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Terrain improvement for navigation: Dirt half blocks? Terrain generating chiseled dirt?


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Posted

I recall the next patch is going to try to improve on navigation of the world itself, which is a bit of a chore. I've noticed too I'm holding space as much as I'm holding W to navigate. This is a perennial issue of block games.

But with the chisled blocks in VS or just half blocks, would it be possible for the system to generate terrain that can actually be navigated without constant jumping required? Would it look weird? How would you escape from wolves now!? 😮

Posted

Of the two, I would go the half block route. That way, nothing needs to be done to player movement. It also allows more variety in slopes; half-block slopes would be gentle hills that are easy for the player to navigate, while the standard one-block slope would be the equivalent of a steep hill and require the player to slow down in order to navigate it. As for slopes taller than that...well, at that point, it's too steep for the player to navigate on foot, so they'll need to either find a sure-footed mount or find a way around.

2 hours ago, MagpieOAO said:

Would it look weird?

Maybe at first. But it's something players would get used to. One other drawback I see though is that currently it's not possible to place items on a lower half-slab block. That might need some tweaking for half-slab dirt blocks, if they're going to actually look like a natural piece of terrain.

 

2 hours ago, MagpieOAO said:

How would you escape from wolves now!? 😮

Maybe you don't. 🐺 I'd worry more about bears than wolves, really. In all seriousness though, you could probably tweak predator behavior to be more defensive than offensive if their space is invaded by the player. They should certainly attack players that bumble into their personal space, however, unless the predator is actually hungry, they probably shouldn't be spending all their energy trying to chase you down.

  • Like 1
Posted

Just use one of the StepUp mods. Accomplishes the same thing without having to double (or more) the number of block definitions. And the consequent issues with rendering.

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