Search results

  1. Mooncalf

    Per-block data storage

    Nice to see that I'm completely lagging behind the current technological development of the game :D. How would the current damage system fare when presented with massed demand (e.g. firing wildly into the area with 1200 rounds/minute)? Are there any limits to it? For the liquids the main...
  2. Mooncalf

    World Generation

    Well, I'll take your word for that. :) In MC that was a crippling issue; at least for me.
  3. Mooncalf

    World Generation

    In my opinion there are two problems that make a realistic world generation undesirable for a game such as ours: 1. Size: The world is friggin' large. Walking around it is practically impossible, especially as a past time activity; pretty much everybody who will play the game will only see a...
  4. Mooncalf

    Per-block data storage

    Well, I have little to no idea about the technical application, but I would like to suggest a form of damage tracking for individual blocks. Eventually the game will end up with some sort of collateral damage to the environment (i.e. EXPLOSIONS!) or more directed violence against blocks, which...
  5. Mooncalf

    World Theme and Backstory

    It's a general problem that the setting of a game defines the technological level that can be represented in it. As such, the setting needs to be chosen depending on the intended gameplay, or you run the risk of contradicting the setting (e.g. modern day computers in a 1940 Noir setting)...
Top