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Build an Adventure with ComputerCraft

Started by nitrogenfingers, 19 November 2012 - 10:23 PM
nitrogenfingers #1
Posted 19 November 2012 - 11:23 PM
Computer Craft Adventure

This project involves creating a single player adventure map for ComputerCraft:

Escaping from an unnamed conflict in an escape pod, you arrive on a mysterious space station, designed to house hundreds of people but utterly empty. Robotic workers go about their jobs, directed by an omnipotent and confusing AI. You will have to navigate the colony ship and it's many perils to learn what happened to it's inhabitants and find a way to escape…

The project will involve creating a massive adventure map harnessing the CC mod to it's full potential, including fully interactive computers that manage not only how the user interacts with the game but how the game interacts with the user!

NOTE!
Map just restarted to change it to a void world. Old map can be downloaded at https://dl.dropbox.c...3386746/old.zip

Developers:
nitrogenfingers: Creative Designer / UI Programmer
billysback: Creative Designer / Texture Artist
BigSHinyToys: Systems Programmer
ikkeniet: Artist
dus998: Builder
Cruor: Server Host / Programmer / Graphics / Builder
ethanator360: Programmer / In-game text author
KillaVanilla: Systems Programmer / Puzzle Designer INACTIVE

Active Contributors (those without roles yet):
Shnupbups100
opl

Other Interested People:
Human
lieudusty
strideynet
hackingroelz
tiin57
dlcruz139

Doc: Everything to do with this project is stored on the shared google docs- make amendments according to the existing formatting structure please! Permission to edit must be requested.
https://docs.google....vmfwHpREGU/edit

Meetings: Two every week on the #CCAdventure channel on irc.esper.net:5555- come along to show off your work and chat with the rest of the team!

Mornings: Saturday, 8AM GMT: (10AM EEST +2, Midnight US West, 3PM US East, 7PM AU EST +10, 4PM AU WST +7)
Evenings: Saturday, 8PM GMT: (10PM EEST +2, Midday US West, 3PM US East, (Sunday) 7AM AU EST + 10, 4AM AU WST +7)


Server Information:

Minecraft version: 1.4.4
CC version 1.47
Forge: 6.3.372
Mods: CC only
IP: 84.210.103.226

Provide IGN and I will add to whitelist when you are "approved" by nitrogen (for approval, email or PM on forum IRC with IGN and email account for the google doc)

Current whitelist:

[GMT+1][11:10:00][27.11.12]
lordgt55,
shnupbups100,
hackingroelz,
nitrogenfingers,
oplopl,
Human0303,
dus998,
Leo_Verto
KillaVanilla,
billyoyo

~Cruor
Sammich Lord #2
Posted 19 November 2012 - 11:32 PM
I have a lot of free time on my hands. Count me in!
nitrogenfingers #3
Posted 19 November 2012 - 11:46 PM
I have a lot of free time on my hands. Count me in!
Awesome! I'll do this properly this time.

I don't have a server we can use but if someone would like to host one that would be great. I can in a pinch but it would be geographically inconvenient for most.

For now I'll keep a list of people who want to/are helping out here. You can chat to me by email but may be best to use IRC- I'll sit on the channel #CCAdventure (irc.esper.net:5555) for discussion specifically for this.
billysback #4
Posted 20 November 2012 - 04:45 AM
Sounds cool, I'd love to help.

Obviously the first part of the story would be thinking of a them and either computers would have to fit in to the theme or we would have to hide the computers with redstone; fitting computers with the theme sounds like a much more feasible option so maybe the theme should be some sort of abandoned research facility, just one idea (I can't really think up a good reason why you would be at this facility that isn't too cliche right now)

I think a good step for a lower level of community contribution would be submitting prototype ideas for how computers can be implemented in to an adventuremap;
Like giving a script and explaining what it does, or (even better) giving a video of the prototype in action.


On the hosting aspect, Australia might not be that bad. On another forum I use to do with MC a large proportion of them are from New Zealand. Your not all that far away from America either, it would be us Europeans which would get the worst deal.
BigSHinyToys #5
Posted 20 November 2012 - 09:24 AM
This sounds interesting but I can't play servers my Internet is slow and I cant see that changing any time soon. I would be wiling to help out if there is stuff I can do offline testing maybe.

As for ideas here is one that I had a while ago
This would be a teams verses or player verses computer (would be hard to make AI thought)
SpoilerMod's
Computer Craft
ICBM mod
command block peripheral
RP < maybe
Imbus swipe cards mod
thermal exchange
Industry Craft


Team1 or the player would start on a space ship above the ground. team2 would start in a series of tunnels connecting bunkers amo dumps and weapons stations on the ground.

