Author Topic: 2.0 Features  (Read 25318 times)

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Craig

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2.0 Features
« on: May 06, 2013, 11:04:57 PM »
From now on, minor updates will increment by 0.1, so the next minor update after 1.9 is 2.0.
Major releases will increment up to the next whole number.

With each minor update we will try to add some new content. Not just tweaks to existing content, but a significant new feature. We will also build on existing content, and fix as many bugs as we can.

What to expect in 2.0:

  • [*Complete] Powered Circuits.
  • [Complete] Reduced RAM footprint for Clients in MP games.
  • [Complete] Improved Save system to reduce RAM usage while saving. Also Saves slightly faster.
  • Instanced Chests. [sp complete, mp incomplete]
  • [*Complete] Scripts.
  • Ability for Admins to set the inventory for new players. Already in 1.92.
  • [Complete] Survival Mode improvements.
  • [Complete] Fix ongoing Dig Deep Blueprint problems.
  • Photos: Ability to delete photos + correct streaming of photo data for multiplayer games.
  • [Complete] LOD for Wall Paintings (so they don't blank out in the distance).

Bug fixes:
  • Fly/Grief Permission mixup.

[*Complete] Still require final testing.
« Last Edit: October 11, 2013, 03:42:52 AM by Craig »

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Re: 2.0 Features
« Reply #1 on: May 06, 2013, 11:18:54 PM »
Powered Circuits:

Powered circuits will be the new content in 2.0.

2.0 will start with a basic circuitry framework. We will build on this framework in future updates, allowing more sophisticated circuitry with each update.

Powered circuits in Total Miner will be wifi based. No wires, no cables, no pipes. Just invisible radio waves.

Power Delivery Blocks: These blocks deliver power to neighbouring blocks.
Wifi Receiver
Pressure Plate
Switch
Button
Chest

A Receiver delivers power on receipt of a power 'on' signal from a matching local transmitter.
A Pressure plate delivers power when pressed.
A Switch delivers power when on.
A Button delivers power when pressed (for a short time).
A Chest delivers power when open.


Power Mechanic Blocks: These blocks react to being powered or unpowered.
Steel Doors
Locked Doors
Wifi Transmitter
Powered Light
Safe (Powered Chest)
Ambient Sounds
Sentry Turrets
Script Block
C4

Uranium will act as a range booster for Transmitters


How it works:
Example: When a switch is turned on, a plate pressed, a chest opened etc, it will deliver power to neighbouring blocks. If a neighbour is a door, the door will open. If it's a Powered Light, it will turn on, lighting the area. If it's a transmitter, the transmitter will output an 'on' signal. If there is a receiver in range of the transmitter and set to the same frequency, it will receive the signal and deliver power to neighbouring blocks. When the original switch is turned off, the door will close, the light will turn off, the transmitter will output an 'off' signal, and the receiver will stop delivering power.

The Script block allows you to set a script that is executed when the block is powered on, and a separate script for when the block is powered off. Extremely powerful.
« Last Edit: June 08, 2013, 07:12:54 AM by Craig »

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Re: 2.0 Features
« Reply #2 on: May 07, 2013, 05:50:16 PM »
Post #1 and #2 updated.
« Last Edit: May 07, 2013, 05:56:07 PM by Craig »

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Re: 2.0 Features
« Reply #3 on: June 01, 2013, 03:39:52 AM »
OP updated.

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Re: 2.0 Features
« Reply #4 on: June 03, 2013, 07:43:34 AM »
Post #1 and #2 updated.

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Re: 2.0 Features
« Reply #5 on: June 08, 2013, 07:03:00 AM »
The first iteration of powered circuits is pretty much finished. Just some multiplayer testing and minor tweaks left to do.

Also almost finished scripts today. Kinda scary how powerful they are and what people will do with them.

