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Immediate Milestones: (may change)
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- EntityBlock (blocks in entity form, can be moved and rotated, falling sand/gravel, blocks thrown from explosions, convert back to blocks on landing)
- item that launches explosive projectile (explosion creates EntityBlocks with outward velocities)
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- redesign hand HUD, stacks and controlled entities can render additional elements around view area (cockpit...)
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- texture arrays instead of atlas
- optional mipmapping + linear filtering
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- thin frame glass
- glass panes
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- color wheel UI widget
- craft colored blocks with chroma infuser block
- block to make artificial terrain blocks (like chroma infuser but uses temperature and humidity settings to select color)
- chroma extractor block (converts colored blocks and items to dye pellets)
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- liquid flow mechanics (static, flowing, dynamic source, dynamic non-source)
- water breaks vegetation
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- static block lighting
- static sun lighting
- dynamic sun lighting (shadow map)
- dynamic entity lighting (shadow map)
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- generate solar system and celestials
- render dynamic skybox + celestials
- render dynamic cloud layer
- render ground layer (far section meshes when high up)
- portable jump drive item to travel to the space world around current planet and to other celestials in system
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- weather: rain, snow, lightning, fog, leaves, sand storm
- particles: steam, fire, smoke, rain, snow, water splash, water bubbles, lava, tar pit, leaf, sand, dust, fog
- block impact particles
- rain and snow
- wind
- area fog and haze
- dynamic particle limiting for low FPS
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- save and load maps
- save and load settings
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- make better textures
- connected textures
- multi-pass textures
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- bucket item to pick up and place liquids (block selector HUD highlights liquid block that will be picked up, while bucket is held)
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- stack mode key and hotbar indicator
- add sloped blocks (slab and stair mode can be set when crafting and changed while held in hand)
- add more terrain and decorative blocks...
- rendering optimizations + Block refactoring
- build section and entity meshes in separate thread
- make video
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- add binoculars/telescope item, remove zoom key
- step down support (prevent sneaking over edges)
- make video
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- message center hud (status messages for key commands, typing commands, future chat box)
- scrollable widget container
- config panel: video, audio, controls, hud, world
- commands panel (UI for those who don't like to type commands)
- HUD config panel
- HUD hot keys
- screenshots
- make video
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- entity animation system
- toggle third person camera (animate legs when moving)
- toggle first person camera with visible torso and legs (animate legs when moving)
- EntityBlockDamage (display cracks when breaking blocks, slowly decay when breaking stops)
- HUD to show name of stacks when picked up, in the message center
- make video
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Milestones: (may change)
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- worldgen varying shaped trees
- more log and leaf types/colors
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- sound support: ambient sound for biomes, ambient sound for blocks (lava, flowing liquids), footsteps, block breaking/placing
- sort semi-transparent blocks within sections
- animated textures
- vertex shifting (moving water and vegetation)
- random textures (change block texture based on location)
- connected textures
- auto sloping and blending terrain blocks
- clouds
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- mod support, split everything out of core and into mods
- add mod support to launcher
- terraformer (tool to rapidly place blocks in various shapes)
- range finder (tool to show distance to a block or entity, also shows name of block or entity)
- font browser widget (to find glyphs and insert into a text field)
- 3D text (render text on entities in the world, signs)
- teleport and jump pad blocks
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- clean up and first public release
- optimizations...
- fix bugs...
- re-design website...
- access parts of website from launcher (news, mod browsing/selecting, modpack browsing/selecting)
- configure client from launcher (in case client won't start with current settings)
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- space and ships
- worldgen planetary systems (each with stars, planets, moons, nebulas, asteroid belts and wormholes to other systems)
- space support in skybox
- generate skybox with proper size/orientation of celestials in system
- planets set their own sky color
- systems set their own sky color when in space
- planets set their day/night cycle
- entity linking (riding entities such as beds, chairs, horses, boats, trains, vehicles and ships)
- parachute (vehicle)
- hang glider (vehicle)
- ship construction platform
- used to build small 12x12x12 ships from normal blocks and transform them into a ship entity capable of flying into space
- additional items must be placed in the construction platform to complete the build, quantity of additional items depends on number of blocks
- ship construction blocks: cockpit, weapons, thrusters, mining beam, salvage beam, scanner, etc
- capital components
- section sized blocks used to build capital ships and space stations
- normal blocks can be placed inside them
- each planet, moon and star can zero or more space worlds around it.
each space world can have zero or one space station.
