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Posted: Thu Feb 14, 2013 11:10 pm
by Benanov
BTW is awesome, fun, and very well put together. I am confident that RTH will be better all-around.

I wish you luck and success, FC.

Re: RTH Q&A thread

Posted: Fri Feb 15, 2013 11:19 am
by Wafflewaffle
I would like to make a personal request. Once RTH starts development, if possible, i would love to see the very first line of code you wrote, even if it doesnt mean anything. The first step in any creative development is absolutly facinating to me. Most of my friends who are writers start with simple "once upon a time" sentences and i would love to see gaming delevopment equivalent to that. But i would totally understand if you decide not to put your code out there.

Re: RTH Q&A thread

Posted: Fri Feb 15, 2013 11:27 am
by muggsbud
Wafflewaffle wrote:I would like to make a personal request. Once RTH starts development, if possible, i would love to see the very first line of code you wrote, even if it doesn't mean anything. .
If it's in java it'll probably be "public static void main(String[] args) {" even though eclipse will usually write that much for you.

i however am interested in what the main difference will be between this in minecraft in terms of base game-play elements. Will blocks be the same size? will you be able to climb face high ledges? will mobs (like zombies) be able to break blocks perceived as weaker (dirt, wood)? FC said he didn't want to get into specifics but that's what I'm interested in.

Re: RTH Q&A thread

Posted: Fri Feb 15, 2013 4:54 pm
by jakerman999
Wafflewaffle wrote:I would like to make a personal request. Once RTH starts development, if possible, i would love to see the very first line of code you wrote, even if it doesn't mean anything. .
muggsbud wrote: If it's in java it'll probably be "public static void main(String[] args) {" even though eclipse will usually write that much for you.
C++ would be

Code: Select all

int main() {
I'd bet.

Re: RTH Q&A thread

Posted: Fri Feb 15, 2013 5:59 pm
by Caboose
I think the piece of code he gave us for the first Anniversary is sufficient for this:
private static int fcHomePortalID = 208;

Re: RTH Q&A thread

Posted: Sat Feb 16, 2013 4:11 am
by retep998
I'm mainly wondering what the balance of magic and science will be in Return to Home.
Are you going for a really magical world with items and materials that have no real life counterpart?
Or are you going for a more steampunk world with somewhat realistic materials and mechanisms?
Or perhaps are you going for something like a certain mod I like, where it's all extremely scientific with real world machines to process all sorts of materials in a realistic manner?
I just really want to know what the overall theme will be like.

As a C++ developer myself, I am glad to hear that you're choosing to go with C++ for RTH.
A little part of me dies every time I realize I'm addicted to a game made in java.

Re: RTH Q&A thread

Posted: Sat Feb 16, 2013 5:44 am
by 0player
muggsbud wrote: If it's in java it'll probably be "public static void main(String[] args) {" even though eclipse will usually write that much for you.
C++ would be

Code: Select all

int main() {
I'd bet.[/quote]
My bet is for

Code: Select all

#include <iostream>
or some other #include.

Also, FlowerChild, will RTH be height-limited like Minecraft is?

Re: RTH Q&A thread

Posted: Sat Feb 16, 2013 9:12 am
by ExpHP
Hey, guys? Can we please stop about the first line of code bit?

It's reducing the ratio of signal to noise in what is supposed to be a central place of information about RTH.

Re: RTH Q&A thread

Posted: Sat Feb 16, 2013 10:36 am
by IowaGuy
Will the game support cooperative play? BTW features have had a PvP slant lately. I am curious because I play mostly coop games with friends.

Re: RTH Q&A thread

Posted: Sat Feb 16, 2013 11:34 am
by SterlingRed
IowaGuy wrote:Will the game support cooperative play? BTW features have had a PvP slant lately. I am curious because I play mostly coop games with friends.
That was answered in the first two pages. Yes but nor right away.

Re: RTH Q&A thread

Posted: Fri Feb 22, 2013 7:08 am
by Gilberreke
Hey man. Well know about your great taste in games. I was wondering if you would feel like detailing a few games that inspire you and which parts of them you'd see being influential to the development of RTH down the line? I know you've been playing a lot of survival games, so I'm sure the experience on those will be essential, but are there other games that are not part of the genre, that still would serve as inspiration for this venture?

Re: RTH Q&A thread

Posted: Fri Mar 22, 2013 4:57 pm
by jecowa
The name "Return To Home" sounds similar to the name of BTW Part III / the anniversary update.

Is Return To Home intended to be a sort of continuation of the anniversary update content?

Re: RTH Q&A thread

Posted: Fri Mar 22, 2013 5:06 pm
by Sarudak
Return to home is the true coming of the anniversary update that never happened due to the lies and wickedness of Mojang. Soon though the clouds will part and the light with shine forth upon us.

