Would be interesting to see biomes implemented, especially considering the implications of manipulating the noise algorithm to generate differently shaped terrain (for instance a desert would be flatter than a snowy mountain range)
I think creating a working enemy (mob) would be a great final step. Most of Minecraft's features, except maybe redstone, can already be made with the information you've provided so far. Implementing an entity instead of an object is entirely new and AI* pathing surely isn't that easy for everyone to pick up on. Not to mention animations (movements, explosions etc).
If it is possible I think it would be supercool to see if we could add multiplayer/networking features to the game using something like socket.js, allowing friends to join the game over the browser.
Please, PLEASE build a *good* API for modding AND changing core behavior so this project can keep going, grow and improve, both with new content and with how the game systems themselves work
Brilliant series, thank you for the hard work! Say we wanted to extend the save and load by persisting on an actual database so we could access the saved game from different computers, which database would work? Could we have an example in the next video please?
What would you want in a modding API? The game is open-source with the MIT license so you can already modify it to your hearts content. Just wondering if there was something else you were thinking of.
@@dangreenheck I think from a coding perspective, something that will be easily extensible - exposing a lot of internals and utility functions and making things more abstract, and generally a micro-service architecture.
Would be interesting to see biomes implemented, especially considering the implications of manipulating the noise algorithm to generate differently shaped terrain (for instance a desert would be flatter than a snowy mountain range)
I think creating a working enemy (mob) would be a great final step. Most of Minecraft's features, except maybe redstone, can already be made with the information you've provided so far. Implementing an entity instead of an object is entirely new and AI* pathing surely isn't that easy for everyone to pick up on. Not to mention animations (movements, explosions etc).
If it is possible I think it would be supercool to see if we could add multiplayer/networking features to the game using something like socket.js, allowing friends to join the game over the browser.
Great series. I would love to see mobs, mobs AI and possibly a simple combat system in the last video
Your channel is a hidden gem. Earned a subscriber.
Thank you!
An inventory and crafting system would be nice
Please, PLEASE build a *good* API for modding AND changing core behavior so this project can keep going, grow and improve, both with new content and with how the game systems themselves work
Brilliant series, thank you for the hard work! Say we wanted to extend the save and load by persisting on an actual database so we could access the saved game from different computers, which database would work? Could we have an example in the next video please?
Minecraft water mechanics. It does not have to be physics based.
A modding API. If you're leaving this behind, it will be the perfect send off to let the viewers easily extend the game
What would you want in a modding API? The game is open-source with the MIT license so you can already modify it to your hearts content. Just wondering if there was something else you were thinking of.
@@dangreenheckSomething data-oriented, so that no programming is required to add new blocks and behaviors :)
@@dangreenheck I think from a coding perspective, something that will be easily extensible - exposing a lot of internals and utility functions and making things more abstract, and generally a micro-service architecture.
Add multiplier
Make it multiplayer please!
Caves generation
If possible, mobs and inventory