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Minecraft - Order Of The Stone [Minecraft "Fangame"] - Printable Version

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Minecraft - Order Of The Stone [Minecraft "Fangame"] - Luna - The Dream Emperor. - 06-02-2020

[Image: JFpK8VY.png]

Section 1
Why was/is this idea on here in the first place?


First, we go all the way back to the beginning, to give ourselves a rough understanding.

The best place for us to begin is not at the origins of Minecraft itself, like some sources may try to get out of the way. Instead, we're going
to start by going all the way back to November of 1998, just two years before the new millennia had begun.

During that month of 1998, Lego Creator had been released. The 1990's were rife with video game content that were breaking all sorts of new ground, and a select few, like in this case Lego Creator, were outstanding even for their time, well ahead of their time in the 90's. We'll first focus on Lego Creator here, since obviously it's the main, primary subject of this brand new, exciting video game concept.

One of the most, if not the most, impressive features of Lego Creator were the fact that it had actually possessed a real, full, realistic physics system, which was unusual in the 90's even then but was exceptional for Lego during that time. Not only could bricks fall and bounce around like per usual in physics games, they also possessed advanced algorithms that allowed them to know how fast or where to bounce depending on its rotational speed or rotational position when it had hit the ground, and even take trickier shapes such as smooth hills and rather awkward brick setups into account, for example.

Another strong selling point of Lego Creator, but certainly no less important to its success than the advanced realistic physics, was the fact that it had dispensed with an absolute hard-wired fixed grid where blocks or bricks could literally only snap to absolute co-ordinates on the grid itself in the world. Instead, like in Unity, it relied on dynamic grids, which could adjust and pivot depending on the location of one single brick, for example. In other words, it was only required to snap if it were directly on top of another brick that was on the same relative plane as the original one, but the brick could otherwise move around completely freely around the game world.

In that same sense, bricks could also be freely moved or rotated to any desirable position the user wishes. This actually allowed for true non-right-angled designs, and even made putting bricks on axles possible, allowing them to freely rotate around the brick it was attached to or otherwise. A lot of other possibilities had been realized as a result of this complete positional freedom in Creator, such as sliding doors, giant gates, and even contraptions such as helicopters and robotic arms.

Finally, other helpful extra features that have given ridiculous amounts of room for creativity, especially when compared to later builder games like Minecraft, were true day/night cycles, properly working colored light and transparent surfaces, and lots of other options such as setting up paths or attaching vehicles to roads in order to have them follow a set route, or just drive around casually all on their own, or even a select few basic contraptions or even logic gates (AND, OR, XOR, etc.). (Actually, that last bit I'm honestly not completely sure about. If I've gotten anything wrong here, then please let me know right away. Thanks. ^_^)


Now, we actually turn to Minecraft itself.

Minecraft was first released as a tech demo itself to the public on May 10th, 2009. Back then, it didn't have an official name. It was just considered by the placeholder name Cave Game. The first demo was developed, but never officially released to the public, on that same day, and then 3 days later, on May 13th, 2009, the first official tech test was released to the public, under the name Cave Game Tech Test or Cave Game Tech Demo. This period, officially called the Pre-classic period for Minecraft itself, lasted 6 days, from May 10th, to May 16th.
After that time, the game itself proceeded into the Classic phase of development, trying out things such as the Survival Test, Multiplayer Test, and much more content such as more blocks, more mobs, and more physics.

Compared to Lego Creator, Minecraft relied solely on a absolute hard-wired fixed grid, meaning blocks and the like could literally only go on the absolute integer co-ordinates the grid itself had predetermined. This system was often used in games such as SimCity, Roller Coaster Tycoon, and Sim Theme Park, among others. Minecraft had inherited that system from those past games, leading to the block grid system we know of today.
Another side effect of the hard-wired grid itself was that literally only one block or tile could be placed in that spot at a time, because that co-ordinate's data would then get taken up by the block or tile itself, rather than the empty data which is air that was previously in that same spot. Therefore, since that co-ordinate's data was taken up by the tile itself, for example, you cannot place more than one torch in the same spot as the first one. This among other factors actually leads to some major issues which we will get to later in the section.


Okay. We've talked about the history of builder games and Minecraft itself. What does this even have to do with why this project exists in the first place now?

Okay, fine. We've rambled long enough.
Minecraft - Order Of The Stone, or Project Minecraft 2.0, exists to advance the field of gaming and specifically builder games, not only where the original Mojang Minecraft itself had already paved, and add 100% more to it, but to implement a full-on perfection upgrade to the original formula that Lego Creator had paved, essentially turning it into an outstanding full Legos-on-the-internet where practically everything you could have and work with with real-life Legos, from basic building and building quirks to moving parts and complete contraptions, is available.

In other words, not only is the only limit is truly your imagination in form, the only limit is ALSO truly your imagination in function. All because MC-OOTS actually bothered to contribute and innovate to the builder game platform - and double that. And this just goes to show what a difference just doubling something, instead of tripling or quadrupling, can do not only for gaming, but for our world.


Wait a second. Are you telling me that Minecraft sucks?! MINECRAFT IS SIMPLE!! IT'S MEANT TO APPEAL TO EVERYONE THAT WAY!! ARE YOU TRYING TO KILL MY MINECRAFT?!! DON'T YOU EVER TALK UGLY ABOUT POPULAR AND SIMPLE STUFF LIKE THAT AGAIN!!!

