Crafting Experiences:  Game Design in Minecraft

Crafting Experiences: Game Design in Minecraft

Hello, everyone.
This is Direwolf20 and welcome to the Crafting Experiences, Game Design, and Minecraft panel
here at MINECON Live 2019. We’re hanging out backstage, a
group of guys here on the panel to talk about game
design within Minecraft. So before we jump into that too much, I’m going to go ahead
and introduce myself. So I am Direwolf20, I’m a YouTuber, Twitch streamer, and I’ve also worked on a mod recently
called Building Gadgets. You’re also very shiny. Thanks. I’m Drullkus and you’ll know me
best for Chisel and Twilight Forest, I’ve been modding for five, six years and all of these
guys here are my inspiration. Hi, I’m Amadornes. I am also a mod developer
as well as a streamer, and if you know me you’ve probably heard of Super
Circuit Maker or Frames, though I tried to also
contribute to Forge. Hi I’m Brandon, you
may know me as Kingbdogz. I’ve worked on a few mods, one called the Aether, Aether 2 and Orbis. So I’ve been doing this
for about 10 years now. I actually started in 2009 and
I’m just really passionate about game design and I want to share that with everyone and inspire them. Hi everyone. I’m Vazkii. I’ve mean modding for
about eight years now. I got started by copying these
guy’s code which is pretty nice, and from then on out
I’ve made mods like Psi and if you’re
into the vanilla style, you may know me from the Quark
mod. I’m here with you guys again. Great. So the topic of this panel is game design and that’s what
we’re talking about here. How to use Minecraft to build a
game or some kind of experience, whether it be a map or all
kinds of different things. So that’s what we’re
going to be talking about is specifically game design. So what does game design
mean to you guys. Yeah. So game design can have many different definitions
depending on who you talk to. But for the purpose of our panel, I would say that it’s basically about structuring your ideas and
structuring your experiences. So the experience that you want
to deliver to your players, game design helps you structure that. I mean it’s very easy to come
up with many different ideas, but how can you bring that all together and that’s basically
what game design is. Right. It’s also like many
different avenues of delivering your content, be it bots, mini-games, server plugins, baps,
there’s a lot of avenues. Now we recently got Data Packs too. Right, Data Packs,
Minecraft marketplace stuff, there’s literally tons
of different ways that you can augment Minecraft and build your own experience and
your own game within Minecraft. So that’s what the
topic of this panel is going to be all about is, how to get from start to finish. We’re going to go through the
individual steps that you need to do in order to bring
your idea to life. So let’s get started with step one
which I’ve already hinted that. The first one is the
most difficult step which is coming up with the idea, and it’s surprising
everybody thinks like actually writing the code
is hard or something else, but no, coming up with that idea
is probably the trickiest part. So what are some of your
tips or hints or what are some things that gave you inspiration when you were coming up with
the things you guys made. Well, usually a
really good way to just get some simple ideas rolling
is to just play the game. You get in there, you have some
fun and you try to look at it in a “what would
I add to this” lens. So maybe going to a world and
see oh man I think this would be really cool to have here or you think there’s not a
lot of content here, we can maybe add some more. There’s multiple ways
of looking at it, but generally you
want to try and find something you would
like to have and that’s a really good launching
off point because you have a vision and an idea that you
wanted to get started with. There’s more ways to
do it, but this is a very simple one for beginners. Yeah. I mean sometimes it
can come from the community. Like you find a niche idea
that people have been asking for for many years and you can
just try implementing it yourself. Right. Yeah It doesn’t have to come from
yourself, it can come from others. Yeah or it could just be literally anything that
you come up with at any point in time like maybe
you’ve read a book and you think, “Oh, this magic system in this world, what if it was in Minecraft?” It’s an interesting way of looking into things maybe not from just
the Minecraft point of view, but extrapolating to other
things in your life. I’ve done that. Yeah. Absolutely. But once you have that first idea and you start building upon it, you don’t want to get too
attached to any one piece of it, you want to just use that
as a starting off point. Yeah. Absolutely. I’ve
even gone through this while working on the Aether
where there was a kind of a point where we wanted to add
like 10 different dungeon ideas and unfortunately
something that you’ve got to think about at all
times is really scope. You can think of all
these great ideas, but you also need to
make sure that you can produce them and that your
team can work on them. Maybe it just takes too long to
develop and you kind of need to think about what can we get
done at this point in time. So don’t get too attached
