Aliens and the Impossible Handle

Aliens and the Impossible Handle
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I get very, very excited about the new possibilities Lydia and Saxs presented at the Microsoft’s E3 conference. Actually, I go completely fanboy over it. Yup, total nerded out.

I took to Twitter to say why I hadn’t submitted Green Mug to a directory yet, and the wonderful Skyao took some time of her day to make this gorgeous album art!

I also tried reducing the audio artifacts by fiddling with noise reduction. Let me know how that works for you.Links

9 comments

  1. Perhaps a fun idea for an alien-based game would be something along the lines of terraforming planets for the purpose of inhabiting them? That might be a nice game 🙂
    Also, don’t worry about your time being too long, I personally think it’s just fine ;P

    1. That would be really neat. I’m picturing Matt Damon going, “We’re going to have to science the shit out of this.” Suddenly your alien game is really a farming game…with aliens showing up and enjoy french fries. xD

  2. Data-driven mob AI was actually teased back in December for PE (though I myself hadn’t seen anything else concerning it apart from this and the teaser at E3): https://mobile.twitter.com/_tomcc/status/676425640699142145

    Another tweet concerning an API in February: https://mobile.twitter.com/_tomcc/status/700755844967723008

    IIRC, a picture teaser of commands in C++ versions was very recently shown for the /give command, but it didn’t have NBT input (or whatever save format C++ versions are using). The lack of access to such data restricts our abilities greatly as we’d no longer be able to check specific internal data to trigger an event (nor create something with such data). It’d be going back to the introduction of command blocks, which was essentially as expansive as using /testfor to find a player standing somewhere and using spawners to create entities. These days /testfor is next to useless outside of CommandStats and some very specific cases.

    Data-driven mob AI is cool feature, but alone it’s only as useful as data-driven loot tables are alone. They make a static map while these days maps are dynamic. C++ versions will need what the Java version has: data storage and world manipulation, and an organized/reliable way of doing it (scoreboards, selectors, CommandStats, /fill, /summon, /entitydata, NBT-access, and the new command blocks). I personally won’t be too excited for the 100th iteration of some mob with different AI in a different-looking environment, with walls of signs for rules and story.

    I don’t own nor closely follow C++ versions though, so I don’t know what’s possible or planned. With feature parity in mind I expect these things will come to be anyway.

    Coding command mechanics from scratch I think is a good idea. The mechanics we have in the Java version are built around a game that didn’t really have commands in mind, resulting in too many oddities and bugs. It should ideally be easier to teach mechanics as well as easier to learn them, unlike the Java version where explaining one mechanic usually meant having to explain all the exceptions/issues that comes with it (and from experience, turns others off from map-making). If it’s easier to learn, then more people may be interested. A “development edition”, which I think is a fun idea, would likely cover that through usage manuals.

    Oh and as another thing we’ll be seeing for C++’s API, data-driven items: https://mobile.twitter.com/_tomcc/status/659678620152152064

    And these sorts of data-driven features I expect to see ported to the Java version, just like how we have loot tables.

    1. Thank you for having these links on tap! This was an incredibly interesting read. I had no idea they’ve been teasing this stuff…I supposed that’s a side-effect of not caring about PE development until very recently.

      I agree with you, static maps aren’t very interesting. I also hope they look at the landscape of map making in Minecraft and consider what tools we need rather than replicating how it works on the Java version.

      I wish I had more to respond to, but I just want everyone to go back and reread your comment again. I find it incredibly insightful.

  3. Man why are these presentations so dry ? Like it just seemed awkward. That aside, amazing features with the RP and Mob AI. I still really like the idea of VR Minecraft and the fact that ALL of these platforms come together is pretty awesome. A development edition would be amazing and I would pay good money for that. At the end of the day I just want a way to make amazing experiences easier, quicker, and more impressive.

    I tell people I make stories/games in minecraft.

    1. The more and more I think about it, the more and more I want a well-designed Developer’s edition of Minecraft. Hell, I’d love to even help make that thing a possibility.

    1. As for the second question: I don’t tell people anything about my mapmaking. Nobody outside the minecraft community even pretends to understand the complexity, so whenever I accidentally let something slip to anyone but my closest friends it’s always “that’d be impressive to a 12-year-old”. No matter your opinions on considering minecraft a game development engine, I can tell you now that pretty much nobody who doesn’t play custom maps thinks of it that way.

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