Ideas and Adventurous Time

Ideas and Adventurous Time

I take a few moments to describe my goal and mission with the Green Mug podcast, talk about Mithey‘s latest release, and read some answers to a question I asked last night.


  1. I think the last ideas I had late at night involved some brainstorming methods to make a map I’m working on much more workable for low player-counts (since previously it was only really fun with at least 6 players). I ended up taking a few vague notes on my laptop (since I always sleep next to it), but the actual solution I’m trying to implement came to me on the next day.

    1. Now that I’m not active in a “player community” (such as Groundfox), I’m much more concerned about low-player counts than I was before. Come to think of it, this may be one of reasons I haven’t been as passionate about developing games which require higher level strategy and teamwork.

      After Calamity’s final release, I became much more interested in developing games which were less reliant on team-based strategy and instead went to designing toy/sandbox games which relied on economy and prizes, and role-playing. I suppose this came from the custom maps I played for Dark Forces II: Jedi Knight.

      1. I guess I’ve just always been much more interested in those team-based mechanics, even though they’re much harder to organize. Present Factory and Diversity 2 were flukes, where someone else set the genre and limitations. Left to my own devices I almost always make something designed to be played at least 4v4.

        I haven’t had much time to really develop maps lately, but seeing some of the great content that’ll be released soon, I’m just glad I still have time to play them.

        1. The more and more I search, the more I realize there’s a ton of untapped potential in people who aren’t hooked into the map making community–or are a part of a community I’m not aware of. And there are a few people I will always be a fan of: Jigarbov, Mithey, and Rixiot. They all have a different style, but are very, very good at what they do.

  2. Hey Moesh!

    I haven’t been doing the map development dance as much recently, but in my opinion a lot of the optimization issues from the past were solved with the new 1.9 command blocks. I do think that redstone and comparators and the like are dead, and should stay as such though.

    Also, I’m very much a night time dweller, in fact I woke up an hour before this episode release, so everything keeps me up at night. But in relation to the question, I’ve been playing a lot of modded skyblock recently, and my latest idea that will never come to fruition is some sort of enjoyable command block-controlled vanilla skyblock, that changes the formula.

    1. I believe we’re entering the age of “programming in Minecraft.” While we’re still reliant on blocks, more and more people are compiling their code with one-command block generators.

      Until we have a unified perspective language or templates for basic “programming” processes such as IF, ELSE, WHILE, and other such things, I believe developers will stick with what is easiest.

      I tend to stay up late at night as well. I’m constantly trying to fix my sleep schedule, especially since I moved in with my partner (who is a morning person). Ever since listening to Keith Burgun, I’ve began wondering about the morals of creating “grinding” games like skyblock. I remember having to wait for trees to grow and mining cobblestone through a generator. Is there more to skyblock than this? I’m curious to know.

      1. Personally my favorite parts of Skyblock were always those that involved puzzle-like mechanics. Figuring out how to make the most efficient setup with the fewest resources possible, over the void, without losing anything. I always say the grindy bits of Skyblock as more of a necessary evil to get to the “actual” game of figuring out where to put the resources.

        1. We could also consider it to be nice pacing. After solving a difficult resource-based puzzle, you unwind with some mindless mining, revelling in the fruits of your labour.

      2. For me, the best part of skyblock is finding the most efficient way to do everything, exploring new mechanics to move up resource tiers. For example, lets say you provide the player 3-4 stacks of bone meal and a couple saplings. they can use the bone meal to get several stacks of logs, which allows them to build a mob farm. Now lets add the mechanic of composting leaves and saplings into dirt, players can now create dirt and expand their tree farm. The mob farm can be used to replenish the supply of bones and grow more trees. Now in addition to that, lets add the ability to turn mob drops into lava via some custom structure. The player now has access to renewable dirt, cobblestone, and wood. As we expand these capabilities, the player has access to more materials to start automation.

  3. Q1. Getting it done. Best doesn’t matter if it means it’ll die before it’s born.
    Q2. Nothing keeps me up at night except for the uncertainty of the reception of the final product regardless of the support and positive thoughts that come my way during development.

    1. I like to think of you as the king of getting it done. I admire how you are always focused on getting to the end product rather than mucking around with making something perfect. I’ve heard it said perfectionism kills creativity, and I couldn’t agree more. I remember how nervous you were for the release of Simburbia, which ended up getting a great reception.

      1. Terrified of the Simburbia release. After you’ve made a map for so long it turns into a thing you hate, you don’t think the jokes are funny, you don’t think the mechanics are good, because by the end you have learnt how to make the same thing, but better. Either you go back to the drawing board and keep iterating and never release, or you suck it up, and get the thing out and work on something else. Thanks for your reply.

  4. I’ve spent the last few days laying awake for a few hours thinking how to properly apply a certain mechanic to one of my news maps (which was also a concept thought up over night). If I manage to remember the idea/method to attempt to make the thing work, I test it. If not, I think some more during the day or next night!

    1. Some advice I’ve heard about writing applies to how you’re doing things: “When you sit down to write, you should be taking dictation from what you said earlier.”

      Some of my best coding sprints were done after I had already thought about and planned out the logic. I believe this is a normal and relatively awesome thing. We literally think about something, then make it happen later. It’s cheesy, but our thoughts became something tangible, no matter how crazy and far-fetched they may have been. That’s one of my favourite things about game design.

    1. Wow! That looks like a wonderful tool I haven’t seen yet. I’ve been scheming on how to create a Sublime plugin that would automatically generate a one-command. No matter how we do it, this method is starting to mark a definite separation of “code” and “game”, as we are technically “compiling” code to be inserted into Minecraft. And hey! The .MCC format! Thanks for adopting that!

      After looking closely at your other projects, I really digging the syntax you’ve put together–it’s very readable. Also, Panguino is becoming a Node expert (well, he’s been spending a lot of time working with it), so yay for Node!

      1. Yeah I’m pretty new to Node. I only started a few months ago. I come from a C# background, but I felt that Node/Javascript was a much better fit for this, and therefore cross-platform too.

        All feedback welcome. I plan on putting some more time into the “plugins” before long, and packaging some into the tool for running ‘events/functions’ and loops etc.

        1. I’ve been looking forward to trying this out ever since you first posted it here. I’m pretty particular about how my Command Blocks are setup, but I’ve heard it said that perfectionism kills creativity. Perhaps I should loosen up a bit.

  5. I personally think “Getting it done” makes more sense as long as a) the mechanic it’s responsible for doesn’t suffer because of it (like input lag when using abilities for example) b) it’s not a multiplayer map – those absolutely have to keep in mind that most people don’t own powerful dedicated servers.

    If I have an idea that’s keeping me up at night, I’m not gonna waste time trying to sleep if it’s gonna fail anyway. Just jump on the pc and start working!

    1. I have a rather mediocre computer; six years old with patchwork soldering comparable with Frankenstein’s monster. I think developing for Realms is a good middle ground. If testers find slow downs or frame rate issues, then it definitely should be addressed.

  6. Q1: I prefer getting things done. It should try to be efficient but at the end of the day I want to release the map and move on!
    Q2: A lot of story ideas keep me up at night thinking about the details. It makes me restless. I write notes in my phone. I keep getting back up to take more notes even after i’ve laid down again.

    1. Hey CDFDMAN, good to see you here. 🙂

      My new favourite technique is called swallowing the frog: get the hardest thing you need to do done first.

      That’s exactly what happened to me the night I had the idea for this podcast! I kept taking more notes and getting more ideas…I spent about four hours in bed just thinking about this show.

Leave a Reply to Moesh Cancel reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.