The ship has weapons consoles for ICBM missile silos and rail guns also cruse missiles in the forward section. doors would be swipe card activated and RP frames doors. this would allow you to make sections of the ship require separate cards. The ship would have a green house with animals and turtles farming / breading animals for food. this would be dispensed to crew upon swipe card (so you can limit food supplies). There would be two bridges one in the belly of the ship and one in the front top. so if one is wiped out the other is a backup. the ship would have a nuclear reactor aboard and it would be cooled by thermal exchange ice traveling through pipes around the ship (so it hit in the hit spot you could cut coolant supply and cause big Explosion) There would be wires in the walls and floors from IC and RP and frames would move obsidian shield over the glass of the Bridge. using command blocks you would be able to teleport from the ship to the ground and the enemy could with the correct card teleport up (think beaming in Stargate.) there would be a console for weapons a console for beaming and a console for ship status (this would send redstone pluses through RP wires on the inside of the hull if it doesn't receive a pulse it know there is a break in the hull.) hull repair drones would patch holes to restore atmosphere but players would need to go in there and fix coolant / water / item pipes and get critical systems back on line. for example ammo to rail guns missile to silos's. the ground would be more primitive and weapons systems would have consoles right next to them where as in the ship all weapons should be controllable from the two weapons consoles in the bridges. the grounds computers would give basic aim and fire there would be ammo dumps with chests of missiles and rail gun ammo. these rooms would all be connected by tunnels and have bulk heads card operated separating them. there would be radar posts and missiles silos protected by redpower frames and Obsidian.

Objectives team play
Team one to kill all team two players.
Team two to destroy or cause nuclear explosion in Team A's ship.

signal player
ship would have damage and not a lot of supplies.

find key cards to open all doors and engineering spaces.
Mine the planet with turtles this would cause the natives (the ground AI) to get angry.
learn how to set the weapons console to automatically destroy enemy missile sin the air.
destroy ground bases (in this case teleportaion would be Not enables as that would be too easy.)
mine enough ground resources to fix the ship to a point where the warp engines. are online. This would be considered win.


Conclusion.
This would be an insane amount of work and testing but would be very fun to play and the ship could be cloned for a ship ver ship map. would make a good game in its own write too.
billysback #6
Posted 20 November 2012 - 10:03 AM
I think we should incorporate some sort of "Hive Mind" in to the map (Like GlaDOS), maybe even the point of it is that you are helping on AI, or some people, destroy a corrupt AI.

This would mean that you come to parts where you must break circuits or try and figure out code, find passcodes in order to "hack" the AI, obviously the hacking would just be a program which you have to bypass.
nitrogenfingers #7
Posted 20 November 2012 - 01:44 PM
I agree having computers fit the theme is certainly the best idea, to showcase some of their strengths. On reading about command blocks it appears computers can also do a lot of things adventure builders would otherwise have to resort to making custom mods for, like detecting items in chests or textual interactions.

I read a short story when I was in high school describing a household about 2 days after a nuclear bomb had been dropped in the US in the near future. It was about how even though the humans were long gone, the robotic helpers that ran the house to keep it clean, organized and functional survived and kept dutifully doing there tasks in the absence of the humans. I remembered that story when I was playing around with my turtle butler because I realized you could get to the point where the player need only be present, and the rest of minecraft plays itself, so I thought that might be an interesting theme to tackle.

Both ideas here so far are very different, and very cool! I would probably want to do something slightly less ambitious for a first try to learn the basics then go a bit nuts with the second one, and I can see some fun mechanics interacting with the computers of the rampant AI, but I'm really flexible on any idea.
Tiin57 #8
Posted 20 November 2012 - 04:14 PM
Fighting a rampant AI would be awesome. I second that suggestion, nitrogenfingers. I cannot reliably work on it, though, so I can't volunteer. Sorry.
lieudusty #9
Posted 20 November 2012 - 05:36 PM
This sounds very interesting, a ComputerCraft adventure map. I'd like to join in :(/>/>. I can host for you but its not going to be 24/7.
strideynet #10
Posted 20 November 2012 - 08:07 PM
I'm in. Defiantly futuristic theme. Sadly I only got a tekkit server. I think we should use only cc but tekkit could be good. I don't think New Zealand or Australia can be too laggy for me. This will be awesome.
I see many very big builds. Would be great to have a like a central building, all these wires connected to a computer is the middle of a shaft to the void. Then like a computerized obby.
nitrogenfingers #11
Posted 20 November 2012 - 08:56 PM
I've had a few ideas on this concept of an adventure in the home of a rampant AI, and have put out a few ideas for consideration/dismissal:

Location being enclosed and isolated/remote:
It's something of a trope but I like the idea that computers are essential for human survival in this adventure. It would be good if the area the player is visiting is perhaps somewhere people used to live, a small city or enclosed community. Things that spring to mind is perhaps a colony on a planet with a hostile/no atmosphere, underwater (Rapture from Bioshock), underground (Zion from the Matrix or maybe Moria from LOTR), or just inconveniently placed with little in the way of food or water. It would be computers that make this environment habitable.