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Re: 2.0 Features
« Reply #6 on: June 08, 2013, 08:06:21 AM »
Script commands implemented so far:

AddBlock [x,y,z] [block] [aux]
ClearBlock [x,y,z]
MoveBlock [x,y,z] [x,y,z]
CopyBlock [x,y,z] [x,y,z]
FillRegion [x,y,z] [x,y,z] [block]
ClearRegion [x,y,z] [x,y,z] [percent]
MoveRegion [x,y,z] [x,y,z] [x,y,z]
CopyRegion [x,y,z] [x,y,z] [x,y,z]
Replace [x,y,z] [x,y,z] [block1] [block2]
Paste [pack:component] [x,y,z] [facing] [copytype]
SetSwitch [x,y,z] [on|off|toggle]
SpawnMob [x,y,z] [MobType]
Script [scriptName]
Wait [milliseconds]
AddInventory [x,y,z] [item] [count]
ClearInventory [x,y,z]
Commit
// Comment

Scripts can also be executed via circuitry. You can place a Script block down, and specify a script to be executed when that block is powered on and when it's powered off.
« Last Edit: February 28, 2014, 05:17:33 AM by Craig »

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Re: 2.0 Features
« Reply #7 on: June 10, 2013, 09:06:07 AM »
This image shows the new power blocks - in the center of the frame.
And existing blocks affected by power on the edges of the frame.


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Re: 2.0 Features
« Reply #8 on: June 13, 2013, 03:58:23 AM »
Receivers can now receive input from 2 different frequencies.

You can set a Logic Gate (boolean operation) for the Receiver. The Receiver will only deliver power to the surrounding blocks if the 2 inputs through the Logic Gate outputs true.

The are 6 different boolean operations to choose from for the Logic Gate:

OR, AND, NOR, NAND, XOR, XNOR

Explained here: http://en.wikipedia.org/wiki/Truth_table

You do not have to use both frequencies or the Logic Gate. You can set the Logic Gate to None, and either of the Frequencies to zero (disabled), and the Receiver will deliver power if it receives a signal from any of the enabled (greater than zero) frequencies. At least one Frequency must be enabled for the Receiver to deliver power.


example 1:
Frequency 1 = 50
Frequency 2 = Disabled
Logic Gate = None
The Receiver will deliver power if it has received a power on signal on Frequency 50.

example 2:
Frequency 1 = 50
Frequency 2 = 51
Logic Gate = None
The Receiver will deliver power if it has received a power on signal on either Frequency 50 or 51.
A Logic Gate of OR will have the same result.

example 3:
Frequency 1 = 50
Frequency 2 = 51
Logic Gate = AND
The Receiver will deliver power if it has received a power on signal on from both Frequency 50 and 51.
« Last Edit: June 13, 2013, 07:05:54 AM by Craig »

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Re: 2.0 Features
« Reply #9 on: July 25, 2013, 08:58:34 AM »
List of new Items (not including circuitry) for 2.0.

This is not a finalized list but it's pretty close.

        IronHoe,
        SteelHoe,
        DiamondHoe,
        IronSycthe,
        SteelSycthe,
        DiamondSycthe,
        WheatSeed,
        SugarCaneSeed,
        Wheat,
        Sugar,
        Egg,
        Flour,
        Bottle,
        BottleOfWater,
        BottleOfMilk,
        BucketOfMilk,
        Dough,
        Bread,
        Cake,
        Butter,
        Cheese,
        Salt,
        Pizza,
        Tomato,
        IronBattleAxe,
        SteelBattleAxe,
        GreenstoneBattleAxe,
        DiamondBattleAxe,
        RubyBattleAxe,
        TitaniumBattleAxe,
        PlatinumSword,
        RubySword,
        TitaniumSword,
        SteelScimitar,
        SteelPike,
        SteelClaymore,
        SteelKatana,
        GreenstoneGoldPickaxe,
        GreenstoneGoldHatchet,
        GreenstoneGoldShovel,
        GreenstoneGoldSword,
        GreenstoneGoldShield,
        GreenstoneGoldSledgeHammer,
        TomatoSeed,
        RawBeef,
        CookedBeef,
        CowHide,
        Leather,
        ObsidianGemStone,
        RingMould,
        AmuletMould,
        NecklaceMould,
        GreenstoneRing,
        GreenstoneAmulet,
        GreenstoneNecklace,
        RubyRing,
        RubyAmulet,
        RubyNecklace,
        DiamondRing,
        DiamondAmulet,
        DiamondNecklace,
        RingOfBob,
        AmuletOfFury,
        NecklaceOfTenacity,
        RingOfExemption,
        DiamantiumBar,
        DiamantiumSword,
        Coif,
        LeatherBody,
        LeatherLeggings,
        LeatherHelmet,
        LeatherBoots,
        LeatherGauntlets,
        IronBody,
        IronLeggings,
        IronHelmet,
        IronBoots,
        IronGauntlets,
        SteelBody,
        SteelLeggings,
        SteelHelmet,
        SteelBoots,
        SteelGauntlets,
        DiamantiumBody,
        DiamantiumLeggings,
        DiamantiumHelmet,
        DiamantiumBoots,
        DiamantiumGauntlets,
        TitaniumBody,
        TitaniumLeggings,
        TitaniumHelmet,
        TitaniumBoots,
        TitaniumGauntlets,

Craig

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Re: 2.0 Features
« Reply #10 on: October 11, 2013, 03:35:33 AM »
Mob AI has been improved.