to ideas and just think about what you can actually produce with the resources you have. Sometimes ideas
just don’t pan out. Yeah. You may be able to produce it, but as you’re producing it, as you start to implement it, you put it in the game
and you’re like man this isn’t really as good as I thought it would be and that
situation you can either discarded. It just doesn’t work at all
and you just eat it out of existence or you can
start to evolve it, you can iterate on it
and what we’d like to do is play the what if game. So you have this idea here, it’s an object that is really
physical but you can visualize it. You see what if I took it in this
direction or this direction. So we were joking about
making a coal pickaxe mod. It’s not very good, but just bear with me okay. So you have a coal pickaxe and you put it in the game
and you’re like you’re like, “Oh man this sucks”. You
want to improve on it. So you start thinking, what if it did this,
what if it did that’s, what if you could set it
on fire and it would be able to make lights and dungeons or what if you could use it
as fuel for a furnace. These are kind of silly ideas, but when you making
something more serious, morphing it in various directions
and seeing what works better is a very good way of trying
to get your idea better. If it just doesn’t work
well, just heave it out. Yeah. You definitely don’t
want to be afraid to ditch ideas. You might go ahead and build something and say hey
this isn’t working. Yeah. Once you have
your ideas like one of the most important things
and it sounds stupid, but you should totally
write them down. Right and that’s step two, right? Yeah. You should definitely
make some sort of design document. It doesn’t have to be
something overly fancy, but at least get your ideas down, be it on paper, on your phone, on your computer and try
to see it from above, see the thing as a whole, how each idea works with each other, how you can maybe modify things
based on other things you’ve previously designed
and there are actually two main ways that you can
do that sort of thing. What used to be done
most back in the day for games was to make
one big design document, have everyone working on it for a long while and once that was set, there was no changing it and
it was just made into a game. That doesn’t really work for us and unless you’re a
professional developer, most of the time that’s not going to be something that works for you. So a more approachable
way of doing it is coming up with a basic idea
and then iterating on it, maybe getting feedback
from the community, getting feedback from friends, that sort of stuff and just keep iterating on the same idea until
you have something that you like. Right. So start small, get your design document built off. When I was first making
Building Gadgets, I had my idea, I wanted a mod
that made building easier. So then I opened up a notepad, simple text document and
wrote down my ideas. I wanted a gadget to help me build, I wanted an exchanging gadget, I want a copy paste gadget, and I just wrote down on that notepad what each of those different things
would be able to do. So that’s the most important second
step is really just figure out exactly what you want initially. But this can’t be written in stone, we have to be able to adapt
and change as things go by. Yeah. So I’m always saying that I’m going to give this a little bit more context. You should always keep something
on you to note things down. So be it a notebook or I’m sure everyone’s phone has an
app to keep notes on it. Just write down really quick like you’re going for
a walk and you’re like, “Oh man coal pickaxe, yes.” You just write down coal
pickaxe and you finally keep walking and then you
come up with something else, but you don’t have to go into detail while you’re doing something
else but just note it down. Your brain usually will fill in the gaps as long as you’ve
put in the basic title. It’s very important. Otherwise
you’re going to be like me, you’re going to wake up at 4:00 AM, come up with a great idea and
forget it in the morning. Yeah absolutely.
I’ve absolutely said, “Oh this is a genius idea, no way I’ll forget this”, and 20 minutes later I’ll say, “Now what was it again?” Yeah. So I think everyone can relate. Yeah. But when it comes
to documentation, something that’s also important
to note is that if you have just one person that is actually working on this project like
you’re doing the programming, you’re doing the textures,
you’re doing the design, you don’t necessarily have to have a very formal design process
or a documentation process. If it works for you that
you just iterate on these design ideas in a
very iterative fashion, you don’t necessarily
have to document it. If it does help you,
do it absolutely, but also do what works for you. There is no one solution
to designing in games, everyone has a different process, so work with what is good for you. Everyone does this
in different ways. What I usually like to do is
just keep a list where I just tack things into there,
just small titles. Then I pull a few out every time I want to make
an update and draft them a little bit better and then
