Devlog 1
May 1 2016
Adventure Map Intro Area - After Week 1 of Development
Details
So... this area may look somewhat familiar!
Yes, I did model the beginning of the adventure map after the Cloud Temple from LotC. I wanted players to know immediately what universe they are in, as soon as they start up the map.
After walking through the three dialogue arches, you are then introduced to the Pools of Life & Death, another iconic Cloud Temple staple.
Then comes the choosing of the player's race. I went for a museum-esque style here: the environments of each of the different races are displayed, giving the player insight into how that race lives. After seeing all of the displays, the next room will prompt you to choose your race.
In order in the video:
Human
Elf
Orc
Dwarf (unfinished)
Halfling (to be added)
Kharajyr (to be added)
I'm not really satisfied with my progress on the Dwarf area. I could use some ideas on how to make it especially dwarf-y.
Building
This is being built in 1.9.2, which means I do not have access to building mods like WorldEdit/MCEdit/Voxel Sniper (none have updated to 1.9.2 yet).
Yes; everything you saw in that video was built by hand, the old fashioned way!
With that said... I know for a fact that I won't be able to finish the Skies in time or in the manner that I'd like if I don't have some sort of building mod(s). There are things that would simply take too long to do if I were to attempt it in vanilla Creative.
I'm praying that the building mods are updated to 1.9.2 asap so I can start the real time-consuming builds. Until then, I've occupied myself with things that I can do easily by hand (like the build shown in this video).
If you guys have any insight on how I can somehow use a previous version of WorldEdit/Voxel Sniper without corrupting my 1.9.2 world, let me know. :l
What to expect from here/development process
I'm going to continue working on the intro build until it's finished. From there, I continue developing what I can until modern building mods are released. There are several boss fight mechanics/storyline events that will require some command block coding, and that's something I can figure out regardless of whether or not I have a build ready.
My hope is that the building mods will be updated by the start of the summer, which will be when the heavy development for this map will start.
Let me know what you guys think so far! Do you like the museum-esque display of the races? I thought it was a cool idea. I'm especially proud of the 3-Dimensional aspects of the Orc build – how it goes out into the desert and such. :)
Thanks for following, guys