I had recently quit my job as a game developer to be able to focus more on indie game dev during my free time, and I was looking for a new game to develop. I had a few ideas floating around, but most required really long development times.
These two factors led to Minecraft.
Development and philosophy
Waterfall is dead, long live agile!I've got a few plans and visions, but my only true design decision is to keep it fun and accessible. There's no design doc, but there are two lists; one for bugs, and one for features I want to add but think I might forget.
I make sure to play the game a lot, and I've built my share of towers, and flooded my share of caves. If something ever doesn't feel fun, I'll remove it. I believe that I can combine enough fun, accessibility and building blocks for this game to be a huge melting pot of emergent gameplay.
I strongly believe that all good stories have a conflict, and that all good games tell a good story regardless of if it's pre-written or emergent. Free building mode is fine and dandy, but for many people it will ultimately become boring once you've got it figured out. It's like playing a first person shooter in god mode, or giving yourself infinite funds in a strategy game.. a lack of challenge kills the fun.
For survival mode, I'd rather make the game too difficult than too easy. That also means I'm going to have to include some way of winning the game (or some other climax) to prevent it becoming too exhausting.
But if it's no fun, I'll redesign.
a new version of Minecraft is available 1.7_1
biljet nr:ingen av de ar ratt!!!
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