add them and rinse and repeat. This is my way to do it. Just you have to find the one that works for you. Try mine out though. So one of the best
grounds I find for ideas is to just really
know the core game because even the recent updates there’s so much fertile grounds for new ideas like there’s word logging. There’s like the villagers so
with the job sites and stuff. So I could create new
trades and stuff like that. Right. So there’s
a million new things you come up with just
by playing the game. Yeah.
That’s what makes Minecraft such a great foundation for this, right? A lot of what you need is already there and you
can just build upon it. So those of you out there who are
looking to get into game design, to look into getting
in the programming, or texture art, or map-making, whatever you want to get into, you have a great
foundation in Minecraft, because a bunch of
stuff’s already done for you and you get to
just build upon it. It’s a lot easier
than starting with a whole new game, that’s right, yeah. It’s massive. It’s really
hard to stay just how much of a difference it is
to make something from scratch and to just
add it to Minecraft. Because you can just come
up with a block idea, not know anything about
programming morning or whatever, look up a tutorial, all that, and within a few hours, you got your mod up and running. Of course, it’s very
simple, very basic. But you can, in just
a quick afternoon, look up a tutorial, and have something you can send
to your friends for them to play. Definitely. Say like, I made this. Like, this is something that you
have made from scratch and that I think is a feeling that a lot that was like really, really appreciate. Yeah. So step one is
come up with the idea. Step two is write it down. Step three would be,
let’s get to work, right? Yeah.
Let’s start doing it. If it’s a map, start building it. Open up Minecraft, start your
world, and start making it. If it’s a texture, if you’re
doing a texture pack or something like that,
start working on the art. If it’s a mod, start programming. Yeah.
Yeah. It should be something
simple you start off with. Like people tend to
know my mod for being really extensive and
having a lot of content. Right. My first mod added one block. It was a lamp. It had the top and bottom
texture of wooden planks. The side texture was a plank
with a cutout of a glowstone block I stole from a texture pack, and then the torch texture on top. Now, don’t be like me, don’t steal textures from
texture packs. This was 2011. Yeah, yeah. But yeah, you can start off with something really simple and
work your way up from there. If I can make a stupid
lamp and in 2019 be here, talking to you guys about
making stupid lamps, you can make your own stupid lamp
and just carry on from there. I think an important point that
you just made was breaking down your project into individual doable
pieces that you can do, right? Like when I was building gadgets, I didn’t start thinking about making all the different
components of it. I said, I’m going to
make the first item. Yeah. I’m just going to get
the item in the game. It’s not going to do anything. Then, I’m going to make it, when
I right-click, something happens. Then, I’m going to make
something else happen, right? Take those and break
them individual steps, and build up from there. That’s the crux of
development really. Yeah. Taking a very big problem
and tick, tick, tick, tick, and just snapping it
down into things, into bite-size pieces
you can understand. Right. Well, I might as well say it, while you’re trying to implement
all of these ideas it’s like, when you’re working off of
a game design document, but you don’t want to
be like overly rigid or too flexible with it because then, your content just doesn’t
flourish when you’re too rigid. When you’re too flexible, then you come up with all these
ideas along the way, too many ideas and you
just stress out about. Yeah, or you might feel lost. It’s super important to
be a little bit flexible. Because it’s funny
you’ll think there’s something that looks good on paper. Then, you’ll put it in
the game and you realize, wait this doesn’t work at all. Like Building Gadgets has 20
different modes on a gadget, but the original idea was
to have 20 different items, one for each mode. Then, I realized very quickly
that would be a hassle, right? I said no, this doesn’t work. I have to change it and come
up with a different solution. So like I said, your design
document can’t be written in stone. Yeah. A lot of the times. You’re
talking about reduction. Right. A lot of the times you’ll
come up with addiction, not addiction, addition! Yeah. You have an
addiction to addition. You can get, you can get addicted to modding.
That happens a lot but,. Yeah. You make a thing and you start playing with it,
and you’re like, man, this looks cool but
it’ll be even better if we had that over there, right? You just start naturally evolving it. As Drullkus over there said, that’s the point where you
cannot be too flexible. Because otherwise, your document
just starts to explode all over the place and there’s nothing keeping you rooted to what you
wanted to originally. But it’s important to be a
bit flexible, a bit rigid, and you’ll come up
with something good if you try to find a middle ground. Like most things in