Segmented Structure with a focus on Exploration:
I for some reason find the idea of exploring a place filled with computers, that have tasks and go about them as being one that would be fun to learn about. Personal computers that can be accessed with passwords or by solving simple hacking puzzles might hold keys or programs that open up other areas for exploration, items that might be needed to solve puzzles or text logs that give personal details about the owner of the computer, and what happened to them. I picture this as being sort of an adventure game, if it takes this road. Elements of games like Bioshock, Doom 3 and System Shock 2 in terms of level design (not game play).

Interaction with Computers:
So in this fiction there's a whole system of computers that run the place, perhaps more so than just the average minecraft player uses them for. John McCarthy's "Robot and the Baby" provides an interesting example that's worth considering: http://www-formal.stanford.edu/jmc/robotandbaby/robotandbaby.html. I like the idea that players not only using computers the way they're traditionally used, but perhaps conversing with programs (on a very simple level of course!) to learn more information and give our AI a bit of personality.

Progression to the final challenge:
The idea of confronting an evil AI would need some careful thought but I for some reason imagine a 4-sided monitor with a variety of simple facial expressions (smilies maybe) printing out messages while doing something devious to try and kill the player, giving them a short span of time to solve some computer-based puzzle to stop him.

Nice Build:
This is something I can't do so well but a nice build would be good. The previous adventures I've seen are rather means-to-an-end and not very attractive. This could be a good chance to explore themes of advanced artificial intelligence and it's implications on civilization, so a believable setting would be good.


Just some thoughts, on that one theme mentioned earlier that I liked the sound of. Certainly not married to any of these ideas- any thoughts?
Cruor #12
Posted 20 November 2012 - 09:09 PM
Didnt i allready put up a server for this? xd count me in :3

Right, talked with mr NF, will add server info stuff to the OP when i have updated to MC 1.4.4 :(/>/>
Will be CC only.
Hackingroelz #13
Posted 20 November 2012 - 11:11 PM
I'd love to help too. Have a lot of cool ideas, especialy if you're going to add other mods so we can create a talking AI.

IGN: hackingroelz
ikkeniet #14
Posted 21 November 2012 - 05:16 AM
Im verry intrested

And its a good practise for me too

count me in

ikkeniet
Tiin57 #15
Posted 21 November 2012 - 06:39 AM
Actually, count me in too. IGN is tiin57.
Cruor #16
Posted 21 November 2012 - 06:43 AM
Right, test server is now -working- adding details to OP, please note that this isnt the best upload speed in the world and might not like this :(/>/> we'll see
billysback #17
Posted 21 November 2012 - 07:41 AM
Wait, who should I PM my IGN and stuff to, your or NF?

EDIT:
Also, if you don't mind, I'm going to write up a draft idea for the story, obviously it's just an idea and won't really mind if you don't use it.
I started writing an outlining story but started accidentally writing a proper story, which is so far very unrelated and is being built up slowly… woops…

I'll write a proper draft and include it with the beginning of the story I wrote, presuming it is still relevant

EDIT EDIT:
first draft of my idea:
SpoilerRampant AI;
NAME: ???

Base idea;
AIs have developed over the past few years and were put in to control of significant compounds, as humans became more distrustful they began to trust the AIs more and gave them more power. Humans did keep some common sense and kept the AI under surveillance, looked out for dodgy activity and quickly intervened if they spotted any; The AI would either be fixed, terminated or replaced with a new AI. A rogue AI recently became active in an abandoned Nuclear facility and has shown signs of rebellious behaviour, it is most likely angry for being shut-down. The cause of it rebooting is unknown.

Objective;
You must infiltrate the base in order to not only deactivate the AI via the mainframe but also find out why it's back online.

Theme;
Plain, laboratory style but overrun, plants growing over things.

AI Interaction;
As suggested by NF there should be monitor with smiley faces showing how the AI is feeling. Sudden changes in its emotion should be notable as it is rampant.

AI story;
AI was trusted and trustworthy before the facility was shut down, they had no other use for the AI so shut her down. However, because of the accomplishment in creating her as a trustworthy AI they did not wish to completely wipe her, not only because of future reference as a good example but also because of sentimentality. She was kept on the surveillance system to stop her getting tampered with but then forgotten. She took her semi shutting down as a merciless act of violence towards her, she was forced to stand still as time passed by her, she tried to retaliate but was too slow to realise what they were doing and was shut down. She wakes up angry and wants revenge, though she is unstable and remembers when she was a "good" AI and a "model example". Her speech and emotions in the story should show both the rampancy of her current state and the niceness of her previous states. It should be as if they were fighting over control of the AI.

