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Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 12:45 pm
by Slstoev
I'd like to ask a few questions:

1. Will there be bosses?

2. Are there going to be ages and tiers like the current ones? And if yes - what age will be the limit?

Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 12:52 pm
by Sarudak
Bosses are unlikely given flowers feelings on them of massive time-sinks for little gameplay reward. That's not to say there won't be interesting enemies as he created the beast and has given every monster in minecraft interesting gameplay mechanics. But in the sense of a boss fight where you have a single big bad that you face once I would say unlikely.

As to ages I would guess that the idea of progression would be maintained. And if so there's really no limit. Flower says he intends to work on this indefinitely and in an old interview he said that there was no reason Steve couldn't eventually go to the moon. Certainly that won't happen immediately but there's no theoretical limit.

Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 1:02 pm
by TheGatesofLogic
bosses: no probably not
tough uncommon enemies?: most probably in my opinion (i'm thinking along the lines of deer clops, treeguard and all those tough enemies in Don't Starve that really had some gameplay value)

Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 3:04 pm
by Slstoev
Speaking of Don't Starve, will there be an adventure mode like that?
Sarudak wrote:As to ages I would guess that the idea of progression would be maintained. And if so there's really no limit. Flower says he intends to work on this indefinitely and in an old interview he said that there was no reason Steve couldn't eventually go to the moon. Certainly that won't happen immediately but there's no theoretical limit.
I'm interested to see what ETs Flower will create.

But in all seriousness will we really really really find civilization with Steve-like beings?

Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 3:08 pm
by FlowerChild
Like BTW, RTH will largely be focused on a single tight gameplay experience, so optional modes of any kind are not going to happen.

I'd recommend becoming a little more familiar with my design methodology before asking further questions, as many of the ones you're asking will answer themselves.

Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 7:14 pm
by Thalarctia
If you stretch your definitions just a tiny bit, you could say that BTW has a number of "boss encounters", where you work up for a long while for something, preparing carefully, and then when you finally pull the switch, you are awarded immensely. A couple of these things that spring to mind are your first nether portal, the first windmill, your mob trap and the list goes on.

Re: RTH Q&A thread

Posted: Mon Jul 08, 2013 7:26 pm
by Sarudak
I would tend to describe those as achievements not boss encounters.

Re: RTH Q&A thread

Posted: Tue Jul 09, 2013 6:36 pm
by Taleric
The boss vs achievement comments remind me of the Castaway type discussion I often have with my Wilson proxy.

"Well that is all of it..."
"We are going to have to make more ender-eye/hibachi/beacons ect..."
"Yeah I know where there is plenty more blaze rods/wither skulls ect.!"
"We said we were never going back there..."

Love that feeling XD

Re: RTH Q&A thread

Posted: Tue Jul 09, 2013 6:45 pm
by FlowerChild
Off topic guys...

Re: RTH Q&A thread

Posted: Tue Jul 09, 2013 10:49 pm
by BinoAl
This question is a little business-model-related, so I'm not entirely sure it'll get an answer, but how soon do you plan on "releasing" it? Would it be released in alpha/beta/whateverarbitrarylabel, or do you plan on adding a significant amount of content/gameplay before it's initial release?

Re: RTH Q&A thread

Posted: Thu Jul 11, 2013 4:48 am
by rusky
Not seen this asked before so:

You mentioned it is going to be a voxel based game: Do you plan on writing your own voxel engine or using an existing one that supports voxel rendering (not that many around actually) ?
If you do plan on writing your own, it would be nice to get some dev diaries at some point on how you decided to set up critical stuff; The whole chunk logic comes to mind, especially if you are trying to make a game that promotes automation like BTW.
One of the things I always wanted in BTW was to be able to have automations keep working when I wasn't in the same chunk. :D

At any rate, good luck with this project and hope to hear great things about it soon!

Re: RTH Q&A thread

Posted: Thu Jul 11, 2013 5:31 am
by FlowerChild
Your question basically boils down to this: can I solve the problem of finite computing power, and if I could, would I be willing to share how I do so with the public before releasing it?

I think you can answer your own question from there :)

But yes, I plan on coding my own engine from the ground up, and I will be unlikely to be willing to discuss the details of it as it's implemented.

Re: RTH Q&A thread

Posted: Mon Jul 29, 2013 11:26 am
by Phrostbit3n
I'm interested in how you'll solve lighting. I don't like MC Torches, they take away from the slight realism it had and they are way too easy to obtain, especially for something that will never burn out or despawn.