life moderation, right? Yeah. Moderation to modding. I think that’s a good segue
into our common pitfalls, right? Because that’s the next
topic we want to discuss. What are some of the common
pitfalls we’ve run into when doing this design and
development work because I think there’s a few things that we all found we’ve all bumped into. So maybe we can give some advice
to the people out there to avoid. Yeah, so one that I’ve found is something that I like to call
like muddying the waters. Where essentially you just add too
many things to want experience. So one thing that I’ve found with game design is that it’s very easy to just try to add a hundred things
and do them averagely, right? Right. But what is really great game design is
doing one thing very well. This helps you in every
aspect of the design. Because not only do
your players now understand exactly
what the experience is, it comes with better quality as well. Like you’re able to do
that one thing very well. You’re not doing a hundred
things like poorly. Liker Aether is a
self-contained dimension, right? Yeah. I know I’m going
to that dimension, I’m going to find things
in it and that’s that. Yeah.
Right? Yeah. Super Circuit Maker. It’s
all about Redstone, right? It’s all about Redstone. You didn’t add cows
and new kinds of animals, and you didn’t add a
dimension, right? You added Redstone, and that’s it. Yeah. In a lot of cases, you will get player feedback
or just feedback from other developers that
is really, really good. But it might just not be
fit for your project. So I’ve had people recommend to me adding different kinds of
dispensers and stuff like that that is somewhat related to Redstone but it’s not
really the aim of the mod. So you’re telling me that I can’t
ask you to add clay pickaxes. I mean, you can ask. You can ask me and I could do it but you will
have to make the textures. Here’s the thing- That’s a deal. Here’s the thing, you know my list where I put down the coal pickaxe, we’ll put the clay
pickaxe next to it. Okay? It’ll just be
there for a few years. All right. Fair enough. So as Ama was saying, you have to know your audience, know who you’re making the mod for, know what the mod is supposed to be. When you’re taking in feedback, I mean it’s very easy to
dis someone who says, “My new mod sucks, it’s terrible.” You just look at that guy and
you’re like, and you’re stupid. You don’t do that. But if
someone comes to you and says, “Okay, so here’s a really cool idea. I could you add this and that.” You have to look at it
at face value and think, yeah but that’s not what my mod, my map, my data pack is. Right.
You need to know what it is. Feedback is the
hardest thing to accept. Because you built this thing. It’s your baby, you love it. It’s really hard to have people
come to you with critiques about it and you have to recognize that’s one of the
hardest skills to have. The difference between
good and bad feedback, criticism and constructive criticism. Then deciding, you know what, that’s a great idea. It just doesn’t fit this mod or this map versus, that’s a good idea. I am going to add that.
I like that idea. Yeah. In the case that is not
meant for your mod or your map, or your experience in general, feel free to link them to this panel. Tell them to learn game design. They can make it themselves. There’s a lot of members in the community out there
you can reach out to, and I’m sure someone
would be interested and try and join whatever group
you’re trying to do here. Right. If you do that
though just be aware that you need to bring
something to the table as well. Right. So even just a very detailed
well put together document with ideas and concepts that’s
a valuable asset for sure. Yeah, and most of us
are doing this for fun. So if you’re working
with community people, do not expect full commitment like. Sure.
Yeah. There’s –
Not me. There’s not going to be someone working there eight hours a day. Not me, Ama, not me. I’m not doing this for –
I don’t care about fun. I just want to extort
spotlights out of Dire. That is true. That’s fair enough. Another pitfall I think
is making sure players have a choice when you give
them something, right? I mean, it’s easy to
make a linear path. But Minecraft at its
core is a sandbox game. So you want to make sure
that the player still can do whatever they want and find
their own paths in the world. Yeah.
Sometimes you need to guide them down a specific path, like yeah, you need to get stone
before you can get iron, before you can get diamond. But you can still choose what to do. Yeah. Minecraft is
a game that you are meant to be able to play a thousand times in a
thousand different ways. So making one single linear path, just makes it not replayable and
that’s a lot of the fun of it, playing again and figuring out
how to do things differently. Yeah. When you
give players choices, you have to make sure the
choices are actually meaningful. Here’s a really,
really basic example. You go to a dungeon
and there’s a chest, and a sign says, take one, you can only take one. Let’s say they rigged some
weird stuff up to make that work. There’s a sword that deals 10 damage, and a sword that deals, five damage. I’m sure anyone will take
a sword that deals 10 damage. I would. Because, you would take a sword that deals
