Alpha 1.8 progress

Flying and manual time of day adjustment are in. That’s how the interface looks now in creative:

Clicking time of day adjustment button skips between 4 predefined time settings: dawn, noon, dusk and midnight. Unfortunately this will cause a slowdown for a few seconds due to lack of shaders on the phone – all terrain vertex buffers have to be rebuilt when lighting changes. Can’t help that.

As you can see, I re-enabled the sleeping/eating button, so in creative you can sleep and commit suicide as normal. Flying too high above the max height of the terrain will kill you as well.

When you fly, you always move in the direction of looking (plus a small offset towards up). So to move up and down you have to look that way first. Actually I found that the best way to fly up and down is to look down and move forward/back. Looking up is no good because you only see the sky.

After I spent some time flying around (it’s cool) I don’t think we need a separate way to fly up/down – the current system works well enough.

To finish creative mode I need to add instantaneous digging and clean up the input system which got quite messed up after recent changes.

The remaining stuff for 1.8 is:

  • switching game modes
  • magma spawning – this is the big one
  • fix some annoying bugs
  • I am not completely satisfied with the water/magma propagation may need to spend some time on it.
  • at least 10 super important things I forgot about and I will find out just before submitting

I am aiming for a submission during the weekend but it all depends on how hard magma spawning will be. I won’t be able to fit worlds sharing/backup for 1.8. Shame on me, this is what I wanted to do the most :-(

22 Comments

  1. Posted March 2, 2012 at 03:23 | Permalink | Reply

    Sounds great!!!!!!!!!!!!! But what is the switching game mode things?

    • d1kan
      Posted March 2, 2012 at 16:55 | Permalink | Reply

      We’ll be able to switch game modes when we’re playing, I think

      • pippyo03
        Posted March 2, 2012 at 17:39 | Permalink | Reply

        Great!!!!!!!

  2. jriot10
    Posted March 2, 2012 at 03:37 | Permalink | Reply

    AWESOME!!! You never fail to displease Kaalus! By the way the icon for flying is genius!

  3. borderal
    Posted March 2, 2012 at 03:47 | Permalink | Reply

    You are the best person ever….

  4. dova
    Posted March 2, 2012 at 03:53 | Permalink | Reply

    Can’t wait for it to come out

  5. Nikpol22
    Posted March 2, 2012 at 04:00 | Permalink | Reply

    I want it right now! And also, as I said before, you need electricity!

  6. Tavin Kastner
    Posted March 2, 2012 at 06:07 | Permalink | Reply

    This looks great, Kaalus. Keep up the amazing work.

  7. Tanner
    Posted March 2, 2012 at 07:35 | Permalink | Reply

    Sweet looking forward to it.

  8. Korbak
    Posted March 2, 2012 at 08:19 | Permalink | Reply

    OMG! Quickly add donate button on your website!

  9. usviituten
    Posted March 2, 2012 at 09:01 | Permalink | Reply

    Awesome! You are a great developer! I was wondering, will you be able to switch from creative mode to challenging… Etc? Thanks!

  10. brokenrelic
    Posted March 2, 2012 at 14:39 | Permalink | Reply

    Man I haven’t had much time to play lately but when I do its going to rock!! With all the grate new features you keep adding
    =P

  11. d1kan
    Posted March 2, 2012 at 16:40 | Permalink | Reply

    So awesome!! very great work

  12. d1kan
    Posted March 2, 2012 at 16:47 | Permalink | Reply

    To be killed when you’re flying too high isn’t very good. It’s cruel!!

    • reundeadified
      Posted March 2, 2012 at 19:19 | Permalink | Reply

      Maybe you asphyxiate when you fly too high since the air is thinner up there

      • d1kan
        Posted March 2, 2012 at 21:46 | Permalink | Reply

        Yes probably, thanks :)

      • Quasidart
        Posted March 2, 2012 at 22:33 | Permalink | Reply

        Still, being killed just because you flew outside an [invisible] bounding box seems unnecessarily punitive. For survival mode its okay, since you can only reach that high by building, and nobody in their right mind (*cough* *raises hand*) would build that high outside of creative mode. However, when you can fly at any height you want, it’ll be a lot easier to accidentally reach that height. How about a less-punishing behavior, like one of the following:

        • Prevent flight above that level:
        – Make ceiling solid. (Easy? Say, spawn an invisible/permanent layer of blocks at max_height-1.)
        – Have ascent rate gradually slow to 0 if your altitude >= (e.g.) max_height-10. (More work)
        – Set ascent rate = 0 when altitude = max_height-1. (easier)
        • Make ceiling non-lethal. (possible?)
        • Make ceiling visible. (possible?)

        • Posted March 2, 2012 at 22:57 | Permalink

          You only get killed when you fly really high, way above the highest building height. You don’t actually see the ground any more from there.

      • reebs
        Posted March 3, 2012 at 03:19 | Permalink | Reply

        I like the invisible ceiling idea, but what about a “return to map” message with a countdown timer, where if it reaches 0 you die

  13. Quasidart
    Posted March 2, 2012 at 22:59 | Permalink | Reply

    Kudos on the new icons — the day/night icon is simple but clear, and the flight icon is perfect!
    :-) (Reminds me of XKCD. *grin*) When flying, does the user’s avatar also look like it’s flying, or are you saving that until you add multiplayer? (In Minecraft-on-iPhone, flying avatars still look like they’re running, just in the air — looks kinda hokey. I’m sure you can do better. :-) )

    The “inventory” table is also a good adaptation of existing UI. However, it looks auto-populated by BlockId, meaning that related items end up separated from each other. (I.e., the Malachite block above is nowhere near the Malachite chunk, or the Copper ingot/block (or the Iron ingot/block). Likewise, the food items (bird & bacon) are separated from each other.) You mentioned earlier that the Recipaedia auto-populates itself, which implies that the items are already categorized; can that categorization also be leveraged when populating this table? That way, users wouldn’t have to scroll as much through the (growing) table to find any similar item(s) they’re looking for.

    • jriot10
      Posted March 3, 2012 at 03:43 | Permalink | Reply

      Yah you should make the person look like superman

  14. pippyo03
    Posted March 3, 2012 at 01:05 | Permalink | Reply

    Hey just a idea but maybe you could make a horse so you could ride it or kill it and then make a saddle. But just an idea.

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