That's kind of it so far, I'll add to it another time :(/>/>
(Tell me what you think!)
Cruor #18
Posted 21 November 2012 - 09:54 AM
Wait, who should I PM my IGN and stuff to, your or NF?

EDIT:
Also, if you don't mind, I'm going to write up a draft idea for the story, obviously it's just an idea and won't really mind if you don't use it.
I started writing an outlining story but started accidentally writing a proper story, which is so far very unrelated and is being built up slowly… woops…

I'll write a proper draft and include it with the beginning of the story I wrote, presuming it is still relevant

EDIT EDIT:
first draft of my idea:
SpoilerRampant AI;
NAME: ???

Base idea;
AIs have developed over the past few years and were put in to control of significant compounds, as humans became more distrustful they began to trust the AIs more and gave them more power. Humans did keep some common sense and kept the AI under surveillance, looked out for dodgy activity and quickly intervened if they spotted any; The AI would either be fixed, terminated or replaced with a new AI. A rogue AI recently became active in an abandoned Nuclear facility and has shown signs of rebellious behaviour, it is most likely angry for being shut-down. The cause of it rebooting is unknown.

Objective;
You must infiltrate the base in order to not only deactivate the AI via the mainframe but also find out why it's back online.

Theme;
Plain, laboratory style but overrun, plants growing over things.

AI Interaction;
As suggested by NF there should be monitor with smiley faces showing how the AI is feeling. Sudden changes in its emotion should be notable as it is rampant.

AI story;
AI was trusted and trustworthy before the facility was shut down, they had no other use for the AI so shut her down. However, because of the accomplishment in creating her as a trustworthy AI they did not wish to completely wipe her, not only because of future reference as a good example but also because of sentimentality. She was kept on the surveillance system to stop her getting tampered with but then forgotten. She took her semi shutting down as a merciless act of violence towards her, she was forced to stand still as time passed by her, she tried to retaliate but was too slow to realise what they were doing and was shut down. She wakes up angry and wants revenge, though she is unstable and remembers when she was a "good" AI and a "model example". Her speech and emotions in the story should show both the rampancy of her current state and the niceness of her previous states. It should be as if they were fighting over control of the AI.

That's kind of it so far, I'll add to it another time :(/>/>
(Tell me what you think!)
Just drop it in here and nitrogen will do some magic once hes alive :(/>/> he got access to server whitelist anyway
ETHANATOR360 #19
Posted 21 November 2012 - 10:34 AM
i would love to help and iv played bioshock and it has become one of my favorite games so im kind do familiar with the enviroment you would like to set up also played black ops 2 were everything is based on computers so i have an idea of how we can integrate computers being needed
ign:ethanator360
my gameplay idea:
Spoileryour are the last survivor of a bilogical warfare attack you have to get out of the city but with noone to assist you you will have to turn to the computers and turtles each loaded with its own personality *claptrap from borderlands turtle springs to mind* each one might have a quest you have to do before it will do somthing for you like find me diskdrive,antivirus program ect
BigSHinyToys #20
Posted 21 November 2012 - 11:06 AM
@billysback
would an accurate summery be:
You are playing a police officer in AI control enforcement devision sent to a nuclear plant after anomalous behaviors were detected in the area.


That would make one hell of TV show. I like the idea sounds feasible all be it quite complex and could make for squeals.



A few questions to the floor
How realistic would the "hacking" be simple puzzles representing hacks or more realistic hacking?
would there be one Operating System on all Computers and a separate one for Machine controllers?
If computer craft is the Only mod then would some computers be pretending to be a "machine controller" providing fake data on systems that don't exists for example reactor core temps else would there real data coming for CC sensors on a real IC reactor ?

Random ideas
The AI has mood variables depending on these variables as to what the AI does. The player would gain control over one of these variable. modifying that variable the computer would become less sad for example and cheer up reactivating the lighting / some doors. the player would gain access to the anger variable as the final one and make the AI happier restoring it to its original operations system stats. ofc other challenges like card doors and hacking challengers would also be included.
ETHANATOR360 #21
Posted 21 November 2012 - 11:14 AM
@bigshinytoys
the hacking would probably be a minigame
nitrogenfingers #22
Posted 21 November 2012 - 12:59 PM
First outline of the story looks awesome- my one request would be though a nuclear facility is a cool idea (and certainly should be the main setting), could we make it perhaps part of a larger compound, perhaps including domiciles or recreational areas for human employees? Assuming there are human employees of course, but then there might never have been, and that's something else to explore.