20 damage, though I would. But players are functioning human beings who are just as if
not more intelligent than you, you have to respect them
and you have to design content for people that make sense. So an example here would be, you could give a sword that
deals 10 damage, sure but you could also
give a sword that deals five damage and is way faster. Right. So then you have two different
play styles juggling there and players getting a make a
choice that is significant. Right.
When you’re making content it’s very important to try and figure out let’s give them decisions
that actually matter. So give them choices,
give them options, right? Yeah. Yeah. When you find that your
community for some reason, they giving you feedback, that they don’t have as many choices that they feel like they should have, it’s really important
that you integrate that feedback into
your design process. If you’re just releasing an update, let’s say every one week, use that to your advantage, take the feedback and then make that go back into
your design loop, so that you’re actually addressing the problems like player choice. Right. Sometimes the best source
of feedback is yourself. You’re playing this game and you’ve also got all of
this content on top of it. But, yes, you’re having
fun but you just feel like there’s the essence of a
something that’s just missing. Yeah. So you can incorporate your
own feedback into whether you’re creating and
it makes it yours. Right. Now that’s a
perfect good point. Because when I made Building Gadgets, I knew I wasn’t a good builder. So I made a mod that made it, so people could share
their builds with me and I could use them, right? Yeah.
So that was my inspiration, was what I wanted out of the game. I had said, “You know what?
I need something that makes building easier because
I’m not good at it.” It makes the design process
super rewarding. Honestly. Yeah. You’re not just
designing for someone else, you’re designing for yourself. Right. Right, and stop stealing
my lines. It’s not my line, I’m just
joking with you. One thing I want to say here is that it doesn’t have to be a niche, it doesn’t have to be
something that doesn’t exist. It can be something that
exists already and you want to do a little bit of a
different spin on. Sure. Half of Building
Gadgets already existed. Or it can be something
from another game. This is also a very good tip. Play a lot of different
games and look at them with a critical lens
of how does this tick? How does this work?
Where’s the fun in here? Yes. For example, one of
my mods is called Needs, which is a mod by me, by the way, just in case
you weren’t aware of that. That’s based on a add-on for World
of Warcraft called Tidy Plates, and I really liked that add-on and
I’m like, all right, it’s cool. I want this in Minecraft. Let’s take it and put it in
Minecraft. You can do that for sure. Yes. So that leads into
like who the mod is for. Usually, you start off with
something that it’s for me, and then you realize that this also applies to other players who are like me because there are so many different types of
players in Minecraft. You’ve got your technical players, you’ve got your Redstone players,
you’ve got your builders. There’s a million different
ways to play Minecraft: PvP, PvE, all that stuff. Yes. You cannot try
to target everyone. Not everyone is going to
enjoy absolutely every mod. So try to figure out who the people you are making
this mod for are, and play to their strengths. See if they can give
you more feedback. See if there’s anything
new in Minecraft itself that might tie into that thing
and try to iterate on that. Right. So we’ve talked
about starting with an idea, going into a design, and
then implementation. The important part of doing the implementation of a mod
or a map or a texture pack, whatever you are doing,
is knowing skills. A lot of the times when you start, especially if you’re just yourself, you need to understand
your own limitations. I wasn’t a great programmer but I wanted to learn
more programming, so I use this as an excuse to push myself and get a little
bit better at it. But I knew I was terrible at art and that there was no way I was
going to make some good art, so I reached out to a friend of mine, Vorax, who did the art for me. So you need to find somebody who
can do textures to help you out. So knowing your own skill
set is really important, but not everybody does
things on their own. So like Brandon, for
example, you’ve got- Yes. It’s super
important to understand communication skills so you
can work together with a team. So much of the actual process of designing an experience is
a collaborative effort. You also need to
remember, as a designer, that while it is very
easy to have to think of the high-level overhead
of this design and feel like it’s your experience
that you’ll designing, you need to rope your team into this. So you need to give them
the agency where they feel like they’re a part of
this design process as well. So while they don’t have to actually touch every
aspect of the design, you should at least
allow them to give some feedback and make some
tweaks here and there because, at the end of the day,
modding and map making is a collaborative free process
