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minecraft documentary
#361845
03/05/11 14:32
03/05/11 14:32
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Joined: May 2002
Posts: 7,441
ventilator
OP
Senior Expert
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OP
Senior Expert
Joined: May 2002
Posts: 7,441
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Re: minecraft documentary
[Re: ventilator]
#361852
03/05/11 15:21
03/05/11 15:21
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Joined: Feb 2009
Posts: 2,154
Damocles_
Expert
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Expert
Joined: Feb 2009
Posts: 2,154
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Cool, I just learned a Java coding trick, by looking at Notchs code in the video. So its possible to write: if(ob!=null && ob.number == 5) {... I never did that, assuming that it might crash when ob is null. (putting the on!=null in an extra comparisson) ----- Hehe, they drink Zoega coffee, my favorite Swedish Brand 
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Re: minecraft documentary
[Re: FBL]
#361857
03/05/11 15:43
03/05/11 15:43
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
Expert
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Expert
Joined: May 2005
Posts: 2,713
Lübeck
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The good thing is, that I still have a few years left for a similar dream to come true... I actually really liked that clip somehow  .
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Re: minecraft documentary
[Re: Slin]
#361863
03/05/11 15:59
03/05/11 15:59
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Damocles, I learned that method when learning java, it's more of a convention and I think it makes code much more readable than having an if statement when only checking if the entity's valid and a skill is set. So I must disagree, I think the method should be used in every coding language that allows it to be used. Sadly LiteC is not one of them, as mentioned above...
I absolutely hate having to use this: if(entity != NULL) { if(entity.skill1 == 1) { //yuck. } }
~"I never let school interfere with my education"~ -Mark Twain
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Re: minecraft documentary
[Re: Germanunkol]
#361864
03/05/11 16:06
03/05/11 16:06
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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I absolutely hate having to use this:
if(entity != NULL)
{
if(entity.skill1 == 1)
{
//yuck.
}
}
That kind of code is everywhere in GRUNTS. It seems that every time I turn around... An entity has disappeared. What's obnoxious is when I have to perform a "dangerous instruction" such as c_trace in an event function. I have to put a wait(1) statement before the instruction or the engine will spit out an error message... But then there's a chance that my pointers will be invalid. So I have to perform another check. And then another, because I want to see if c_trace hit an entity.
if( event_type == EVENT_IMPACT )
{
if( your ) // ok, "you" are an entity...
{
wait(1); // I want to perform a c_trace. Gotta wait...
if( your ) // pointers may be null! Another check...
{
c_trace( ARGUMENTS );
if( your ) // another blasted check!
{
// code 'n stuff
}
}
}
}
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Re: minecraft documentary
[Re: Slin]
#361868
03/05/11 16:19
03/05/11 16:19
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Joined: Feb 2009
Posts: 2,154
Damocles_
Expert
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Expert
Joined: Feb 2009
Posts: 2,154
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Here some Points why I think Minecraft had such an impact:
#1 Accessibility: Its a browserbased 3D game -virtually anyone (with Java installed) can start the game instantly without installation. This is a huge point, by reducing the "costs" for users to give it a short try. Its exactly the opposite to making an Indygame as a 800MB installation file... Also its 3D, giving it a huge athmospheric advantage over many 2D Flash games. I doubt that it would have worked nearly as well as a 2D tilebased or isogame.
#2 User-Content Creation: It offers every user (without required any special skills ) to create interesting things.
This is something not totally new, but often underestimated. Games like "the Sims" live from the core concept to have people create their own world, ideas and impressions. The more freedom the mechanics give you -while keeping it easy to design- the more fun this concept is. Also its is a sandbox game, that does not force any goal or timelimit on the player. Anyone can play it the way they like it, as there is no "right" way to play it, or ultimate goal to reach.
#3 realtime AND asyncronous Multiplayer
While the success of the concept of realtime Multiplayer is clear (WoW, Countersrtike...) Mincecraft also has the element of asyncronous Multiplayer implemented in a smart way. Even if you log on a server, without other players populating the World at this time, it still enables you to have some meaningful interaction with other players. (Looking at new creations, building stuff to show later)
This is really important for small games starting with a small playerbase. Games like Onlineshooters or RTS simply offer no fun without having several people logged on at the same time. Causing the game to never reach the crittical mass of a playerbase. (those games die quickly, as noone is then logging on anymore, since noone is logged on)
#4 Posing in WEB 2.0
Minecreaft is simply fun to watch (Youtube etc), seeing others playing the game, and showing their creations of funny moments. There are not many games that are usable for this...
Fixel-level / objective game are not much fun to showcase to others, as the gameplay repeats for each player in more or less the same way.
The huge amount of fanmade play-videos and screenshots dragged most people into testing the game for themself. Its the perfect (viral) marketing tool.
#5 Indycharm
What Notch did was very smart. Up until now, his website looks like an Indyproject website. If he would have pimped up this site to look like a professional smoothed corporate marketingplatform, people would have thought: oh, this must be some big company behind this, using a well established massmarket-gameplay. I will find them later in the web, lets look at some other site.
Instead it brings this nice "homebrewed" Indycharm. Instantly associating it with some probably cool inventive gameplay and Artstyle. "Lets try it, before I forget about this site later"
Also this: "Game sill in Alpha, but you can prepurchase it" was a rather smart choice. Making you think, the game will get better and better, but cool, I can try it out already. Im "underground" and "In". (like the other 1 Million people)
#6 Artstyle
Minecraft uses a very simplified pixelartstyle. Along with other similar simplified art-concets (Tronlike Neonglow style, grey-white abstact style, comic shader style, "handdrawn" style like Creonphysics etc...) it leaves the player with enough room to imagine things. The more simple the style is, the more the imagination plays a role.
Also, by limiting yourself with the complexity of the style its much easier to have coherent graphics, while reducing the effort to create many assets in the same quality.
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