Whoa-hoa. Calm down, please. I don't need any drama right now, let alone this madness.
Of course I'm not gonna kill your original Minecraft. I'm just stating a fact here. There's a whole world of room for improvement in our gaming industry right now, especially with builder and survival games.
Just lemme explain.


First, MC-OOTS will CERTAINLY respect the original source material that is Mojang's Minecraft. Yes, there is definitely a purpose to Mojang's original incarnation of Minecraft.
For starters, there is of course the whole trope of simplicity that has gotten Minecraft to the immense level of popularity that it still possesses today. The original Minecraft title can CERTAINLY stick around for that purpose alone across the game as a whole, given some people simply do not want all the bells and whistles and just want a simple, casual experience. That's where the original Mojang Minecraft can be spared here. In other words, it can just be the simple, casual experience for those who just want their creativity or skill out of the way, via means of building a simple castle or playing Survival Mode on an isolated, desert island, without all the extra features such as free block placement and full physics; just the very basics.
Plus, Minecraft itself tends to be a world much easier to work with concerning plugins, mods, modpacks, and just general Minecraft stuff. For that reason, original Mojang Minecraft can just be the BASIC level version of the game itself, while its subsequent incarnation of Minecraft, MC-OOTS, will essentially be like C++; definitely manageable by an absolute beginner, but expect to take a little while to get used to it before you master it in that case.


Section 2
What will be the features in this game?

1. Free, unrestricted placement of blocks / dynamic grids

This one should hopefully be obvious to you as opposed to original Minecraft. But I'll explain anyway just to make the gist of it clear to y'all:

Instead of an absolute hard-fixed grid in original MC where you could literally only place blocks on the integer planes specified by the game world itself - no off-gird placement, rotation, or anything there - MC-OOTS will focus on relative dynamic grids with an actual snapping system that only fix blocks to spaces determined by the soft-implemented grid itself, just like LEGO CREATOR and Sim Theme Park.
In other words, there's no such thing as a hard-wired absolute fixed grid in the world where blocks can only affix strictly to those co-ordinates. Only dynamic grids are present in the game, which not only allow you to place blocks on any kind of plane you want, but they obviously also allow for complete freedom of block placement, allowing you to literally place them on any whole or decimal co-ordinate on- or off-grid, and rotate them in certain ways. If you've used Unity and of course LEGO CREATOR before, you'll probably get what I'm talking about here right now.
I'm also possibly considering even actual scaling of blocks, to allow for much more massive, or tiny, bite-sized creations.


2. Same said dynamic block gridding to allow for fully dynamic creations, such as vehicles, weapons, and machines and contraptions

What made the original LEGO way back in the day as incredibly popular and well-trusted as it is today wasn't just the fact you could build any form with it, you could also build any function with it, meaning that in addition to monuments and office buildings, you could also construct working cars, trains, and robots. All of that with LEGO. It's literally no wonder it has such an incredible reputation.
Sadly, Minecraft literally only has half of the joy and beauty that LEGO possesses, meaning the trope of "the only limit is your imagination" is only a mere half-truth at best. You can indeed build anything you want in (original) Minecraft - but only in form, not in function, and you can probably tell that if you've actually played the game for quite a while.
That's where MC-OOTS comes in.





Section 3
How will MC-OOTS be created?

1. Basic Infrastructure

It's worth mentioning now that MC-OOTS will obviously be coded in raw C++, on an IDE, with OpenGL.
The original MC game was coded in Java, which although is great for smaller projects, is currently ridiculously outdated, inefficient, and ineffective for such a huge game as this. And the effects these practices have had on Minecraft as a whole have clearly shown.

We'll be coding just like the big guys. We'll be coding something that is FAR superior to the original in terms of overall quality and long-term interest.



As much as I hate to leave this as an unfinished product, it's become clear at that point that I really don't have the stamina and perseverance to continue writing this document. For now, just consider it a portal/sneak peek at what's to come. Hopefully, y'all will still have hope for the project for the time being regardless.

Thanks.


RE: Minecraft - Order Of The Stone [Minecraft "Fangame"] - Dawid - 06-08-2021

Some interesting history behind Minecraft. I didn't know it was released just in 2009. I thought kids played in the middle of 2000s too, lol.


RE: Minecraft - Order Of The Stone [Minecraft "Fangame"] - Luna - The Dream Emperor. - 06-12-2021

Update: I know the thread hasn't been touched by me, or even this account, in a while, but I have some new information to relay.
Currently, my lack of ability to learn programming has begun to peak through the cracks - and this is shown by the lack of progress in terms of actually developing the projects I've had in mind myself.

I'm going to need programmers/coders to help me with the project. If you're ever interested, I'll provide the source code for the Minecraft: Order of the Stone engine itself. This was taken from PardCode's tutorial, and it's stilll helped me out well for the most part. Thanks.


RE: Minecraft - Order Of The Stone [Minecraft "Fangame"] - pompom454 - 03-23-2022

Big Grin Sounds cool! Keep on sparking ideas!


RE: Minecraft - Order Of The Stone [Minecraft "Fangame"] - BlastoiseTheVGRipper - 03-23-2022

That name, actually sounds familiar to me.

Minecraft: Story Mode reference?