that we all do for fun. Sure. These are hobby projects, so you want to make sure
that people are having fun. Yeah. So if you need to delegate
tasks to somebody, obviously, if you’re going to have
somebody help you make art and textures and something, reach out, see who can help you out. Yeah, play to people’s strengths. Yeah. There’s a lot of
people in the community, and know their strengths,
and be able to communicate with them for
what you’re looking for. So we’re getting towards
the end of our panel here, so I think it’s important
for each of us to go down the line and just give a final tip. We’ve talked a lot about a
bunch of different topics, so what’s one final tip
or take away that you’ve got that would be helpful to know for somebody who
wants to get started? For me, I’ll start
off with just saying, find something you’re
passionate about, find something you want to do. I wanted to make a mod
that made building easier, that’s what I focused on. If you don’t have passion behind it, you’re not going to drive
it through to completion. So yes, while you can be passionate about a
project and having fun, but sometimes you’ll just
have times you’re not having fun because you’re just
stuck on something, like you just don’t know how to design this particular
aspect of your content. It’s totally okay to ask your peers or something
like people you trust like, “What do you think
of this part here?” Or “I’ve got too many features. I’m trying to cut down the set.” Right. Amadornes? I’d say if you’re working on a project and you’re
working on it for yourself, do take in feedback from others, but don’t let that take
over the whole design. It is your project after all, and it has to reflect your views and what you
would enjoy personally. So don’t get too carried away, but do still take feedback
from others, of course. Great. For me, I would just say redefine the way you view failure because, over this whole process of the
past 10 years of me doing modding, there’s been plenty of failures within my process of
designing new projects. It can be very easy to get
caught up in that failure and think I didn’t nail it, I didn’t get what I wanted
out of that experience. But don’t think of it that way, always think of failures
as just learning experiences, growing
pains, essentially. Once you get through
those growing pains and those learning experiences, you’ll come out as a better
person and as a better developer. So yeah, just redefined failure. Failure is not failure,
it’s you growing. Yeah. I think it was
Thomas Edison who said, “I didn’t fail to make a light bulb, I learned 10,000 ways not to.” Every time you fail, you make
one step closer to your success, and eventually, you figure it out. All right, guys. We have
a little bit of time left. Ama, can you pass me
that cup over there, please? Oh, my God. I’m very concerned
right now. What’s that like? It’s story time with Vazkii here. Oh, my God. So one thing you
have to keep in mind is you and your team, you’re all humans. The humane aspect, your mental health during
creation is very important. Absolutely. You need to make
sure that you feel happy and proud of
what you are creating, even if everyone outsides
says it’s not correct. So I’m going to give an anecdote
in this last minute or so here. One of my mods is called Botania, it is a mod where you make flowers, the flowers make energy, the energy does other stuff. I’m not going to get too
into it, Direwolf did. You can look up his videos on
it, there’s a lot of them. Thanks for the plug. Anytime, dude. So the mod used to start by you making this very
simple flower called the Daybloom, you put it down, you gave it sunlight and it would
generate the energy. The intent was it was
a starting flower, you would get it, and then you would progress on to
more complex ones. People just started spamming
that instead of progressing, so I removed it, and I got a massive amount
of backlash for it, a lot of backlash. But I decided I’m going
to stand my ground, I’m going to keep
these things in here. I started getting people
coming to me saying, “I’m really happy you removed that because if you hadn’t remove that, I would have missed out on a really cool mod that I would have just gone over by spamming these.” So what I mean to say here is, keep an eye on yourself, on what you want to do and how
you feel because, ultimately, if you’re making something
you are proud of, there will be people out there
who are also happy with and make sure that you stand your ground even if everyone
else says the opposite. I will drink from this, but
it’s water and I’m not thirsty. Well, guys, thank you so much
for being here on this panel. I thought it was very beneficial. Like I said, people, if anybody
out there who’s looking to create something within
Minecraft, just get started. Follow through the steps
we went through here. If you have any questions
about this panel, there’s a hashtag you can
use on Twitter, #Mineconqa. So feel free to use that to reach
out to us with any questions. Yeah. We’ll be
there checking it out. If you just want a meme,
just ask for a meme and we’ll send you a
meme. That will work too. All right, guys. Thanks for tuning in and take it easy. Bye-bye. Bye-bye.
Bye everyone.

