EC Next: The Roadmap

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EC Next: The Roadmap

Post by haxxorzd00d » 04 Aug 2017, 11:01

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  • Progress report:
    Roadmap established.
    Custom world generator acquired.
    New world generation complete!
    Configuring initial plugin setup...
    Put the world live for testing (manual whitelist)
    Make landfall with a spawn area
    Claim the spawn village zone for future use
    Demonstrate the new town system
    Prep a starter kit for players
    Test new world generation for the Wild
    Put the Wild live alongside Escapia
    Open a portal between the worlds
The people have spoken: building on what we want
Spoiler! :
A week ago I launched three polls to help me get a better view of what we want and what we like as a community. One of these polls asked which three factors are most important to you in survival multiplayer. Thanks for your feedback everyone! The top three factors were: Creation, Community and Exploration!
Interestingly, these were the three points I voted for, and the points I'd been planning my roadmap around. I'm glad to know that we're on the same wavelength. The launch of the new world will focus on bringing more to these elements. Below I've outlined just a small part of my plans for the future.

Important note: This is a roadmap. It's also modular. What this means is that not everything here will happen at once - in fact, much of it might never happen. Everything here is on the radar, and if I have my way everything here will happen. But remember, there are no guarantees or timescales.
Creation - functional builds
Spoiler! :
One point that's been brought up time and time again is that the things we build look nice, but they don't do much more than that. It's time we changed that, and functional builds are the answer. Maybe you want to build town facilities that people can actually use, or maybe you'd like some more home comforts and conveniences in your private builds. This will be an ongoing project that relies heavily on input from you guys; I want to be as receptive as possible to your ideas, and with the state of plugins and server scripting in 2017, there's a high chance we can make your suggestions into reality!
  • Town facilities: shops, banks, trading posts, travel stations, casinos, civic buildings. Town mayors can invest in functional buildings to offer unique services and generate income.
  • Arenas: PVP, spleef, race tracks, community event plazas. If you build a place for competition, we can power it up with plugins. A PVP arena with class loadouts? A race track with speed boosts? Sure, we can do that.
  • Home automation: Inspired by modpacks - new circuitry, sorting systems, automatic smelting, and more. New ways to spend your accumulated resources to become a captain of industry or redstone scientist.
  • New conveniences: Personal teleporters? Resource multiplying? Improved farming, cooking and fishing? Sure, why not. Make your life easier and get what you want, faster.
Functional builds are all about finding more uses for our materials and our creations, on a community level and an individual one. Obviously this is a roadmap to the future, so not all of these features will be available right away. In fact, almost none of them will be. We'll continue to evolve and grow the list of cool things you can create, and of course, I want your ideas. As a community, we can come up with some killer stuff. Speaking of community...
Community - meaningful towns and the return of economy
Spoiler! :
Towns are one of the best things about multiplayer survival. They're a quantifiable way to get people working together towards a common goal. Creating something for the greater good of the community is an excellent motivation for a lot of players. Trouble is, there's only so many times we can build communal tree farms, mob grinders and the like. Towns deserve more!
  • "Official" towns: a new plugin that works with Worldguard (cuboids) to designate town territories, districts and plots. Prospective mayors can create town regions and either invite members or advertise plots allowing players to join. Towns are ranked according to their number of residents, and gain access to certain town features or perks accordingly.
  • Finally, an economy system: Earn money from the Escapian Reserve by cashing in gold to your nearest bank or by completing jobs. Donate resources to server-built projects, export goods through trading posts, complete server-run challenges like mob hunting, and more.
  • Spend money to make money: Town residents pay taxes into the town pot, which mayors can invest in town features. Businesses - NPC shops, casinos, attractions with entry fees - pay some of their profits into the pot. Towns are big business!
  • Shopping opportunities: Spend your hard-earned cash to buy resources and items from shops, play games, enter competitions, buy consumable or time-based perks, and of course, pay your taxes.
  • Friendly competition: Your town is your team in Town vs. Town (TVT) contests. Go head-to-head to decorate your town in a themed build-off, play home and away spleef matches in your town arenas (Spleef League, anyone?), or even grief each others' towns in PVP sieges! (Don't worry, you'll only be griefing copies, not the original towns!)
