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One decade later, Minecraft world generation is interesting again

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Re: One decade later, Minecraft world generation is interesting again

#21

If you like voxel world generation, I strongly advise you to check out Veloren[1], it has a much much deeper worldgen that what Minecraft offers. [1]: https://veloren.net/ the game is still under development but it has been playable for more than a year now.

Looks like a really cool open source project, will definitely check it out.

Re: One decade later, Minecraft world generation is interesting again

#22
post #4

The new worldgen is incredible, both above and below the surface. Hats off to everyone at Mojang that worked on this! One of my favorite game memories of all time was the first time I played Minecraft during the alpha days and immediately got lost in the world. For me, going into a 1.18 world and finding a giant mountain chain and then finding a cave on the peak of the mountain that falls all the way into a giant und…

I wonder how many if those alpha worlds are preserved. I started when the alpha was free and the beta was pay, and the scope of those alpha worlds was just incredible. There wasn't much in the way of nature in the alpha so all those worlds were more art project than construction.

With the current launcher, you can actually pick which version/update to play, including old versions. For Java Edition, it lists versions all the way back to alpha as options.

Re: One decade later, Minecraft world generation is interesting again

#23
post #16

The new terrain is great, but I have mostly exhausted my patience with Minecraft survival. I hope future releases will put some effort into reducing the grindyness. I know many things can be automated but they tend to rely on extremely arcane game mechanics rather than feeling like an intentional part of the game. Some elements of Factorio were inspired by Minecraft. I think Minecraft could now use some inspiration f…

MC 1.19 has a new 'Allay' mob planned that will pick up and move items for the player. I can see people using this to create some interesting automated systems.

Re: One decade later, Minecraft world generation is interesting again

#24

If you like voxel world generation, I strongly advise you to check out Veloren[1], it has a much much deeper worldgen that what Minecraft offers. [1]: https://veloren.net/ the game is still under development but it has been playable for more than a year now.

Veloren is great. I'm pretty sure it's worldgen uses Simplex noise, rather than the Perlin noise like MC does.

Re: One decade later, Minecraft world generation is interesting again

#27
> I have stopped in recent years since I find it dangerously addictive

I forgot this, but that's actually why I stopped playing it. I was in uni around 2007-08 and realised it was using a serious amount of my time and energy. I just quit cold turkey back then. I've barely played any video games since this point, in fact.

What I loved about Minecraft initially was the exploration. I got into it during the beta (I think) when there was no mini-map or any "lifelines" you expect from a normal game. One thing that was possible was to go down into cave system, run out of torches, fall somewhere and just be trapped in the dark. The game was so simple there was a very real fear of losing your save file because you got trapped in a cave forever.

Are there any other games that have real stakes in them like the early Minecraft versions?

Re: One decade later, Minecraft world generation is interesting again

#28
post #19

One thing I always hoped, but that never happened: get people’s creations into the game. Randomly get vetted buildings as biomes. People have created insane things and it’s a shame they couldn’t have been integrated directly into the game. Even a few would have been cool. I guess one thing is that structures without life feels empty, so you’d have to generate random monsters or NPCs for each of them.

Isn't that what servers are for? I joined a server once many years ago and found all kinds of truly amazing things that people had built. My favourite was a vast hollowed out mountain. The only way in was through a door right at the top of the mountain which caused you to descend into this beautifully lit cavern. Exploring this server was like exploring an art gallery.

Re: One decade later, Minecraft world generation is interesting again

#29
post #20
post #13

It's been a while since I've played Minecraft, so I can't speak to the newer terrain. But I always thought they could significantly improve the world gen. Perlin noise is cool, but why not try to fully simulate plate tectonics, weather patterns, drainage? It would go a long way if deserts were in the rainshadow of mountain ranges, islands corresponded to real volcanic activity, etc. I guess there is a limit to what y…

The article suggests that "more realistic" is correlated with "boring". "Real" is an interesting concept. Any such simulation couldn't really be based on Earth geophysics. Who wants to spend months crossing the steppes? Real magma isn't something you find by accident. Real tunnels can collapse. And so on. So these intelligent developers will need to create a new system of geophysics. I've read that Dwarf Fortress use…

I think a SimClimate could become a hit. Maybe the dynamics could be gamified for kids, but I bet there are lots of adults who'd also want to just "spend months crossing the steppes" following the seasons pretty much.

Re: One decade later, Minecraft world generation is interesting again

#30
post #13

It's been a while since I've played Minecraft, so I can't speak to the newer terrain. But I always thought they could significantly improve the world gen. Perlin noise is cool, but why not try to fully simulate plate tectonics, weather patterns, drainage? It would go a long way if deserts were in the rainshadow of mountain ranges, islands corresponded to real volcanic activity, etc. I guess there is a limit to what y…

You can do something like this by layering. E.g. generate a high level coarse map that sets some features like average elevation, and calculates climate from that and derives biome from that, as an input into the lower level worldgen
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