100 thoughts on “Crafting Experiences: Game Design in Minecraft

  1. Ну нормально. Жаль английского языка не знаю. Почему не сделать русские субтитры????? ?




    Minecraft The Best Game Forever!

    At first. I play alone and without mods.

    Need to make the game more interesting for the game alone!

    Here is what I propose for this.

    For me is most important thing in Minecraft is the infinite worlds! This is not possible without the endless depths and heights!

    Please add the infinite height and depth! 60.000.000 * 60.000.000 * 60.000.000 blocks! This can be an experimental mode for #Minecraft java (Or at least 1000 blocks in height and 1000 blocks in depth)

    Must improve world generation! The sea level must set to 0 height. Lakes and rivers can be with a height difference. Chunk 32 * 32 * 32 or 64 * 64 *64

    When playing one, it's interesting to explore new territories, biomes, caves, deep caves, very deep caves, 1000 blocks down, 10,000 blocks down. Add fast elevators!

    Personally me more interesting to discovering new caves than build.

    It is necessary to make 1000 blocks up and 1000 blocks down for a comfortable creativity and game. Or at least 512 blocks up and down! Caves are also needed!

    Add the flying islands and create floating, moving houses! The fuel can be used coal, redstone, lapis lazuli, or add oil or add sails!

    Add natural disasters. Local changes in the structure of the world. Destruction, fires, floods, damage and destroy buildings, etc:

    1. Volcanoes. Emissions of lava and black smog. Trees and wooden buildings burn.

    2. Earthquakes. Cracks in the earth's crust. The buildings from the earth, cobblestones, wood, etc. collapsed.

    3. Tsunami. Near the oceans. A big wave causes a flood.

    4. Hurricanes. You can fly away and crash. It breaks trees, houses of wood and earth.

    5. Meteorites. Big boom. Crater, fires, burning trees.

    6. Herds of monsters (zombies, skeletons, spiders and creepers), which sometimes go right through the player chunk region. Break doors, walls, boards and the ground to get to the players and friendly mobs.

    (This can be disabled in the game settings).

    I want a new underground biomes!

    Huge crevices and abysses which can be down using mountaineering equipment (alpenstock, a lot of ropes and nails).

    More mobs, subterranean gnomes, trolls.

    Add translucent flying ghosts. Add devils that guard the diamonds at lower levels and spawn in tunnels and from lava, and which emit horrible sounds and pass through walls.

    Giant underground worms that break through the tunnels (like in a movie 'Tremors' and 'Dune').

    You can hunt them to get valuable resources If the worm is close. everything starts shaking.

    It is necessary to strengthen the home and chests with things from the loss.

    I want the high mountains!

    What is this mountains which you can climb for a few seconds. 128 blocks is not a mountain, it is pile of rubbish! ;(

    Mount Everest 8850 blocks. Olympus Mons 21200 blocks!

    Experience of climbing on them with the help of climbing equipment (no stairs).

    Of course the caves inside the mountains and valuable resources at high altitudes.

    With earthquakes and volcanoes and lava up in the middle of huge mountains.

    I also need to diving equipment.

    Deep water with sharks and dangerous octopuses and devil-fish.

    At great depth and at high altitude, you can find rare treasures and resources.

    In each biome you can find a rare artifact. You can collect the whole collection from different biomes!

    With such large distances need to craft teleports.

    Make if hit one animal, all who are close to flee.

    Add gardening. More fruit trees and more fruits from them. Fruit trading with residents.

    Add a telescope or binoculars.

    I like 'Paint the Town Red' game. I would like to see in Minecraft damage to players and monsters in this style.

    I play vanilla only. Add mods for vanilla!

    (Thanks for Realms!)

    I love playing Minecraft at night. Need more ambient. More mystery and mysticism in the game. For example, add the phases of the moon. More dangerous monsters in full moon, with glowing eyes.

    In full moon at this time of bloom rare magic flowers that produce shine. you need to find and collect. From them you can make potions, such as rare protection against monsters (you can walk at night, monsters do not see the player and around player sparkle sparks or flying fireflies).

    Or add a mystical biomes, which can be accessed only from certain places, at certain times. In these biomes, instead of the usual resources, you can find all sorts of new, mysterious and rare resources and objects.

    You can do a parallel world, and the ability to move in time, you can get into the future or the past and see yourself and intervene in the course of time. That would be interesting.

    Add the ability to do high resolution screenshots and panoramas with renderer.

    Each new version Minecraft can add new artifacts for lovers of adventure and search (1 per region, or the current biome).

    Add a generation Crazy worlds, where the blocks are generated randomly and alternately and at any altitude.

    Return Herobrin that can erase the current save game player in the world, if the player died.

    Add monster Eraser (or a few), monsters that erase or change, break a game world.

    Add a swarm of Mantrid's/Herobrine's flying drones, which disassemble the world in blocks, and build from blocks even more drones. As into LEXX. (the rate depends on the destructibility of the blocks)

    Add herds of monsters (zombies, skeletons, and creepers), which sometimes go right through the player chunk region.

    Add more artificial intelligence to monsters.

    Add a variety of frightening sounds in dark places and echoes.

    Add the opportunity to put a torch on the water lilies.

    Add skis.

    Add rhinoceroses.

    Add the background sounds of birds in the forest, subsiding in the evening, but the sounds of owls and crickets appear. And in the swamps the sound of frogs, for example. In each biome, you can add sounds in the settings.

    Add uranium ore and radiation for more dangerous in caves. Can be used for fuel and mega TNT.

    Add birds of prey, eagles (in the mountains) or vultures (in the deserts) so that the player can not feel safe in the open area.