I want to stress that all these features will be optional. If you want your town to be exempt from competitions, or to not use the economy system, or to live as a hermit and not be part of a town at all - you're welcome to do that. To get the most out of the expanded town system, you'll want to embrace these new features, but it's entirely up to you.
Exploration - introducing The Wild
Spoiler! :
Here's another idea that's been thrown around a fair bit - a mining world, a place to go and gather resources, that regenerates every so often. We're doing it! Our main world, Escapia, will be for building, for making homes and towns and mega-projects and all the lovely things we talked about above. Sure, you'll still be able to go mining there, to chop down trees and gather resources. But there's a dedicated world for resource farming now - and so much more... welcome to the Wild!
  • Endlessly regenerating: The Wild regenerates every two weeks (definitely subject to change) with a new seed, allowing players to go exploring for new lands whenever they please. (Regen period depends on popularity and necessity)
  • Random structures: There are no generated structures in Escapia. That means no villages, no temples, nothing to pillage. Terrible idea, right? All your generated structures are now found in the Wild. Because the world regenerates, there's always new places to find and loot, and they can't be monopolised by the first player to find them. And since you're probably wondering - yes, there will be ways to bring villagers from the Wild into the main world. Your iron farms are safe!
  • CUSTOM structures: It's not just monuments, mansions and the rest that you'll find while exploring the Wild. An ever-growing list of custom structures unique to Escapecraft - many based on our past builds - will also spawn randomly, ripe for exploring and looting. Some of these will spawn only in certain biomes or underground, and each structure has its own loot table. Some will spawn mobs, some will contain traps. Who knows what you'll find when you venture into the Wild?
  • A challenging world: Did I mention the Wild is set to Hard mode? Make sure you're prepared for a fight if you're going adventuring. Some custom structures may also spawn mobs that are tougher than usual. Even players in diamond gear will meet challenges in the Wild - but the rewards are worth it!
  • Dungeons: Some structures you'll find are actually entrances to large, multi-level dungeons. Conquer the powerful mobs and tricky traps alone or with a party and claim valuable loot at the end. Dungeons come in a handful of difficulties, the toughest of which will give even players with fully enchanted diamond gear a run for their money!
  • New kinds of loot: What's the point of a tougher world if you can't get better loot from it? New enchantments and buffs on weapons and armour, a new "accessory" class of gear you can hold in your off-hand for buffs, new consumables with special effects, unique items with custom powers, and even a way to boost your maximum health! Of course, we can't have you running around unopposed, so the mobs of the Wild might just have some new abilities too...
  • Collectables galore: Slaying mobs or raiding chests might just reward you with unique head drops. These come in a range of rarities, from common to legendary, and collecting a whole set offers some nice bonuses. You'll want to trade and negotiate with other players to complete sets. You can also just decorate your house with them if you like.
Obviously this is a lot to take in, and a mountain of work to pull off. Ultimately I want the Wild to be one of the best exploration and adventure experiences multiplayer Minecraft has to offer, providing a worthy challenge to players of all skill and gear levels.
All of the above - seasonal stuff
Spoiler! :
Nothing draws people back to a now-and-then game like a good event. The promise of new and limited edition stuff is always tempting. Going forward I want to embrace events on special occasions. We've held events for dates like Halloween or Christmas before, but I want these events to have influence over the entire survival experience.
  • Seasonal events: Easter egg hunt? Halloween haunted house? 4th of July fireworks? Events are fun!
  • Seasonal items: Candy apples, exploding pumpkins, and a replica Excalibur from the Renaissance Fair.
  • Seasonal structures: Explore spooky ruins, giant Easter eggs or summer beach huts. Or some other wacky thing.
  • Seasonal town stuff: Gather crops for the harvest festival or put up a Christmas tree for festive rewards.
And that's just a handful of ideas off the top of my head. Imagine what else we can come up with as a community?
General questions:
Spoiler! :
Will the new world have a spawn area, and what will be in it?
Yes, there will be a small coastal village at spawn, from which the player will disembark into Escapia by boat. It has no official town name; if you must call it anything, "spawn" will suffice. I intend to build this village from legit materials. Its' purpose is to illustrate server features, plugins, and the functions of the expanded town system. This village will provide guidance to new players, demonstrate what they can do, and offer them a small sample of starter items to help them on their way. This village is NOT the tutorial; that will be elsewhere, and mandatory. The port will initially claim a decent chunk of land around spawn, in order to expand with new buildings over time. However, it will not be intended to grow into a full-scale town. That's the job of player-built communities.