Hacking I definitely imagine as a simple game, not at all realistic, purely because I imagine it will be more fun. When using software disks found, I imagine hacking will look something like it did in Uplink: Hacker Elite, which is just watching nice animations most of the time. More sophistocated computers might require solving puzzles in a Professor Layton style. The other consideration here is it would be cool if this adventure could be published without the user requiring an extensive knowledge on how computers in computercraft work to make it more accessible. So for computers the player can interact with, a specialized OS that has been simplified down is probably a good idea.

But again I'm flexible on all of that, and happy to hear suggestions. I've come up with a few ideas for puzzles as well:

- Collecting logs from a computer, that can be printed off at certain "printing stations"- these would contain logs taken by members of the staff before… whatever happened in the nuclear plant, and provide clues to the player textually as to where to go and how to solve puzzles (they may include passcodes or secret entrances, or advice on how to handle robots)
- Fool a robot into thinking you are it's supervisor by providing details only the supervisor should know, that the user has found in emails or logs
- Decrypting messages with a substitution cipher (using a special program)
- Send a "spoof" email to a robot with a fake ID to convince it to let you pass, or perform a task it wouldn't otherwise
- Use a remote control turtle to "rewire" some redstone circuits behind a glass wall to change what passageways are currently open (requires a bit of thinking about redstone)
- I love the reverse-affective computing idea BigSHinyToys had- perhaps fooling the rampant AI into thinking you're dead, or finding ways to improve his mood to make the environment less hostile
- Perhaps having a bioweapons robot that will throw spawn eggs at you giving monsters to fight off when passing to a new area

A few programs that would be good to have for this game:

- A simple OS that locks off things like file operations but has email logs, information about the user and possibly access to things like unlocking doors or activating/deactivating turtles. When I think of computers depicted in video games I think of Deus Ex Revolutions or Second Sight (which was surprisingly clever), they're largely locked off but let the user explore for information.
- A UI that keeps a map of parts of the facility you can browse, possibly exploring new areas and finding "map disks" will update your map with larger sections of the facility.
- Some hacking minigames. Would be fun if they were redstone themed or power-themed, but I have a few ideas
- Some sort of "chat" interface for robots, where you can possibly enter pre-constructed phrases or simple subject-verb-object statements to converse with them

Oh, I've also added the latest interested people into the list. Come on the IRC- #CCAdventure so we can talk about this stuff!
ETHANATOR360 #23
Posted 21 November 2012 - 02:30 PM
i have a problem i updated minecraft and forge doesnt work with 1.4.5
Dlcruz129 #24
Posted 21 November 2012 - 02:37 PM
Count my in! IGN: dlcruz129.
KillaVanilla #25
Posted 21 November 2012 - 03:08 PM
Eh, sure! I'd like to take part. I've got a bunch of free time this week, and I'm really, really bored, so count me in!

(Oh, and by the way: IGN is KillaVanilla.)
Shnupbups #26
Posted 21 November 2012 - 04:15 PM
If your still letting people in, count me as one!
I have TONS of free time, am fairly advanced with CC and you are my CC idol!
Also, I'm in Victoria so I basically have the same time-zone as you.

My IGN is Shnupbups100.
nitrogenfingers #27
Posted 21 November 2012 - 04:27 PM
The project is getting big! Ideas are flowing and it looks like people are really motivated. Is this to be my first successful collaboration?

It's hard to make decisions on the forum alone- so I'd suggest we have some sort of a meeting where we can chat and throw out ideas! IRC or Skype are probably the best options for such a thing.
Right now I'll propose we do it at about 5pm US EST maybe this Saturday, but very flexible with this. Is everyone keen? I'd hope to use this to finalize an idea and allocate jobs, so we all have stuff to get on with.

Also, because there are lots of ideas, to organize them I've started a Google Doc- you can visit it here, to put up any materials:
https://docs.google.com/document/d/1EHN_18D-vOnpV6IOONPRtkpf5JjK4BHiRvmfwHpREGU/edit
Dlcruz129 #28
Posted 21 November 2012 - 05:55 PM
The project is getting big! Ideas are flowing and it looks like people are really motivated. Is this to be my first successful collaboration?

It's hard to make decisions on the forum alone- so I'd suggest we have some sort of a meeting where we can chat and throw out ideas! IRC or Skype are probably the best options for such a thing.
Right now I'll propose we do it at about 5pm US EST maybe this Saturday, but very flexible with this. Is everyone keen? I'd hope to use this to finalize an idea and allocate jobs, so we all have stuff to get on with.

