn’t allow any TP. People would have to walk/run/ride to each other.

    Not all potions would be disabled, but regen potion is considered too easy once you get it. That’s why they disable or forbid it in the Mindcrack UHC events.

    As far as a leaving penalty, I don’t know if I like losing all inventory after 30 min, but I’d have to give it some thought. It really depends on how long the UHC is planned to go. The penalty would need to be considerate of people’s time, but prevent people from exploiting difficult situations. If you’re surrounded by mobs and are going to die, it’s easy to just disconnect, and some people might not think anything of it in their panic.

    Scoreboard was added in 1.5 and allows you to put information below player names, on a sidebar, or in the tab list. We use it in our many PVP games right now, and some other mini-games.

    in reply to: Edge City #3963
    PseudoKnight
    Member

    Let me know where you want the warp setup!

    in reply to: FinalScore UHC? #3917
    PseudoKnight
    Member

    Okay, the biggest problem in a game this long is people joining and leaving at any time. We can make some modifications to the formula to make it work, but it can’t be competitive and still be fair. It has to be a cooperative PvE, I think.

    With that in mind, here are some things I’d have to do to make this work:
    – Create separate inventory world, preferably with visible border.
    – Random join locations.
    – 3-5 minute mob immunity with a notice for when it starts and when it’s about to end. Maybe just invisibility for start instead? This is needed just in case people join in the middle of the night surrounded by mobs.
    – Health regen turned off.
    – Regen potions disabled.
    – Leaving penalty? Maybe if you rejoin it gives you weakness or something, equivalent to how long you left for? I don’t really want it to affect balance, but it still needs to be fair.
    – Scoreboard health
    – etc. (Things I haven’t thought of right now)

    in reply to: Suggestions for SkyPirates #3715
    PseudoKnight
    Member

    The ships need to be equally destructable. This in part means materials need to have a balanced blast resistance and be flammable. You also can’t currently put attachables on certain sides of blocks. (ladders, torches, no doors at all) That might be fixed later by the plugin authors. The spacing of the TNT needs to be enough to create the occasional chain reaction, but not too close that it’ll do it most of the time. The larger the size (mostly length and height) the longer it takes to regenerate. A shorter mast would be nice — probably should shorten the current ones. Any island should not have material going below the bottom of the ships for the same reason.

    in reply to: New Games! #3714
    PseudoKnight
    Member

    I know why it didn’t work. 😛 I was hoping it would spawn some spontaneous tag events, but I never heard any that did. It was an experiment. A straight-up game of tag sounded boring.

    in reply to: Suggestions for SkyPirates #3710
    PseudoKnight
    Member

    What about villagers on the ship that act as single respawns? Each villager counts as a life, basically, so if the other team kills some of the villagers on your ship, you lose them as respawns. I could maybe even put some emeralds in the ship just in case there’s a neat trade to turn the tide.

    in reply to: New Games! #3709
    PseudoKnight
    Member

    Hide and Seek can be done already. Froggerooh has even started some games. Use “/dynmap hide”, then find a place to hide, then press sneak button so people can’t see your name. (or don’t, if you want it to go faster.. maybe tease them with 1 second of visibility)

    Frogware is sort of a Simon Says game. In fact I plan on adding one task that plays on that concept. It’ll do something like tell you a random color block, action (break, stand on, drop, pickup), and either a negative or positive. (eg. “do” or “don’t”) I’m calling it “PK Says”.

    I actually had a game of continuous tag going on for a while, but it never became a thing. An on-demand game might be more enjoyable, but it still needs something more.

    in reply to: FinalScore UHC? #3708
    PseudoKnight
    Member

    Here’s some challenges:

    – Allow for players to enter and exit the game at any time.
    – Keep games from becoming stalemates.
    – Prevent monotonous grinding/mining.
    – Cheats (intentional or not)

    The compass tries to solve the second one. An mcedit filter to remove hidden ores would help prevent the third. I can only come up with weak ideas on the first problem. That’s one of the reasons the enderdragon was a good endgame. It didn’t matter if people logged out or logged in late.

    in reply to: FinalScore UHC? #3707
    PseudoKnight
    Member

    I too am a big Mindcrack fan. We actually did UHC on April 1st, 2012 with the goal of killing the enderdragon. We had to cut the process of finding the stronghold due to time constraints (dead people wanted to play), but we got potions and defeated him. It was fun, but a very long day. (~7 hours)

    The problem with competitive UHC is it’s really easy to cheat. It works so well with the Mindcrack guys because they all record their play sessions. That’s partly why we did the enderdragon fight instead (which is what UHC Season 1 was). I’ve tried coming up with ways of making this work, but it’s difficult enough getting everyone to play a short 10 minute game (and fairly), let alone a game that lasts a few hours. My favorite idea is to use compasses that point to one random competitor.

    in reply to: [Added] Horses Suggestions #3699
    PseudoKnight
    Member

    This is already planned. My current idea is to have something like a /share command that would apply to several different features. For example:

    “/share horses sydneef”

    or

    “/share shops ChelseasPinky”

    These would add their name to your profile’s shared section under the specified type. So it’d look up the owner of a horse, then check if that owner is sharing their horses with anyone. If the person clicking the horse is in that list, then it would allow them to interact with the horse like normal.

    I’m not sure about the syntax or limits. I know different people would want to use it for different reasons. I need to consider these possibilities. Some people would want to share everything with a specific person. Others might want to share just one horse. I’d not likely support that. However, I will have a command to give a horse to another player.

    in reply to: Battlestar Galactica #3642
    PseudoKnight
    Member

    I’d help a little, during podcast time. Maybe first order of business is to figure out a minimum material requirement? Not an exact number, but the enough to get 90% of it done before we can reassess.

    in reply to: Redoing Template Style Sheets #3627
    PseudoKnight
    Member

    Right now I’m styling the website with some more recent features. It’s fun not worrying about backwards compatibility.

    in reply to: Redoing Template Style Sheets #3626
    PseudoKnight
    Member

    Some thoughts on web development…

    I don’t do this nearly enough anymore. I think I got stuck on css structure. There doesn’t seem to be a good way to organize this. Theoretically you’d split things up into files, but that’s horrible for load speed. Maybe I should investigate having a source version and a “compiled” version.

    I also notice that some developers split up styles into different sections based on style or structure. This bothers the hell out of me when I go to edit things. It makes for a much more bloated file, too. I tend to put tags first, then I put ids and classes in order of first appearance. That way I always have a general idea of how far I have to scroll to get to the applicable section, and there’s rarely duplicated identifiers that will cause confusing behavior. It still feels horribly clunky, though.

    I’ve also always struggled with CMS vs MVC vs scratch. I like doing most things in scratch because it gives me a lot of freedom. However, I hate doing specific things that CMS are great at, like user authentication. I end up jumping between all three of these between projects and never feel satisfied. With FSMC I just dropped WordPress on the server with some integrated plugins and moved on with my life, as I got tired with struggling with those decisions.

    in reply to: World downloads #3625
    PseudoKnight
    Member

    As a side note, I backup outworlds before removing them from the server.

Viewing 15 posts - 31 through 45 (of 239 total)