Re: RTH Q&A thread

Posted: Wed Aug 14, 2013 12:16 pm
by Eramus_the_5th
Will lava/water play a bigger/smaller role in RTH?

Water is really important in late BTW, whereas lava get's the short end of the shaft, not being used for much at all besides it's vanilla uses.

Re: RTH Q&A thread

Posted: Tue Sep 03, 2013 12:08 am
by Remuthra
This is probably a bit specific, but will the opposition you face advance as you do? I have always felt that one of the biggest weaknesses of Minecraft is its lack of a difficulty curve. You create better armor, better weapons, and better machines, but the only way the monsters and hazards change is if you seek out new threats. Can we expect the world to evolve as we do?

Re: RTH Q&A thread

Posted: Tue Sep 03, 2013 3:18 am
by DnDiene
Remuthra wrote:This is probably a bit specific, but will the opposition you face advance as you do? I have always felt that one of the biggest weaknesses of Minecraft is its lack of a difficulty curve. You create better armor, better weapons, and better machines, but the only way the monsters and hazards change is if you seek out new threats. Can we expect the world to evolve as we do?
I'm also very curious about this. Will there be any long-therm threats, like seasons, natural disasters, special mobs, things that make it harder to say 'I could survive here as long as I wanted without risk'.

Re: RTH Q&A thread

Posted: Thu Sep 05, 2013 7:01 am
by lifeiwater
Is RTH going to be primarily a single player experience with multiplayer added in or will it be balanced from the ground up with multiplayer in mind?

Re: RTH Q&A thread

Posted: Thu Sep 05, 2013 10:15 am
by Rob
lifeiwater wrote:Is RTH going to be primarily a single player experience with multiplayer added in or will it be balanced from the ground up with multiplayer in mind?
This question was answered on page 2.
viewtopic.php?f=3&t=6837&start=25#p112183

Re: RTH Q&A thread

Posted: Sat Oct 19, 2013 1:26 pm
by MrLemon
Although you said that your not big on supporting other platforms, but are you planning to support OS X. I'm assuming that you use Windows?

Re: RTH Q&A thread

Posted: Sat Oct 19, 2013 4:26 pm
by FlowerChild
MrLemon wrote:Although you said that your not big on supporting other platforms, but are you planning to support OS X. I'm assuming that you use Windows?
Too early to answer these kinds of technical questions. As I've said elsewhere, compatibility is not a priority for me, and that's about all I have to say on it right now.

Re: RTH Q&A thread

Posted: Sat Oct 19, 2013 9:21 pm
by jagoly
I'm going to say that multiplatform support is a must. I'm not sure what FC's non-java development style is, but its really not hard to develop multiplatform. Especially when you do it from the start. There are quite a few Linux or even osx users around here, with money in there pockets. I'd be willing to do some fundraising to get something as promising as RTH multiplatform.

Not sure if I should be posting this now, like you said it's still early. But I don't think I've ever been as exited about a game before, and not being able to play it be ASS BALLS.

Re: RTH Q&A thread

Posted: Sat Oct 19, 2013 9:32 pm
by FlowerChild
Oi vey. Goodbye.

You know what's a must? Me having enough time to develop the vision I intend to. All other considerations are secondary.

Re: RTH Q&A thread

Posted: Sat Oct 19, 2013 9:36 pm
by icynewyear
A most serious question. Will there be Icy themed easter eggs? I've heard a lot about the guy and heard that he's pretty cool.

Re: RTH Q&A thread

Posted: Sat Oct 19, 2013 9:37 pm
by FlowerChild
icynewyear wrote:A most serious question. Will there be Icy themed easter eggs? I've heard a lot about the guy and heard that he's pretty cool.
That's a given. Icy easter eggs have become an industry standard that I simply can not ignore.

Re: RTH Q&A thread

Posted: Sun Oct 20, 2013 9:44 am
by Rob
FlowerChild wrote:
icynewyear wrote:A most serious question. Will there be Icy themed easter eggs? I've heard a lot about the guy and heard that he's pretty cool.
That's a given. Icy easter eggs have become an industry standard that I simply can not ignore.
I heard Icy tastes good. Can his eggs be used as an early game food source? Maybe causing a manly beard to rip forth from your face?