Mojang finally hiring more people to work on Minecraft Posted by Jeff Morgan (02/28/2012 @ 11:02 pm) 
In the nearly three years Notch has been developing Minecraft, hires what is now his development company, Mojang, have been few and far between. The lack of hires certainly wasn’t need-based (or lack-of-need-based). It’s pretty easy to make the case that Minecraft has been in need of more developers for at least the past year. There is still no modding API, despite the fact that Minecraft enjoys one of the most active modding communities in the world. The game still feels like a bit of a fragmented mess. All of this could be solved with more manpower. Yeah, I said it. All they needed were a couple warm bodies with a basic knowledge of java. Well they finally picked some, and it just so happens to be the fine folks at Bukkit. For those that don’t know, the Bukkit team produced an alternate version of the Minecraft server code that was more stable than the original, had a modding API, and required fewer resources to run. Luckily for the four fellows who ran the project, the Bukkit team won’t be working for free any longer. They’ve officially joined the Mojang team. Their first project will be to write a brand new API. Now, I don’t claim to be a programmer, but I can only imagine one good reason to do this: Mojang didn’t want to pay for Bukkit. I have nothing but respect for the Bukkit guys. They started on a project for fun, they kept it going after it grew into something huge, and now they’re reaping rewards. Without knowing the details of their employment agreement, I think they’re getting the short end of the stick, and unfortunately so are we. Again, I don’t know exactly what I’m talking about here, but I would imagine there’s a legal case for Mojang to say hey, stop doing that to our code or we will sue you. There certainly would be if Bukkit tried to sell their server package. As such, Mojang doesn’t really owe the guys at Bukkit anything. Wouldn’t it suck, though, to be such an integral part of the Minecraft community–as in, so big that you’re essentially synonymous with multiplayer gameplay–and be compensated with just a job offer? I know, job offers are hard to come by right now, but the guys at Bukkit have done more for multiplayer than anyone else, including Mojang. All of the notable multiplayer Minecraft servers run Bukkit. Now they’ll be forced to migrate to the new API developed in-house with Mojang. I’m hopeful that the new API will be pretty much the work of those four guys, because I stopped trusting Mojang to build one a long time ago. The Bukkit guys certainly know what they’re doing and, who knows, maybe starting from scratch will be nice for them. It won’t be nice for players, though. Certainly not in the short term. Yes, they’ve pledged support through 1.2, but the transition probably won’t be super slick, to say nothing of the additional wait time we now have for development of this new API. For being a “released game,” Minecraft is in critical flux an awful lot. Seriously though, congrats to the guys at Bukkit. You deserve all of your success. Indie Spotlight: Towns Posted by Jeff Morgan (02/08/2012 @ 7:01 pm) 
If I had to choose just one contribution to gaming for which I could thank Notch and the team at Mojang, it would be the popularization of early alpha for indie games. While Minecraft’s level of success remains unique, developers have noticed that early alpha access to their games can build plenty of hype to carry the game through to release. I’ve been digging around in the indie scene for a while now, so I thought it might be cool to throw a spotlight on some of the interesting games that are out there. Today’s Indie Spotlight falls on a game called Towns. The game is being developed by a small indie group known as SMP. By the way, good luck searching for anything related to this game for the next couple months. Being that Minecraft multiplayer, a system in which players often create their own towns, is called SMP, you’re going to get mostly Minecraft-related results. I’ll save you some trouble and just point you to their official website. The game is basically an RTS with a slight Dwarf Fortress influence. You play from an isometric view, controlling a group of villagers to gather resources in order to support your spelunking efforts. The game is built on levels that increase in difficulty as you descend. There is a tiered crafting system whereby you can make armors and weapons to keep yourself safe, food to keep your village sated, and housing, to keep everyone happy. This game is in alpha, so some of the mechanics are a little buggy or just haven’t been implemented. There is no priority system for tasks, so it’s possible to “hunger lock” yourself, meaning your villagers are too hungry to even make more food. You can then watch them all starve to death, but it’s probably better to start over. The game also features some terribly obnoxious music, though it is possible to toggle off. There is a lot of good in