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Post by ThatRedhead on Feb 3, 2015 4:11:54 GMT
So, an idea was brought up in the forum to have dynamic seasons that cycle through every few days. These seasons would have certain effects (mostly decorative) like snowfall, tree leaf loss, grass and flower growth, day length, etc. There are a few ways we can do the cycle, and lots of things we can do for the effects of each season. Above I included a poll for everyone to vote on what system of cycling to use, (or to not have dynamic seasons at all). Below I am going to include a list of the effects of each season. Comment below on the poll or any additions/changes to the effects list, I'll try to keep it updated. Please note: This has never been done before! We can make a minecraft first!
*similar to Cardinal compass directions (N, NNE, NE, NEE, E, etc.) we would have the seasons smoothly transition with 12 day years.
Summer- Longer days/shorter nights, lots of plant growth including grass, flowers, and crops, almost no snow except in high north and on mountain peaks, increased average rainfall, faster thirst depletion. Fall- balanced day/night (normal vanilla minecraft day/night cycle), plant growth at a slightly slower rate, snow begins to fall at lower latitudes, trees begin to lose their leaves. Winter- shorter days/longer nights, little to no plant growth, trees missing leaves, snow covers much of the map, snow instead of rain in these sections. Spring- balanced day/night, plant growth kickstarts, trees regrow leaves, snow recedes at most latitudes, increased rainfall.
Please share any thoughts below!!
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Post by MCAlagaesia on Feb 3, 2015 5:15:43 GMT
Apart from disk usage, there would be absolutely no impact on server performance, even if we had a few hundred different maps. Only one map would be in use at any one time, and the process to switch between each should be relatively quick.
For those that are interested, here is our response from the original query.
The second question is more difficult. There could be an option to have multiple maps, each relating to a season. Summer, bright, long days (Courtesy of our day extension plugin), etc Autumn, leaves start to fall from deciduous trees, days begin to shorten, etc Winter, Snow in most parts of the map, deciduous trees are bare, snow falls instead of rain Spring, days begin to lengthen, deciduous trees have brighter leaves (eg. oak leaves instead of birch leaves), more flowers on the ground, etc
They would be cycled automagically on server restarts, meaning that an entire MCAlagaesia year would last 4 days real-time. If we wanted years to last longer, the maps could be switched on every second, third, fourth, etc restart instead.
If we want to go all out, we could create even more maps. I'll use a compass to illustrate this... There's North, North North East, North East, East North East, East, etc. We could create maps in between each season. Autumn, Autumn Autumn Winter, Autumn Winter (Snow starts to appear), Winter Autumn Winter (Biomes change to colder variants, forcing snow to fall instead of rain), Winter (Complete snow coverage in many parts of the map) Well, that's a strange analogy!
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Post by ThatRedhead on Feb 3, 2015 12:29:13 GMT
So is the plan to just process any edited chunks to make them more like one of the seasons, and then replace that matching chunk in the season map with the newly generated one?
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Post by MCAlagaesia on Feb 4, 2015 8:42:20 GMT
So is the plan to just process any edited chunks to make them more like one of the seasons, and then replace that matching chunk in the season map with the newly generated one? The maps should be all identical, apart from the season changes. They can be swapped out automatically with ease.
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Post by ThatRedhead on Feb 4, 2015 21:28:41 GMT
So is the plan to just process any edited chunks to make them more like one of the seasons, and then replace that matching chunk in the season map with the newly generated one? The maps should be all identical, apart from the season changes. They can be swapped out automatically with ease. Yes, but how will new buildings or destruction of buildings be carried over?
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Post by person55 on Feb 4, 2015 21:40:32 GMT
So is the plan to just process any edited chunks to make them more like one of the seasons, and then replace that matching chunk in the season map with the newly generated one? The maps should be all identical, apart from the season changes. They can be swapped out automatically with ease. Hmm, I know there wont be changes made to the maps (idk except maybe buildings builders added, or the schematic house plots we talked about awhile ago), but will everyone's progress and inventories and such port over to the other map? I just want to make sure everything stays the same except for the season.
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Post by person55 on Feb 4, 2015 21:42:01 GMT
The maps should be all identical, apart from the season changes. They can be swapped out automatically with ease. Yes, but how will new buildings or destruction of buildings be carried over? oops Red, I had left my computer up and didn't see your post when I made my last one. Sorry for repeating the same question!