Can I help build the spawn village?
Sure thing! Let me know if you'd like to contribute. As I've said, we're building this place legit. The loose theme is "frontier town": new players are fresh off the boat on the shores of a new land, and the village should reflect that. It's a jumping-off point, not a home.

Will there be server-built rails or transport?
NO. It's up to players to build travel networks, be they rail networks or simple dirt paths. If players build a rail system and wish to link it to the spawn village, a station can be built in the village to join up with this. Until such a time, the only exit from the village will be on foot or by boat.

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Re: Escapecraft: The Roadmap

Post by arizons » 07 Aug 2017, 14:29

At first I didn't like the idea of a wipe... (I guess I am a horder in MC...LOL) but when I poped on another server because I wanted to check out there play minecraft for bitcoins and started fresh on a Vanilla server...The thrill of hiding in a hole at night and searching out items brought a new spark. SO. one suggestion I might make, is maybe bringing back a few of the old favorite words but not allow shared inventory with those worlds. And Players would need to start fresh with any new world/wipe going forward.,,, Just a thought.
I would love to see enigma return and perhaps create a puzzle (Cough cough--Shadow--/map/ and or world that offered an escape game as we have many new potential players poping on looking for that sort of thing. They might start playing on EC for that but migrate over to survival...etc for the community.
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Re: Escapecraft: The Roadmap

Post by haxxorzd00d » 07 Aug 2017, 14:30

arizons wrote:
07 Aug 2017, 14:29
At first I didn't like the idea of a wipe... (I guess I am a horder in MC...LOL) but when I poped on another server because I wanted to check out there play minecraft for bitcoins and started fresh on a Vanilla server...The thrill of hiding in a hole at night and searching out items brought a new spark. SO. one suggestion I might make, is maybe bringing back a few of the old favorite words but not allow shared inventory with those worlds. And Players would need to start fresh with any new world/wipe going forward.,,, Just a thought.
I would love to see enigma return and perhaps create a puzzle (Cough cough--Shadow--/map/ and or world that offered an escape game as we have many new potential players poping on looking for that sort of thing. They might start playing on EC for that but migrate over to survival...etc for the community.
Your ideas are closer to my plans than you realise! :)

I'm going to update the roadmap with the first stage of my plan today. I think you'll really like it.

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Re: Escapecraft: The Roadmap

Post by random980 » 09 Aug 2017, 06:21

Looks like a fresh start is coming :D when do you think the wipe will be and everything at a new playable state?

I'd also really like to push for a basic/non invasive spawns, as awesome as some of the later mod made spawns where, the bare bones V3 spawn was still my fave, no lavish nonsense just 'hop to it!' More importantly, as I've also advocated for in the past, NO intrusive mod-built public transport system from spawn, let the players and community build it all! Especially with a revival it's a great way for new and old players to bond by working on something together. Also especially because it heavily takes away from Exploration! I like the nether hub system going on currently, it's not so invasive and still encourages exploration. However i'd tone back the frequency and maybe only have them every half distance of the map in each direction just for the sake of being able to get out there in the first place.

At this point i want to ask what the overall direction of the new server will be (assuming survival mode is still the main focus);
1. Still vanilla survival at heart like the old server?
2. Factions/towns/currency like most servers now have (playing it safe in a sense)?
3. A bunch of plugins to make building in survival as fun and hassle free as possible?
4. Mod it like Skyrim for a unique experience?
I think setting an image/reputation to stand by now is a good idea and will help us avoid getting lost like the old server (we tried to much at once tbh, like the pvp that was forever coming soon) I'd vote for 2 with maybe a hint of 3 for survival, and having the puzzle world approach 4.
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Re: Escapecraft: The Roadmap

Post by arizons » 09 Aug 2017, 11:15

I like it. I would love to help and take part with the economy portion of it. Any idea what plugins you might be using? and I can start reading up and learning :-)

P.S. we need a new staff Wikki. Seems our old one no longer works. Thinking maybe we could put something new together for staff maybe on a google doc or something.