Towns, too. In a lot of ways, Towns reminded me what the “game” part of Minecraft is missing, which is essentially something to do with the mountains of resources you gather over the course of a game. Exploring is definitely fun, but once you’ve seen your fourth or fifth epic cave, you’ve seen them all. Towns puts your resources to use, even if it is a bit grindy. In future updates, SMP has plans to add a hero system. My guess is that your town’s resources will now be dedicated to decking out the hero and letting him crawl through some dungeons. It seems like a great idea that, when coupled with a solid crafting system and the hilarity of mass-butchering cows, makes this quirky little game a great buy for under $20 at retail. If you’re interested in town management sims or even games like Terraria, I would highly recommend giving Towns a shot. The game has a demo that allows you to experience 20 in-game days, which is plenty to get your feet wet. You can also purchase the alpha version of the game for roughly $13. Alpha purchasers have unrestricted access to the latest builds of the game. More fun with Minecraft mods Posted by Jeff Morgan (01/20/2012 @ 2:07 am) 
I was never one to enjoy Minecraft mods, at least not at first. The modding process was lengthy, often frustrating and totally unsupported. When I first started playing Minecraft, most mods were single-player-only, so as a multiplayer fanatic they just didn’t hold much appeal. I recently started playing Minecraft again just to see what all had changed. In browsing some of the forums I stumbled upon something called the Technic Pack, a group of mods that had been compiled to be distributed as one pack. The mods mostly focus on industrialization of the Minecraft world, introducing machines, new redstone recipes, alchemy, advanced minecart systems, and so on. Yeah, it added a lot. The best part? It was all available for multiplayer. I wasn’t quite ready to jump in with all the mods, but Buildcraft, a long-standing mod from the community, caught my eye. The mod is pretty simple – it adds machines that, with a bit of planning can automate many of Minecraft’s tasks. The most notable is the use of quarries, which mine out giant chunks of the world when attached to an engine. There is also a very cool pipe system that allows for transportation of goods and liquids. It’s capable of supporting a player-built power grid. That’s right. Power grid. After playing a mod like Buildcraft, I can’t believe Mojang hasn’t spent more time with a real modding API. The modding system just needs to get easier. For all that Notch loves about Bethesda, how has he not picked up on this part of the business model. People will improve your game for free if you just give them the tools to do so. Granted, they’re already doing that, but imagine if mods didn’t break the client with every update. Imagine if they could all interact reliably for both multi- and single-player. Wouldn’t it be a beautiful, blocky world? Exploring Terraria Posted by Jeff Morgan (12/10/2011 @ 8:06 pm) 
I’ve been in the market for a solid new game for some time now, something to keep me occupied while I wait for Diablo 3 or DotA 2. For whatever reason, I fired up Terraria a few days ago and have really been enjoying the game. I know it’s not new. I bought the game a while ago when it was on a $2.50 sale. I had played with it some, but never really got hooked. I think a big part of my initially cool reaction was the huge barrier to entry on Terraria. The game has a lot of unfamiliar mechanics, a not-so-transparent progression path, not to mention the fact that you’re stepping back in time in terms of graphics. Those same things can be endearing, though. Once I was able to upgrade my pickaxe, I had fun just trying out some different things without any clear goal. While it doesn’t quite have the same creative, open-world feel as Minecraft, it’s pretty close. Terraria also has the added benefit of a robust item progression and much more extensive crafting options. If you’re in the same boat I am, check out Terraria. Be prepared for a frustrating first hour or two, but the game really picks up from there. If I could give you one tip, I’d say find iron ore and upgrade that pickaxe as early as possible. Minecraft: Pocket Edition on sale for $.10 Posted by Jeff Morgan (12/06/2011 @ 2:09 pm) 
I know at least a few of you will be interested to discover that Minecraft: Pocket Edition, the version of Minecraft developed for Android, is on sale today for $.10. Yeah, ten cents. It’s usually $7, so this is a hell of a deal. I won’t lie, the controls are a little clumsy, but that’s to be expected when you only have a touchscreen available to navigate a three-dimensional world. For now, Minecraft: PE is limited to creative mode, though survival is supposedly in the works. The game also has a limited set of blocks for now, and seemingly no crafting system. Honestly, though, it costs a dime. Just buy the damn thing already. Your bathroom visits will never be the same. |