Posted 14 July 2016 - 04:40 PM
Concept:
- You build animatronics from scratch then program them.
- Programming lets you animate them, give them AI, and turn them into fully custom mobs.
- Various attachments that let you replicate the abilities of other mobs.
Assembly:
- You assemble by pixel in a 3D, invisible, and virtual environment. The function takes x, y, z, and a color.
- After you construct multiple objects, you can attach them together at joint points in order to create a body. The function takes x, y, and z as well as possibly a couple maximum angles of rotation.
- Each pixel requires some dye of the needed color, as well as iron for the metal structure.
- The peripheral for assembly could be a multiblock that renders the entity inside. I'd say that however it be done, it should be very expensive, requiring a nether star per animatronic or something like that. Perhaps nether stars are needed as fuel, so human interaction is a permanent requirement.
Programming:
- To animate, you simply rotate the joints. The function takes a limb name and two angles, in order to cover the area of a sphere.
- Limb names are stored in a table with the name of the animatronic, the limb names are tables storing pixel names, and the pixel names are tables storing information.
- Each animatronic limb has its own slots for various attachments. The attachments are used like peripherals. The peripheral wrapping takes a limb name as well as the attachment name.
- Various new entity-specific events. Taking damage returns the damage taken, so you can keep track of health. A modem attachment will let you tap into GPS to keep track of position. Death returns an event, but disables limb animation and world interaction.
Attachments:
- Physical sense, telling what blocks and entities a limb is touching.
- Interaction, for mining and block-placing from a limb, as well as using things like buttons.
- Damage, for attacking from a limb.
- Collision, for movement from animating limbs.
- Sight, for short-range wireless detection.
- Storage, for an inventory based on a limb's size.
- Each limb could either interact with the block it's pointed at, or be given a direction and interact with the block in that direction.
The Possibilities:
- If you so wished, you could create a Steve animatronic that can do anything you can do.
- ComputerCraft artificial intelligence has a vastly increased range of possibilities.
- Adventure maps or the creative types gain a huge benefit.
- Making your own games in Minecraft with ComputerCraft can be much better with custom "allies" and "enemies".
- You build animatronics from scratch then program them.
- Programming lets you animate them, give them AI, and turn them into fully custom mobs.
- Various attachments that let you replicate the abilities of other mobs.
Assembly:
- You assemble by pixel in a 3D, invisible, and virtual environment. The function takes x, y, z, and a color.
- After you construct multiple objects, you can attach them together at joint points in order to create a body. The function takes x, y, and z as well as possibly a couple maximum angles of rotation.
- Each pixel requires some dye of the needed color, as well as iron for the metal structure.
- The peripheral for assembly could be a multiblock that renders the entity inside. I'd say that however it be done, it should be very expensive, requiring a nether star per animatronic or something like that. Perhaps nether stars are needed as fuel, so human interaction is a permanent requirement.
Programming:
- To animate, you simply rotate the joints. The function takes a limb name and two angles, in order to cover the area of a sphere.
- Limb names are stored in a table with the name of the animatronic, the limb names are tables storing pixel names, and the pixel names are tables storing information.
- Each animatronic limb has its own slots for various attachments. The attachments are used like peripherals. The peripheral wrapping takes a limb name as well as the attachment name.
- Various new entity-specific events. Taking damage returns the damage taken, so you can keep track of health. A modem attachment will let you tap into GPS to keep track of position. Death returns an event, but disables limb animation and world interaction.
Attachments:
- Physical sense, telling what blocks and entities a limb is touching.
- Interaction, for mining and block-placing from a limb, as well as using things like buttons.
- Damage, for attacking from a limb.
- Collision, for movement from animating limbs.
- Sight, for short-range wireless detection.
- Storage, for an inventory based on a limb's size.
- Each limb could either interact with the block it's pointed at, or be given a direction and interact with the block in that direction.
The Possibilities:
- If you so wished, you could create a Steve animatronic that can do anything you can do.
- ComputerCraft artificial intelligence has a vastly increased range of possibilities.
- Adventure maps or the creative types gain a huge benefit.
- Making your own games in Minecraft with ComputerCraft can be much better with custom "allies" and "enemies".