Re: RTH Q&A thread

Posted: Fri Mar 22, 2013 7:56 pm
by Gormador
Hallelujah !

Hum, yeah, this is me praising.

Re: RTH Q&A thread

Posted: Wed Mar 27, 2013 2:05 pm
by ScottKillen
I realize you have stated that this is to be a voxel based game, but watching the demo vids of LindenLabs' Patterns I can see how its irregular shaped components could enhance game play and give you certain options for multi-component machines. (I watch the vid and imagine building a BTW water wheel in place.) Would you consider this type of planar design, or are you set on cube shaped voxels?

Re: RTH Q&A thread

Posted: Sun Apr 14, 2013 2:41 am
by Confector de Caeli
I know I am running a pretty serious necro here, but this thread is stickied. Anyhow, I doubt FlowerChild will see this, but, if he does, I just wanted to thank him for all the hard work that he puts into this stuff for us. It's been a long time since I've gotten as excited about a game as I am right now with regard to Return to Home. So thank you, FlowerChild, thank you.

Side Note: I greatly respect your decision to (likely) use C++ for RTH. I've never really liked Java very much.

Re: RTH Q&A thread

Posted: Thu Apr 18, 2013 10:29 pm
by Yhetti
Confector de Caeli wrote: I greatly respect your decision to (likely) use C++ for RTH. I've never really liked Java very much.
Same here.

Re: RTH Q&A thread

Posted: Tue Apr 23, 2013 2:55 pm
by nortti_
Will you also release a linux version or test under wine?

Re: RTH Q&A thread

Posted: Tue Jun 11, 2013 4:31 pm
by Sarudak
I remember it was stated before that Better than Wolves would serve as something of a tutorial for Return to Home in that it would get you used to certain concepts. And it was certainly intended to be more difficult that BtW. Now that you have gone through such an extensive rebalance of the early game and have gotten the difficulty of BtW largely in the state that you're happy with it do you anticipate that RtH will be significantly more difficult or of about the same caliber?

Re: RTH Q&A thread

Posted: Tue Jun 11, 2013 4:43 pm
by FlowerChild
Still more challenging. There's only so far I can go with MC in that regard unless I start adding additional systems, otherwise at some point the difficulty will start feeling distinctly artificial.

It's a safe bet that surviving and progressing within RTH will be more challenging overall, but there will be corresponding systems in place that make that feel right.

Re: RTH Q&A thread

Posted: Tue Jun 11, 2013 4:54 pm
by TheGatesofLogic
I was just thinking about asking you that today actually! As much as I love BTW I am no casual gamer. Even to the extent that you've improved the difficulty of minecraft, I almost feel the early game STILL isn't long enough. Though certainly challenging, I foresee RTH as being true to the standards you have already set for BTW, without the constrictive force of the minecraft code base to hinder it. Thank you for that ahead of time FlowerChild.

Re: RTH Q&A thread

Posted: Tue Jun 11, 2013 4:58 pm
by FlowerChild
Well, it's not the code base that's restricting me or that I find to be restrictive. I just don't want to invest more time into continuing to create a whole bunch of new systems (and I mean *gameplay* systems with that) for MC when I could be working on my own game instead.

With BTW, I've been trying to rebalance MC while remaining largely true to what the game is, while RTH will be an entirely new game that I'll be designing from the ground up to do its own thing.

Re: RTH Q&A thread

Posted: Fri Jun 21, 2013 7:17 am
by Husbag3
Will BTW continue to be updated for the latest version of Minecraft after RTH is released?
I ask this because the primary reason for my world restart syndrome is knowing that if I start a new world with BTW I know that it is likely that there will be a change to vanilla world generation in the future. I, like many others, am not one for the unsightly seams going across my world and just start a new one so that I get the new world generation.

Re: RTH Q&A thread

Posted: Fri Jun 21, 2013 8:01 am
by murillokb
Husbag3 wrote:Will BTW continue to be updated for the latest version of Minecraft after RTH is released?
I ask this because the primary reason for my world restart syndrome is knowing that if I start a new world with BTW I know that it is likely that there will be a change to vanilla world generation in the future. I, like many others, am not one for the unsightly seams going across my world and just start a new one so that I get the new world generation.
The solution is simple, never update your minecraft again =D

I doubt FC will waste time updating to newer vMC versions after BTW is complete

Re: RTH Q&A thread

Posted: Fri Jun 21, 2013 11:20 am
by SterlingRed
It's already been discussed multiple times that btw will continue to update for vmc. However take that with a grain of salt. It's likely very very few vmc features will make it into btw from here on out.