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Post by MCAlagaesia on Feb 5, 2015 4:55:00 GMT
The maps should be all identical, apart from the season changes. They can be swapped out automatically with ease. Hmm, I know there wont be changes made to the maps (idk except maybe buildings builders added, or the schematic house plots we talked about awhile ago), but will everyone's progress and inventories and such port over to the other map? I just want to make sure everything stays the same except for the season. Yep, inventories are saved in a playerfile, which will be copied and persist over all the maps. Your location in the map will also be the same.
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Post by ThatRedhead on Feb 5, 2015 5:18:04 GMT
Hmm, I know there wont be changes made to the maps (idk except maybe buildings builders added, or the schematic house plots we talked about awhile ago), but will everyone's progress and inventories and such port over to the other map? I just want to make sure everything stays the same except for the season. Yep, inventories are saved in a playerfile, which will be copied and persist over all the maps. Your location in the map will also be the same. And new buildings? Since it is gonna be based on schematics, you could in theory use a hashmap to record the schematic for each plot (or null for an empty plot) of land and have premade seasonal changes for each type of schematic. Then it would just change the season maps as needed pretty easily.
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morryatay
MCAlagaesian
Posts: 31
Minecraft: morryatay
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Post by morryatay on Feb 9, 2015 9:53:39 GMT
guys... i don't want to be the one to point it out but wouldn't just having seasonal variations in a resource pack be a fair bit easier...
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Post by ThatRedhead on Feb 9, 2015 20:29:32 GMT
guys... i don't want to be the one to point it out but wouldn't just having seasonal variations in a resource pack be a fair bit easier... Well, if we did that, we wouldn't be able to do things like cause trees to lose their leaves or have snow instead of rain. We are thinking more of modifying the environment in addition to the look. That said, we could supplement this with a changing resource pack so that the look of it all also changes, such as being dulled in the winter.
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Post by MCAlagaesia on Feb 10, 2015 5:36:54 GMT
guys... i don't want to be the one to point it out but wouldn't just having seasonal variations in a resource pack be a fair bit easier... It could be! We'd just switch the resource pack URL to the next season version on each restart in the same way we are planning to change the map. However, in addition to Red's point about changing physical parts of the world like certain trees, users will have to download at least four different resource packs when they first join the server during a specific season. The map changing system will not be part of MCAlagaesia when we release it. Creating these seperate maps would push release back way too far. That being said, it won't take too long to create some nice looking seasonal variants of the original map using filters and plugins such as WorldEdit. When someone decides to make a resource pack, we will talk about this idea with him or her. Or it.
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Post by ThatRedhead on Feb 10, 2015 12:29:24 GMT
This still leaves unresolved the problem of changing the other maps as changes like building creation and destruction occur in the current map. It would probably be easiest to write a plugin that re-seasonifies edited chunks and replaces the old chunks in the map season it is for.
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morryatay
MCAlagaesian
Posts: 31
Minecraft: morryatay
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Post by morryatay on Feb 10, 2015 23:40:45 GMT
guys... i don't want to be the one to point it out but wouldn't just having seasonal variations in a resource pack be a fair bit easier... It could be! We'd just switch the resource pack URL to the next season version on each restart in the same way we are planning to change the map. However, in addition to Red's point about changing physical parts of the world like certain trees, users will have to download at least four different resource packs when they first join the server during a specific season. The map changing system will not be part of MCAlagaesia when we release it. Creating these seperate maps would push release back way too far. That being said, it won't take too long to create some nice looking seasonal variants of the original map using filters and plugins such as WorldEdit. When someone decides to make a resource pack, we will talk about this idea with him or her. Or it. with the resource pack we could use 3d models to make branches instead of leaf blocks
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Post by ThatRedhead on Feb 11, 2015 3:03:48 GMT
It could be! We'd just switch the resource pack URL to the next season version on each restart in the same way we are planning to change the map. However, in addition to Red's point about changing physical parts of the world like certain trees, users will have to download at least four different resource packs when they first join the server during a specific season. The map changing system will not be part of MCAlagaesia when we release it. Creating these seperate maps would push release back way too far. That being said, it won't take too long to create some nice looking seasonal variants of the original map using filters and plugins such as WorldEdit. When someone decides to make a resource pack, we will talk about this idea with him or her. Or it. with the resource pack we could use 3d models to make branches instead of leaf blocks It may look a little funny having branches that aren't attached to each other... If you can, experiment with this and maybe take some screenshots so we can see what it would look like! If it actually worked that would be really cool. In the event that this doesn't turn out well, maybe we should have predefined default tree to leafless tree conversion that adds some branches while taking away leaves? They shouldn't just be like poles in the ground...
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