- all celestials in the system have waypoints that can be warped to in a ship.
space stations have a private or public beacon to allow warping to it.
- asteroid belts will spawn asteroid entities which can be mined
- planets and moons can be mined from orbit with mining platforms (mini space stations)
- obstacle course beacons, checkpoints and tube components
- deploy platform component from ship to create space station or mining platform
- construction block inside platform component allows construction of components around it
- capital construction platform (built from components on a space station) allows construction of capital ships using components
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- multiplayer
- server and network support
- chat system
- player skins
- teleport beams
- blue downward beam for player login
- blue upward beam for player logout
- green downward beam for player respawn
- red upward beam for player death
- -- beams travel from infinite height to player location
- -- beams can be changed to travel only a few blocks above player location for stuff like UHC matches
- teleport particles: blue particle cloud at both ends of the teleport, no beam
- protection system (claiming sections and giving access to friends)
- group system (managing operators and moderators)
- world border
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- pvp
- survival gamemode: health, armor, shields, stamina, air, accuracy (thirst and hunger will be added later)
- fall/impact damage
- effects system: adrenaline, on fire, temp no health regen, blindness, poison, radiation, speed, resistance
- damage sources: suffocation, impact, lava, fire, starvation, radiation, poison, drowning, electricution, <weapon>
- throwable rocks
- weapons...
- armor...
- player head blocks
- minimap
- team system
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- non player characters
- NPCs and worldgen'd village entities
- village entities grow and evolve over time even when chunks not loaded
- the entity generates structures and regenerates structures as it grows/evolves
- NPCs are controlled by the village entity to perform tasks
- players can perform tasks for NPCs and trade with them to gain standing and currency
- players can rent plots in villages
- NPCs convoys travel out into the world to attack or trade with players and other NPC villages
- NPC villages and convoys can be attacked by player to acquire resources and gain negative standing
- NPC villages have block protection which may be turned off per-village by server operator
- player villages
- players can create villages and mark plots for NPCs to rent
- NPCs that wander near the player villages might rent a plot
- player must provide tasks and trade or NPCs wont stay
- text to speech support (so NPCs can talk)
- TTS block
- worldgen NPC space stations (NPCs flying ships and working in space stations)
- NPC police respond to violence near NPC villages and space stations
- some space systems will be claimed by NPC factions, that faction responds to violence against its NPCs and those with good standing
- base defense system
- automated defenses to attack attackers and NPCs/players with negative standing
- dynamic loot chest at center of base which can be accessed when base defenses have been incapacitated by attackers
- defenses automatically repair after a few hours and loot chest is re-locked and begins slowly generating points
- damage point system and time since last attack determine loot chest content
- shop blocks to trade with NPCs in villages, can be placed in player villages/bases to trade with other players and NPCs
- dungeons are hostile NPC villages, usually located below ground, but some may be above ground,
dungeons can also be found in hidden space worlds that require scanning to find
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- lighting (may be implemented sooner)
- colored and dynamic lighting support
- torches, lamps and other decorative lighting blocks
- sunlight shadows
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- survival
- blocks to cook, process, craft and store items
- blueprint system
- every craftable item requires a blueprint
- player starts with a small set of blueprints
- NPCs sell some blueprints and may be the only means of acquiring certain blueprints
- research can be used to create blueprints
- blueprints are right clicked to learn
- blueprints are consumed when learned and can't be copied, learned blueprints can't be unlearned or transfered to an item to give to others
- skill system
- skills increase when using items and doing stuff such as running/jumping
- skills slowly decrease when not used
- skills to improve player speed, agility, strength, health, stamina, hunger, thirst, ...
- skills to improve crafting efficiency, speed and quality (blocks define skill category: farming, mining, machines, ...)
