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5
Your best friend was taken by the Reaper. Now you're out to find him, and save her.
A single-player narrative experience.
Features:
- Antichamber-esque puzzle mechanics
- A narrative (good or bad, you be the judge)
- Grand set pieces with environmental foley (i.e. ambient background sound)
- Mini boss fights integrating all three of the above.
- Original, dynamic soundtrack backing them up
- Custom resource pack included in map for single-player (Resource pack provided if running on server)
Approximately 8 chapters long, each chapter taking anywhere from 5 - 20 minutes.
A developer walkthrough will also be put up, as an "ideal"/cinematic walkthrough if you don't have Minecraft or it runs on your computer at 10 FPS; or if you'd like a sneak peak into the levels.
Coming... when it's ready.
Project has been on an unofficial, but infinite hiatus.
It will see light one day, but I can't give a release date.
If you liked what you saw, do consider giving a diamond. It provides me moral and emotional support. It also boosts my ego a little bit- but the point is that I'd appreciate your support. Favourite it, subscribe, whatever you fancy, really. Or not -- that's totally alright too.
Credits:
post_hiding:
Writer/Director, Map Designer, Redstone/Mechanics, Music & Sound.
GreenInfinity:
Map Desginer, Playtester.
Broseph_Stally:
Mechanics, Builder, Playtester.
LordOfAwkward:
Builder, Playtester.
alphabatical:
Builder, Playtester.
A single-player narrative experience.
Features:
- Antichamber-esque puzzle mechanics
- A narrative (good or bad, you be the judge)
- Grand set pieces with environmental foley (i.e. ambient background sound)
- Mini boss fights integrating all three of the above.
- Original, dynamic soundtrack backing them up
- Custom resource pack included in map for single-player (Resource pack provided if running on server)
Approximately 8 chapters long, each chapter taking anywhere from 5 - 20 minutes.
A developer walkthrough will also be put up, as an "ideal"/cinematic walkthrough if you don't have Minecraft or it runs on your computer at 10 FPS; or if you'd like a sneak peak into the levels.
Coming... when it's ready.
Project has been on an unofficial, but infinite hiatus.
It will see light one day, but I can't give a release date.
If you liked what you saw, do consider giving a diamond. It provides me moral and emotional support. It also boosts my ego a little bit- but the point is that I'd appreciate your support. Favourite it, subscribe, whatever you fancy, really. Or not -- that's totally alright too.
Credits:
post_hiding:
Writer/Director, Map Designer, Redstone/Mechanics, Music & Sound.
GreenInfinity:
Map Desginer, Playtester.
Broseph_Stally:
Mechanics, Builder, Playtester.
LordOfAwkward:
Builder, Playtester.
alphabatical:
Builder, Playtester.
Credit | Broseph_Stally?, GreenInfinity, LordOfAwkward |
Progress | 45% complete |
Tags |
9 Update Logs
25/02/17 : by post_hiding 02/24/2017 12:33:10 pmFeb 24th, 2017
>Last update two weeks ago
Whoops.
Here's progress:
- Started working on the epilogue set. It's hyuge. Gonna take a couple days of work to finish this.
That's pretty much all. Will do our best to work on rigging things in the next few weeks. It's all about keeping a schedule and sticking to it.
To summarise:
6/8 + 0.5 + 0.5 chapters have been built
2/8 chapter gameplay/combat have been rigged
2/7 + 0.5 boss fights have been built and rigged
2 + 0.5 unique weapon/item mechanics have been built
Soundtrack concept has been tried, tested and approved
Atmospheric/ambient soundtrack has been implemented
We will definitely slide past February.
Whoops.
Here's progress:
- Started working on the epilogue set. It's hyuge. Gonna take a couple days of work to finish this.
That's pretty much all. Will do our best to work on rigging things in the next few weeks. It's all about keeping a schedule and sticking to it.
To summarise:
6/8 + 0.5 + 0.5 chapters have been built
2/8 chapter gameplay/combat have been rigged
2/7 + 0.5 boss fights have been built and rigged
2 + 0.5 unique weapon/item mechanics have been built
Soundtrack concept has been tried, tested and approved
Atmospheric/ambient soundtrack has been implemented
We will definitely slide past February.
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Some of the things we were doing back in 1.9 (I believe) were a lot of /testfor commands to see if the player is in the right spot looking in the range of a certain direction/rotation. That usually then executes a fill or a clone command that changes the environment around or behind the player.
In the latest updates you'd want to use the /execute command since /testfor doesn't exist anymore.
I took a lot of inspiration from Antichamber and what JesperTheEnd did for the Code series of maps. This map was a combination of all the tricks we had learnt til that point. Hope that answers your questions!