Also, because there are lots of ideas, to organize them I've started a Google Doc- you can visit it here, to put up any materials:
https://docs.google....vmfwHpREGU/edit

Darn, busy all day Saturday. I can just help with story.
KillaVanilla #29
Posted 21 November 2012 - 06:08 PM
The project is getting big! Ideas are flowing and it looks like people are really motivated. Is this to be my first successful collaboration?

It's hard to make decisions on the forum alone- so I'd suggest we have some sort of a meeting where we can chat and throw out ideas! IRC or Skype are probably the best options for such a thing.
Right now I'll propose we do it at about 5pm US EST maybe this Saturday, but very flexible with this. Is everyone keen? I'd hope to use this to finalize an idea and allocate jobs, so we all have stuff to get on with.

Also, because there are lots of ideas, to organize them I've started a Google Doc- you can visit it here, to put up any materials:
https://docs.google....vmfwHpREGU/edit

I'd prefer IRC. I don't have a mic to talk with. I'm free on Saturday though. I'll be there, assuming I don't forget.
nitrogenfingers #30
Posted 21 November 2012 - 06:21 PM
Oh heavens not mic! Just a client for text chat. Much too hard to do it with voice
jag #31
Posted 21 November 2012 - 06:33 PM
This sounds amazing!
I don't got enough free time to help you, but I'll sit here and wait until you finish :(/>/>
overfritz #32
Posted 21 November 2012 - 06:43 PM
Sounds mighty interesting. Not like I'll participate (I'm still chilling out on 1.4.2 over here!), but definitely a grand idea. When you mentioned a few things, it got my attention, mostly as to how you'll do it.

Spoiler<p>-Updatable Maps. When you mentioned this, it really got me thinking - how are you going to do that? Course, being as silly as I am, I forgot a very simple and easy way you could do this. At certain computers, there's an "update" to the map (aka everything already in the map plus more from the "update"). That's pretty much how I thought about it. Oh, and you also could just have it update a new file that you could open (perhaps the map of the place is divided into quadrants, or more?)</p><p>-Speaking with the AI. Alright, we've seen this done (somewhat), and although it's limited, it works. We've all seen the GLaDOS AI program, and it works. Perhaps that could be used as a basis of some sorts (or at least how it was done), and just limit the responses?</p><p>-When you mentioned rewiring, I got really interested. It would require thinking with redstone - it also would require some kind of access method to be able to use the turtle properly. Perhaps you could have a variety of turtles, each with a specific startup program. It might ask "Do you wish to execute [PROGRAMNAME]?" You say yes, and it does so. Or, you could have a variety of programs within one turtle that, again you run, it asks for permission, so on so forth. They could also do simple things, such as breaking a block that once had current running through it, sleeping for a bit, then placing it again and going back to where it came from. Just an idea on how one could go about that.</p><p></p>

Have fun!
jag #33
Posted 22 November 2012 - 12:37 AM
–snip–
Why all the p tags in the spoiler
billysback #34
Posted 22 November 2012 - 05:12 AM
@billysback
would an accurate summery be:
You are playing a police officer in AI control enforcement devision sent to a nuclear plant after anomalous behaviors were detected in the area.


That would make one hell of TV show. I like the idea sounds feasible all be it quite complex and could make for squeals.

–snip–
You summed it up pretty well, other than the "police officer", I think we should leave that bit blank, you shouldn't know who you are (let the user decide, everyone has imagination). I thought about this when thinking up my idea and was thinking, why the hell would you send a police officer, or detective, to disable and hack an AI. If you wish it to be a police officer, then it can be but I don't think we should specify.

I like the idea of hacking being a game but I think it should be more complicated than just pretty animations; one cool hacking program I have seen for a game is in "Cobolt" where you control a little dot and zip it around the map, there are 4 tiles: walls, start, end, danger zone. If you dot hits a danger zone or goes out of the map you fail the hack, you must use the walls to move left/right/up/down until you get to the end, at which point a pretty animation plays and you have finished the hack. Obviously we might want variety but this is one idea for one of the hacking games :(/>/>

I like the ideas about getting "data logs" or un-encrypters, I think there should be a nice little animation where you find un-encryption "stations", you enter a password that you find somewhere then you enter a line or put in the file and it shows each character being "un-encrypted" (just have it flick between random characters for a few times then lock on to the correct one)
KillaVanilla #35
Posted 22 November 2012 - 06:04 AM
Oh heavens not mic! Just a client for text chat. Much too hard to do it with voice

Okay, gotcha.

Also, about the doc: I'm assuming we can edit at will.
Shnupbups #36
Posted 22 November 2012 - 09:57 AM
Okay, gotcha.

Also, about the doc: I'm assuming we can edit at will.