Just another thought as well...once we get the new world up and running....ADVERTISING...I would LOve love love to see 50-60 players on at once like we once had!! Again...let me know if I can help with this and were to start :-)
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Re: Escapecraft: The Roadmap

Post by personal_builder » 09 Aug 2017, 13:26

This sounds great but I've never seen existing plugins with some of those features. So does that mean that it will be made specific for this server like the small one that is currently on? If so that would be nice but probably time consuming. I am looking forward to everything that got mentioned so far. And if there is anything that I can help with I would gladly help (for example the frontier town that got mentioned or even code if you allow a novice to help with it). But great and grand plans, hopefully they will turn out as great as mentioned in here. Also what happened with Escapecraft X? Will anything from that be going into this design?
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Re: Escapecraft: The Roadmap

Post by haxxorzd00d » 09 Aug 2017, 15:42

To answer your questions PB:

Everything listed in my grand plans can be done either with existing plugins (and I've spent a long time chasing plugins that do what I want), or with a bit of server side scripting.

Escapecraft X is about expanding the game by changing its core. Changing vanilla recipes, altering game progression, all that jazz. This on the other hand is about expanding the game WITHOUT changing the core, just building on it. That said, some elements of ECX will be present here, and who knows, maybe it'll return at some point.

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Re: Escapecraft: The Roadmap

Post by arizons » 09 Aug 2017, 16:17

I like the sound of The Wild!!!
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Re: Escapecraft: The Roadmap

Post by sgtwisky » 10 Aug 2017, 04:21

Just wanted to make it known that like Personal_Builder if you would like my help with anything just ask. Would be happy to try and help revive our community.
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Re: Escapecraft: The Roadmap

Post by Furdabip » 10 Aug 2017, 07:07

This seems like too much work for just you, haxx... I just wanted a world wipe. :-(

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Re: Escapecraft: The Roadmap

Post by haxxorzd00d » 10 Aug 2017, 07:34

I ain't doing it all at once, silly boots. And besides, just another wipe won't bring people back or hold the interest of active players. It's 2017, the game has changed and we've gotta think differently - and think BIG - if we want to not only survive but thrive.

New world is coming as soon as I find an ideal generator for it, likely within a couple of days.

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Re: Escapecraft: The Roadmap

Post by Furdabip » 10 Aug 2017, 07:38

haxxorzd00d wrote:
10 Aug 2017, 07:34
New world is coming within a few days.
I will hold you to that.

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Re: Escapecraft: The Roadmap

Post by sgtwisky » 10 Aug 2017, 12:20

Haxx you said that the main world won't have any structures generated. Does that include abandon mine's and Dungeons?
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Re: Escapecraft: The Roadmap

Post by haxxorzd00d » 10 Aug 2017, 13:12

sgtwisky wrote:
10 Aug 2017, 12:20
Haxx you said that the main world won't have any structures generated. Does that include abandon mine's and Dungeons?
Whoops, I forgot those. Those WILL be generated.

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Re: Escapecraft: The Roadmap

Post by Tulonsae » 12 Aug 2017, 14:02

arizons wrote:
09 Aug 2017, 11:18
P.S. we need a new staff Wikki. Seems our old one no longer works. Thinking maybe we could put something new together for staff maybe on a google doc or something.
I like the idea of Google Docs. I use those all the time. At the very least, those of the staff who want to use them, could. Let's see what Haxx and Styg think (as well as the other active folks).
--Tulonsae

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Re: Escapecraft: The Roadmap

Post by Furdabip » 13 Aug 2017, 08:18

Furdabip wrote:
10 Aug 2017, 07:38
haxxorzd00d wrote:
10 Aug 2017, 07:34
New world is coming within a few days.
I will hold you to that.

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Re: Escapecraft: The Roadmap

Post by sgtwisky » 13 Aug 2017, 11:00

lol why do I get the feeling furd is tracking haxx down just in case he doesn't fulfill his promise.
Opportunity knocks but once, Temptation leans on the door bell.