    Add Hunting for Bigfoot (also known as Sasquatch, as a yeti) which appears only in a dark night (at 0% brightness in the settings), and disappears when dawn. And which is almost impossible to catch. May appear very far at sunset, on top of the mountain. If you move in his direction begins to run away and hide. And he also makes a loud scream. He quickly runs away into dark caves, hiding, and can kill from one time. In the cave, he shoots down the torchs to make it dark. He hides in corners so as not to be killed from the bow. If you turn on dynamite, it runs away. At dawn disappears even in the cave. If you kill him, his head falls out and maybe something else rare.

    Add villagers – builders who build houses. When the player gives them resources. Add them an artificial intelligence for self-learning.

    Add craft Super-Bombs! Mega-bomb of 9 blocks TNT, which is 10 times more powerful than TNT. Giga-bomb of 9 blocks Mega-bombs, which is 10 times more powerful than Mega-bomb and 100 times more powerful than TNT. Tera-bomb of 9 blocks of Giga-bombs … etc >:)

    Add a map constructor, a mob designer. So that you can create your own mobs. Or shop extra mobs. But not a replacement for standard ones, but as an addition!

    You can greatly extend the game using the constructor. (for vanilla Meincraft). All new mobs, ores, artifacts, items, biomes, etc., will fall into the base of the Minecraft store and are available for everyone in vanilla Minecraft.

    Add portals to move between saved worlds and Realms and other.

    Add the ability to make portals to other worlds (with other seeds) and between worlds in Realms.

    Make passes into parallel chunks or blocks. Pockets. For example, you can go to such a chunk on one side, and from all other sides it will be another chunk / chunk, a separate parallel world. Or the mysterious door-portals, the house where you enter the door in one place, and you leave completely in another place (parallel additional world).

    Or, for example, a circular corridor along which you can go and get into another world. Or dig, and stumble upon an inconspicuous block into another world, disguised as an ordinary block of earth or stone. Block-2 parallel chunk.



    Here is my Minecraft 2D free print and play open world randomly-generated survival sandbox board game Enjoy! 🙂

    You can draw and print your blocks up to infinity!

  3. there are two sides having to do with the technical side of minecraft and they are…

    Redstone Engineering



  4. Guys,i will probably be flamed but i wanna tell you smth. First i play fortnite, and i love minecraft. I dont understand why this minecraft-fortnite war started. They are both DIFFRENT games with diffrent game mechanics. I like to think that if we all play games we are a family and we should share opinions without any hate. Love to you minecraft and fortnite players 😉

  5. A Minecraft people if you're listening can you add new features to the spiders like can you add in like a black widow or something but can you make them smaller and can you make their web to so like when you join in the game you can see webs on the trees the ground any type of spider if you're listening to this thank you I really love how you guys made your game keep it going oh yeah one more thing the spiders that I want is the Goliath spider the black widow the Brown look crus spider a garden spider a funnel web spider a banana spider and a jumping spider and I have one more thing to if you guys don't want to put this in you can or if you don't so about the webs like the cobwebs can you make them sit in their own web like their new design web if you know what I mean that's all I have to say

  6. How long until bedrock gets the fox update? I’ve waited all year and they are already announcing new updates without us getting the foxes 🙁 sad day.

  7. It's really cool that Mojang supports modding.
    If game companies like Nintendo (as an example) did this, they would be making game development something kids/teenagers would be doing casually.
    Instead we have to hack our consoles (which may get them banned), install slightly shady software, and try to make stuff with complicated methods and tools.
    (And yes, I know there's Mario Maker and that Dungeon arranger in Links Awakening)

  8. Cant get this out of my head soo:
    DW20: Love Automation
    Ilmango: Me too build a quarry,tunnel bore,sorting systems all in vanilla

  9. Add the whole update to Wii U since I have Wii U and I would not like that they will not add it also add the Skins of the Minecon 2019 please do not be bad.

  10. "If you want a meme just ask for a meme and well get you it"
    Now, kids, that's how you know when a company is the best company ever.

  11. This is really helpful, not only for game design, but for anything creative really. Thank you so much for doing this! I really enjoyed it!

  12. I think the most important update should be a new texture pack the super duper graphics pack. Natural water and sky. Why isn't the graphics the same standard as the story episodes.

  13. This is so amazing! I'm so happy to know all these amazing individuals <3 It was the coolest getting to be there while they were practicing and rehearsing the panel, the amount of work they put into this is astounding. It's amazing. I'm so proud of them, they did a phenomenal job <3

    also WOW Drullkus im your #1 fan, you're so cute aaah 😉 ilysm <3

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