It is now vision and hearing based.

Each mob has a vision cone, extending from their eyes out to the direction they are facing. If the player is not inside that cone, the mob cannot see the player, and the mob will wander around. If the player is inside the cone, but there are blocks hiding the player from the mob, the mob cannot see the player (and will wander).

Each mob has two vision ranges, a regard range, and an attack range. The attack range is always shorter than the regard range.

If a player is within the mobs vision cone (and not obscured), the mob will regard the player (following the players movement), and if the player becomes within the attack range, the mob will chase and attack the player.

If a mob can see the player, and then the player hides behind a block, the mob will remember the player is there for a short time and continue to regard/chase/attack. If the player does not eventually return into the mobs vision, the mob will forget the player was there and return to wandering.

If the player is behind a mob and the mob cannot see the player, if the player then attacks the mob, the mob will turn and return attack.

When a player walks around and is not crouching, the player makes footstep sounds. If a mob is close to the player but cannot see the player, it may hear the footstep and turn to face where the sound came from, allowing it to see the player, and then it's behaviour continues based on sight.

Also a mob may hear other sounds (mob pain, mob death, sword strike etc) and turn to see what is there.

This makes the mob AI much more interesting. You are no longer continually swarmed. You can pick your paths to evade the mobs and have a much better chance of surviving the nightly onslaught.


Here is an example of the vision cones. (for the technical minded among you, they are actually frustums).
« Last Edit: October 11, 2013, 05:01:44 AM by Craig »

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Re: 2.0 Features
« Reply #11 on: January 23, 2014, 01:26:52 AM »
Enchanted Jewellery:

Ring Of Bob (Enchanted Greenstone Ring): 10% of any damage your receive from an enemy attack will be recoiled back on to the enemy.

Amulet Of Fury (Enchanted Greenstone Amulet):  Increases your chance of inflicting a max hit on your opponent during combat by 5%

Necklace Of Knowledge (Enchanted Greenstone Necklace): All XP earned is increased by 20%

Spider Ring (Enchanted Ruby Ring): Grants the ability to walk up walls. It also reduces fall damage and allows the wearer to walk over steel spikes without harm. Negative Combat bonuses are in effect while equipped.

Predator Amulet (Predator Amulet): You become a silhouette. Mobs cannot see you unless you are in combat with them. Mobs can still hear you though.

Necklace Of Hypocrisy (Necklace Of Hypocrisy): 80% chance you will get two ore from the same block. 20% chance you'll get no ore.

Ring Of Exemption (Enchanted Diamond Ring): If your health becomes critical (less than 10% of your Max Health), you will be instantly teleported to the closest spawn point.

Amulet Of Starlight (Enchanted Diamond Amulet):  Surrounds you in brilliant star light.

Necklace Of Farsight (Enchanted Diamond Necklace): Grants you the power to see through solid rock. But beware, you will take 5 hit points of damage every second, your combat stats receive a massive negative bonus and you can only move very slowly.

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Re: 2.0 Features
« Reply #12 on: February 12, 2014, 01:36:27 AM »
A very brief summary of the update

Version 2.0:

* 110 new Items.
* 19 new Blocks.
* 9 new Mobs.
* 15 new Music tracks.

* Player Skills System.
* WIFI Powered Circuitry.
* Crop Farming + new food items.
* Scripts.

* Player Hot Bar.
* Player Change Logs.
* Enchanted Jewellery with special powers.
* SkyWorld and SpaceWorld flat maps.
* Improved Combat system.
* Customizable Mob Spawners.
* Customizable Mob Drop Tables.
* Improved Ore generation.
* More custom gameplay options.

* Many Bug fixes.
* Major engine and RAM footprint improvements.
* Smoother Multiplayer loading and gameplay.

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