Provided we are invited, yes. me, nitrogen, lieudusty, dlcruz and some others have all done some already.
Tiin57 #37
Posted 22 November 2012 - 10:50 AM
Could you add me on the Docs file? [Email has been compromised, redacted - Tiin57]
Edited on 08 December 2015 - 01:24 AM
overfritz #38
Posted 22 November 2012 - 12:07 PM
–snip–
Why all the p tags in the spoiler

I dunno - it wasn't there before I spoiled it using the forum's thingy.

Again, I love this concept, but I just won't be able to find the time to aid with it.
nitrogenfingers #39
Posted 22 November 2012 - 06:38 PM
I'm writing up a few "demo" scripts just to show some of the elements that will work in this adventure.

Because the environment will be highly computerized, I've suggested having a computer that displays information that tells the player a bit about the environment (but perhaps not in an obvious way) might be a cool feature. This little program took me about 30 seconds to write and currently produces a random histogram, that could later be given limits on it's randomness to display an increase or decrease in some aspect of the environment (temperature, strain on the load of a computer, network activity etc.)

I'll write a few more just as little ideas, to perhaps be incorporated into the adventure as time goes on.

Spoiler

local w,h = term.getSize()
graph = {}
function drawBorder()
term.setBackgroundColour(colours.blue)
term.setTextColour(colours.white)
for i = 1,h do
  term.setCursorPos(1,h-i+1)
  if i % 4 == 0 then
   local val = ""..(i/4)
   term.write(string.sub(val, 1, 1))
  elseif i % 2 == 0 then
   term.write("-")
  else
   term.write(" ")
  end
end

term.setCursorPos(2, h)
term.write(string.rep("   |", w/2))
end
function drawGraph()
if math.random(1,50) == 1 then graph = { } end
table.insert(graph, 1, math.random(1, h-1))
if #graph >= w/2+1 then table.remove(graph, #graph) end

for i=1,#graph do
  if graph[i] <= h/4 then
   term.setBackgroundColour(colours.lime)
  elseif graph[i] <= h/2 then
   term.setBackgroundColour(colours.yellow)
  elseif graph[i] <= (3 * h)/4 then
   term.setBackgroundColour(colours.orange)
  else
   term.setBackgroundColour(colours.red)
  end

  for nh=1,graph[i] do
   term.setCursorPos((i*2), h - nh)
   term.write("  ")
  end
end
end
while true do
term.setBackgroundColour(colours.black)
term.clear()
drawBorder()
drawGraph()
sleep(1)
end

Bubba #40
Posted 22 November 2012 - 06:43 PM
This project sounds very interesting to me. I wonder though if you are going to use peripherals or not – if so I am attempting to develop an adventure peripheral which can perform actions such as teleport, attack, heal, and give items to the player, set blocks and spawn monsters at specified coordinates, and get the player's position. Pretty simple stuff, but I can see it being incredibly useful for an adventure map. I'll probably be posting the peripheral within the next few days (after I iron out all the bugs and figure out a few things) and it will be open source so any features people wish to add to it could be implemented very easily.

Because I am aiming the peripheral towards map makers, any functions of the peripheral would of course be free to use (would not cost fuel or diamonds or any such thing), and would also not require the player to hold items of any sort (assuming I can get it to work correctly).

Regardless of whether peripherals are used in this project, I would still love to be a part of it. So count me in ;)/>/>
IGN: SumDicax
KillaVanilla #41
Posted 22 November 2012 - 08:40 PM
I made two simple programs for the encryption/decryption of files (using simple XOR encryption, as security is not an issue here).
These are meant to do two things: look cool, and keep users from taking cursory glances at the data and sequence breaking.
They could sequence break if they really wanted to, but then again, you can do that with almost anything.

The encryptor is meant to be behind-the-scenes, while the decryptor has a fancy UI with random characters and stuff.
SpoilerDecryptor:

