Update News

Okus Mods

Info / News

2014-04-07

Bugfixes, compatibilty and 1.7.x

We've released a new Tropicraft version to fix some annoying bugs, I've also updated my own mods to keep compatibility with it.

 

Been holding off on feature additions / improvements on my existing mods untill I finally update to 1.7.x, sounds like the release of 1.7.6 will be when that happens, as MCP and Forge will be updating to that as well.

 

Been still poking away at THE PROJECT thats been eating up all my dev time.

2013-09-05

All caught up with 1.6.2, more ZombieCraft 3 dev going well

I've been getting some good development in for ZombieCraft recently. With a good build of it out for 1.6.2 out now as well as the new ZC session block, people can setup dedicated servers that run ZC games on their own, as the lobby leader can setup everything required. Still more features to add to it such as map and lobby leader voting, but it's a good start.

 

My recent development has been focusing on expanding the customizability of ZC maps in pretty much every way possible. For the map overall I plan to make the item costs, entities spawned and stuff like that all customizable and templatable where applicable. You will also be able to customize specific ZC blocks to the purposes you need, specific customizing of entities spawned from mob spawner, rendering of purchase plate items, mystery box randomized item list editing, etc.

Regarding supporting more entities for spawning in waves, I hope to add my own types for more interesting variation, but whats more interesting is I hope to support other vanilla or even MOD entities in waves as well. Since about around the time minecraft stopped being beta, it has had a standard AI system added for manipulating the entities. I believe a fair amount of mods out there by now have adopted the use of this AI system, and the fun part is that its very easy to plug in AI routines for stuff like 'attack the player or these entity types' or 'go to this location'. So if a mod uses that new minecraft AI system I can in theory support using these entities in ZombieCraft as I see fit, possibly even resizing them to fit through doors if needed. If that all works out that would be great, I could use it for Hostile Worlds invasions too, theres been talk about Mo creatures using or planning to use the mc AI system so that will probably be the first mod I try to get working with it.

 

Anyways, for more detail on what I have planned for added configurations, see this dev plan below, I'm starting with mob spawners.

 

Level stuff:

time: lock to day/night, or cycle (note, locking means just add time to make day once night hits, dont actually stop world time)
dim has sun?
lighting rules:
- nether lighting?
- custom lighting for all 16 layers?

- wave config:
-- customizable down to per wave:
--- monsters used
--- total wave monster count, i guess this would override overall wave count increase calc
-- rate of difficulty increase: count, rate, speed (i dont think rate increases in default)
-- base values: zombie count, rate, speed
   
- item prices:
-- anything in more detail needed here?
   
- mystery box items
-- usable to a per tile basis

 

Tile stuff:

Purchase Plate:
- Render item
- For cycle mode:
-- Items to cycle
-- cycle speed

Mystery Box:
- Items to randomize
- time to animate
- purchase time window before reset

Mob spawner:
- Activation Conditions (able to use all or any at once)
-- Block Watch (the existing method)
-- Player Proximity
--- Trigger dist
--- Trigger stays activated toggle
--- Reset state at wave end?
-- Wave
--- Wave Min for Activate
--- Wave Max for Activate
-- Redstone?!

 

2013-08-04

Final 1.5.2 updates out!

After a good 3-4 months of random development and playtesting and summer, I've pushed all the latest developments for all my mods to my site, Zombie Awareness and Hostile Worlds got most of the updates, not to mention the Tropicraft rewrite that should be out by the time anyones reading this. Have fun! Here I come 1.6.2 update!

2013-05-05

Hostile Worlds Alpha Released! Mod Development Focus Shift

After 4 or so months of work, hostile worlds is finally in a presentable Alpha form, gives you a pretty good idea of what I'm trying to offer with the mod so far. I hope it will continue to grow as a great enhancement to the challenge of living in a minecraft world.

The Particle Man glove also makes a return with full SMP compatibility! It's also a part of Hostile Worlds now. Particle sentries might make a return, needs serious balence consideration, but could serve as a good home defense against invasions.

 

ZombieCraft is back in my main development cycle, I can put aside Hostile Worlds for a little bit now and focus on the SMP aspects of ZombieCraft, as well as:

- Leaderboards

- Templating level configuration for custom waves, difficulties, etc for map makers

- Map Repo site

- SMP Lobby mechanic

- General ZombieCraft gameplay additions (models, mysterybox, gun upgrade system), overworld compatibility for gun usage

 

Lots of development ahead!