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Re: Escapecraft: The Roadmap

Post by Ifiwy » 13 Aug 2017, 15:09

First time I go beyond lurking here. *cough cough* But I think this sounds great. :D I merely hope that all the extra features won't turn escapecraft into one of those cold servers where there's alot of players but no real fellowship... Then again I understand you would want a bigger playerbase. I'd love to help out aswell :)
Sorry in advance ._.

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Re: Escapecraft: The Roadmap

Post by arizons » 14 Aug 2017, 11:40

I think there will always be fellowships that develop.
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Re: Escapecraft: The Roadmap

Post by Sti_Jo_Lew » 14 Aug 2017, 13:08

Even back in the days when we had 80+ players, we had some pretty close knit sub-communities from people building towns together. The sort of servers that don't have that are the purely minigame based ones, from what I've seen.
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Re: Escapecraft: The Roadmap

Post by Furdabip » 18 Aug 2017, 11:53

Furdabip wrote:
13 Aug 2017, 08:18
Furdabip wrote:
10 Aug 2017, 07:38
haxxorzd00d wrote:
10 Aug 2017, 07:34
New world is coming within a few days.
I will hold you to that.

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Re: Escapecraft: The Roadmap

Post by sgtwisky » 20 Aug 2017, 20:37

Furdabip wrote:
18 Aug 2017, 11:53
Furdabip wrote:
13 Aug 2017, 08:18
Furdabip wrote:
10 Aug 2017, 07:38


I will hold you to that.
You have faild us Furd. Let the hunt for Haxx commence!
Opportunity knocks but once, Temptation leans on the door bell.

The limit of the Willing Suspension of Disbelief for a given element is directly proportional to the element's awesomeness.

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Re: Escapecraft: The Roadmap

Post by likehelly » 26 Aug 2017, 23:28

oh sweet, i was just itching to play minecraft, too.

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Re: Escapecraft: The Roadmap

Post by random980 » 01 Sep 2017, 10:18

Sooooo...

Where dat world at?
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Re: Escapecraft: The Roadmap

Post by derigin » 02 Sep 2017, 09:43

I am eager. My body is ready.

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Re: Escapecraft: The Roadmap

Post by Tulonsae » 02 Sep 2017, 11:40

Just as a note, Haxx has decided that we will NOT be wiping the current worlds (tna, horizons, vildare). These will be kept. You'll be able to go from the old worlds to the new worlds (via bungee), but won't be able to take items with you to the new worlds (so that will be a fresh start).

Haxx is planning a mechanism where you can cash in your stuff on the old worlds and use that "currency" in the new.
--Tulonsae

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Re: Escapecraft: The Roadmap

Post by Thelepearchauns » 09 Sep 2017, 12:06

I might have to start playing again. Ive had an itch lately to get back into MC and a new escapecraft world might be just the kick I need
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Re: Escapecraft: The Roadmap

Post by Furdabip » 25 Sep 2017, 14:45

'Member chewbacca?

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Re: Escapecraft: The Roadmap

Post by derigin » 26 Sep 2017, 10:39

How is this going, Haxx? Hope you're now settled at your new place. :)

Cannot wait for the new world. Looking so forward to it!

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Re: Escapecraft: The Roadmap

Post by haxxorzd00d » 04 Oct 2017, 10:13

On July 4th, I brought back Escapecraft for 1.12.

On August 4th, I laid out my roadmap for the future.

On September... 3rd (close enough), Tulonsae took charge of the "Legacy" server and worlds with a swathe of fixes.

And now on October 4th, I've finished moving house, left and returned from a week's vacation, and finally have internet set up at our place. That means it's time to get this new world rollin'!

Okay, so it's not really to get rollin' publicly yet, but I can at least bring you guys a status update. I've settled on the world generator I'd like to use, which offers towering forests, sweeping plains, huge snow-capped mountains, desert oases, more diverse jungles, improved mesas and savannas, and plenty more. Honestly it's just as well I didn't launch the world earlier, as I was going with a comparatively naff world generator back in August. There are no new biomes, but the existing ones have had a welcome upgrade to their look and feel. (Companion world the Wild will use vanilla world gen with custom structures.)

I'm currently picking out a seed with a good spread of biomes within reach and a great starting spot to make landfall. I'll report back once that's done, and hopefully the world going live won't be far behind.

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