- skills to increase block breaking speed and drop quality
- death adds death skill points, all new skill points are used to reduce death skill points
and don't apply to real skills until death points are gone
- skills can require a minimum level of another skill to unlock
- items can require skills to craft
- many items have various stats that are based on skills of the crafter
- research system
- research improves certain skills and is the only way to gain points in some skills
- research blocks use power and time to break down items into research points which is then applied to the player,
only the player who started the process can access the research points
- items may require a minimum skill level to begin research
- research should take years (real life) for players to max all skills
-- forces players to focus on certain skill paths instead of being really good at making everything
-- forces players to trade with NPCs and/or other players
- crafting system
- recipes have a list of ingredients with min/max quantities, skills reduce quantities from max to min
- some items can be crafted from player inventory, others require a crafting table or a furnace or various machines
- all items appear in item browser, grayed out items are uncraftable from current location (inventory, crafting table, machines)
or require additional skills
- no placing items in grids to craft, just drop ingredients in crafting inventory, configure parameters and craft
- no conflicting recipes, different items can be crafted from the same set of ingredients
- recipes can define custom ingredient slots with labels
(an item frame could have background and border slots to place camo blocks)
- all items must provide descriptive details on how to use the item, no external wikis should be needed
- blocks to automate tasks...
- body containers
- when a player, NPC or mob dies it spawns a body container entity (dead form of the entity)
- this holds all the items the dead entity had
- body container doesn't spawn if the dead entity had no items
- body containers must be opened like a chest
- body conainers despawn when all items are removed
- player containers despawn after about 15 minutes or maybe longer, npc/mob containers despawn after 5 minutes
- this reduces entity drops and requires player to stop and pickup items instead of walking over them
- mobs and npcs always drop all items, armor and tools they have on them (players need most of these for research)
- worldgen ores, machines to smelt/grind/process ores
- tools... (pick, axe, shovel, rope, hook)
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- mobs and food
- difficulty settings
- hostile mobs spawned from hive entities, similar to village entities
- hives randomly spawn, grow over time to max size, then decay and despawn
- dungeons also spawn hostile mobs
- passive mobs spawn on grass blocks exposed to sunlight
- mobs drop a carcass in their body container
- the carcass can be crafted into meat or processed into more meat
- processing produces fat, hides and bones which vary depending on mob size
- processing produces specific mob drops such as feathers
- farming tools... (hoe, shears)
- delayed planting, fertilizing soil and too many other ideas to list here...
- hunger and thirst
- player makes different sounds every 5 seconds when hungry or thirsty
- player slowly takes damage over several in-game days when hungry/thirsty
- player doesn't regen stamina or health when hungry/thirsty
- breeding with male and female animals
- hunting
- some passive mobs will flee when player gets near them
- most passive mobs will flee if they take damage or mobs around them take damage
- tranquilizer to prevent a mob from fleeing, so player can get close to leash the mob and take it home for breeding
- blocks to trap small animals that get near it, consumable bait can be placed in the block to attract animals
- fishing
- fish entities that flee from player
- traps, spears, fishing pole, ...
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- miscellaneous
- computer block that uses a graphical programming language for use by all players (has some commands that require OP)
- more weather and seasons
- block and chestplate that allows creative flight within chunks that have one of these blocks
- more passive and hostile mobs
- more passive and hostile NPC factions, must travel out to other systems to find all the factions
- more items and skills only found by killing or trading with certain factions
- mission system
- trade blocks in villages can list missions for players to accept
- - go to some neighbor village, get an item and bring it back
- - go attack a known hive near the village
- missions change based on current conditions around the village
- programmable missions so players can list their own
- mesh creator
- in-game system to define triangle meshes and map textures to them
- textures can be loaded from PNG files in a special directory or from pre-existing textures in mods
- meshes and custom textures are uploaded to server, only after custom blocks and entities have been created for them
- block/item/entity creator
- in-game system to define custom blocks, items and entities
- set properties, recipe, AI rules, spawn rules, etc
- link to a custom mesh or flat image
- custom blocks, items and entities are uploaded to server and distributed to clients (server can limit feature to OPs)
- server owners and map makers can easily add new blocks, items and entities without needing to write a mod