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I think the texture on the brown mushroom looks horrible, I agree they would look bad in normal biomes.
know that travelling in a group will ward off bogeymen.
Giant mushrooms? Eh, not sure if want. Maybe if they were in certain, very rare biomes like haunted regions on Dwarf Fortress.
Most of the basics of the game engine is in place, so it’s time to flesh this game out into something more gamey. More content, more exploration, more things to do, and interesting combat! Once this update is out, there will only some tweaks, optimizations and code cleanups left to the core game before we can call it a full release.We’ve got a list of some 40+ things we want to add to the game, some small, some big. Some huge. We’ve finished a fair number of the items, but there’s still a significant amount of work left. While I can’t reveal the date yet for various reasons, we do have a release date for the Adventure Update in mind, and we’re hoping we’ll be able to hit it.Jens and I are keeping the exact contents of the update secret, but we do leak some information every now and then to keep people interested and to stop us from going insane. For the most immediate spoilers, you can follow us on Twitter (@notch and @jeb_), or on Google+ (+Markus Persson and +Jens Bergensten).Here are a few of the things we’ve revealed so far: NPC villages Randomly generated dungeons New biome code Fully working Creative Mode (and individual admins can enter Creative Mode on a Survival Mode server if they choose) Critical hits Sprinting More farming optionsAs soon as I can reveal the release date we’re aiming for, I will!Oh, and the modding support is happening, honest.
So I added sprinting, just to try it out. Double tap forward to start running, like the fast jump move thing from Unreal, but it only works forwards, like sprinting in most modern FPS games. It felt slow and weird until I added a FOV change as well, but now it's fun and addictive. I feel like there needs to be a drawback to doing it, though, or you'll feel like you're wasting time when you're not sprinting.
Oh lordy, @C418 just sent me a huge pile of tweaked and improved sounds for 1.8! :D
Coming soon to 1.8: hold-to-charge bows. Finished up some of the backing tech for it today.
Friday fun animation coding! Om nom nom.
Sometimes I wish Steve had joints. Some animations are very difficult to make at the moment. Then again, it adds to the humor.
Blocking with RMB while holding a weapon is totally useless unless enemies tell you when they're about to attack. So I'll guess we'll have to add attack animations for all hostile mobs!
To make up for my previous post, here's a picture of what currently happens when a ravine hits a stronghold, in two different brightness settings.
...Combat in 1.8, for example, is already way more fun than in 1.7, but it need further tweaking.
* Adventure update, to flesh out the game a bit and make exploration and combat more rewarding. Note that this is not Adventure Mode. * New features in the terrain generator; things which will only appear in new worlds/new generated areas. o Underground Ravines including canyons on the surface and ledges to walk on. o Ruins, consisting of 4 new blocks: Stone Brick, Mossy Stone Brick, Cracked Stone Brick, and Iron Bars. (names unconfirmed) o Strongholds, which might be an expansion, improvement, or continuation of ruins and could be underground. o New Mushroom biome which will include Huge Mushrooms, both brown and red. o Larger Biomes * Shift+Click on items will work correctly. * Labels for items will be added. * Multiplayer server list. o Improved server join screen: The server join screen will feature a list of servers * Spike blocks, Jeb initially considered Spike Pistons, but then decided to make a Spike block that can be pushed by the Sticky Piston * Player List - Press tab in multiplayer and player list comes up. * At least one new mob. * New improved lighting — day/night cycles will not require chunk updates. Lighting will be updated via a texture, whose coordinates are the block's sky light and block light levels.[ o Warmer light from torches. * Possibly Experience Orbs. Has not yet been confirmed by Notch, but is a possible explanation for the Twitter clues he's been leaving. * Redstone circuits not working after time set (x) glitch going to be fixed in SMP. * NPC Villages with farms. * New combat Mechanics * New texture for Moss Stone * New and more farming options/items. This could be the Cocoa Bean tree Jeb was talking about. o Possibly farming animals and baby animals * Different game modes. o Limited flying in Creative mode * The ability to allow moderators to enter creative mode in SMP. * The ability to store multiple food items more efficiently in inventory. * Sliders for field of view, gamma and brightness in video options. * New launcher (Possibly). * User placed leaf blocks won't decay. * A lot of new sounds and some changes, such as minecart sounds and shear sounds, also a change in the sound of rain. * New bow sounds (including hits), new door sounds, big slimes sound, and walking skeletons sound more skeletony. * Sprinting: By double pressing the forward button, the player will move faster. * Critical hits * Hold-to-charge bows * Animal breeding * Player blocking attack animation and hostile mob attack animations, possibly more player animations * New achievement(s) o Kill a skeleton with an arrow at 50 meters. * Modding Support * Other secret projects
* Redstone circuits not working after time set (x) glitch going to be fixed in SMP.
Interestingly, there are 11 unused music files stored with 13.ogg and cat.ogg. These might be the songs that Notch said will be added. "11" - The sound of someone panicking in a cave. "blocks" - Upbeat music. "chirp" - Another upbeat, catchy tune, heavily inspired by the "LittleBigPlanet theme song". "far" - Calm, relaxing music. "mall" - Another calm piece of music. "mellohi" - A slow, "creepy" guitar piece. "stal" - A moderate jazz-like piece. "strad" - A tropical-sounding synth piece. "ward" - inspired by "Heavy Rain". "where are we now" - A synth-pad piece.