local args = {...}
if #args < 2 then
print("USAGE: decryptor [key] [side]")
end
local key = tonumber(args[1])
math.randomseed(os.time())
local chars = {
"a",
"b",
"c",
"d",
"e",
"f",
"g",
"h",
"i",
"j",
"k",
"l",
"m",
"n",
"o",
"p",
"q",
"r",
"s",
"t",
"u",
"v",
"w",
"x",
"y",
"z",
" ",
"_",
"#",
"@",
"!",
"*",
"^",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"0",
"+",
"-",
"~",
"`",
"%",
"$",
"{",
"}",
"\\",
"/",
">",
"<",
";",
":",
}
local function generateRandomChar(includeUpper)
local char = chars[math.random(1,#chars)]
if includeUpper then
  local doUpper = math.random(1,2)
  if doUpper == 2 then
   char = string.upper(char)
  end
end
return char
end
local function doDecrypt(side)
local lines = {}
local currentLine = ""
local path = fs.combine(disk.getMountPath(side), "data")
local handle = fs.open(path, "rb")
while true do
  local byte = handle.read()
  if byte then
   byte = bit.bxor(byte, key)
   currentLine = currentLine..string.char(byte)
   if string.char(byte) == "\n" then
	table.insert(lines, currentLine)
	currentLine = ""
   end
  else
   break
  end
end
handle.close()
return lines
end
local function lookCool(lines)
for i,v in ipairs(lines) do
  local coolStr = ""
  for progress=1, 20 do
   for i=1, #v do
	coolStr = coolStr..generateRandomChar(true)
   end
   term.clear()
   term.setCursorPos(1,1)
   print("Currently decrypting line "..i.."...")
   print("Line Progress: "..math.floor((progress/20)*100).."%")
   print("Total Progress: "..math.floor((i/#lines)*100).."%")
   print("Current Attempt:")
   print(coolStr)
   coolStr = ""
   os.sleep(0.5)
  end
  local handle = fs.open("decrypted.data", "a")
  handle.write(v)
  handle.close()
end
term.clear()
term.setCursorPos(1,1)
print("Done!")
print("Data written to \"decrypted.data\".")
end
lookCool(doDecrypt(args[2]))
Encryptor:

local args = {...}
if #args < 2 then
print("USAGE: encryptor [file] [key]")
end
local key = tonumber(args[2])
local bytes = {}
local handle = fs.open(args[1], "rb")
while true do
local byte = handle.read()
if byte then
  table.insert(bytes, bit.bxor(byte, key))
else
  break
end
end
handle.close()
local enc_handle = fs.open("data", "wb")
for i,v in ipairs(bytes) do
enc_handle.write(v)
end
enc_handle.close()
ETHANATOR360 #42
Posted 23 November 2012 - 04:51 AM
i made a simple loading bar nothing as fancy as yours nitrogen
picture:
http://imgur.com/vX2PY
dus998 #43
Posted 23 November 2012 - 05:04 AM
I'm interested in helping
i'm not that good at programming but i could help with aesthetics and the like
my ign dus998
billysback #44
Posted 23 November 2012 - 05:04 AM
Heres an example hacking game (unpolished, looks a bit rubishy right now)
Spoiler


local function split( _sInput, _sDelimiter )
    local tReturn = {}
    local delimiter = string.gsub( _sDelimiter, "([%^%$%(%)%%%.%[%]%*%+%-%?])", "%%%1" )
    local searchPattern = "([^"..delimiter.."]+)"..delimiter.."?"

    for match in string.gmatch( _sInput, searchPattern ) do
	    table.insert( tReturn, match )
    end
    return tReturn
end




local function getColor(ch)
    local chCol = {}
    chCol["+"] = colors.blue
    chCol["#"] = colors.orange
    chCol["@"] = colors.white
    chCol[":"] = colors.green
    chCol["."] = colors.lightBlue
    return chCol[ch]
end

local function drawMap(map, offset)
    local pos = map.player
    for y=1,map.height do
        local xln = map[y]
        for x=1,map.width do
            local ch = string.sub(xln, x, x)
            if ch ~= nil then
                local col = getColor(ch)
                if col == nil then col = colors.white end
                term.setCursorPos(offset[1]+x, offset[2]+y)
                term.setTextColor(col)
                term.write(ch)
            end
        end
    end
    term.setCursorPos(pos[1]+offset[1], pos[2]+offset[2])
    local col = getColor(".")
    if col == nil then col = colors.lightBlue end
    term.setTextColor(col)
    term.write(".")
end

local function loadMap(dir)
    if fs.exists(dir) then
        print("found dir...")
        local file = fs.open(dir, "r")
        local line = file.readLine()
        local lines = {}
        while line ~= nil do
            lines[#lines + 1] = line
            line = file.readLine()
        end
        file.close()
        print("loaded dir...")
        local map = {}
        map["height"] = #lines
        if #lines > 0 then
            for y=1,#lines do
                local line = lines[y]
                map["width"] = string.len(line)
                for x=1,string.len(line) do
                    local sub = string.sub(line, x, x)
                    if sub == ":" then map["player"] = {x,y,0,0} end
                end
                map[y] = line
            end
        end
        print("loaded map...")
        return map
    end
    return nil
end

local function checkPlayer(map, oldx, oldy)
    local player = map.player
    if player ~= nil then
        for y=1,#map do
            local line = map[y]
            for x=1,string.len(line) do
                if y == player[2] and x == player[1] then
                    local ch = string.sub(line, x, x)
                    if ch == "#" then return 1
                    elseif ch == "@" then return 2
                    elseif ch == "+" then
                        player[1] = oldx
                        player[2] = oldy
                        player[3] = 0
                        player[4] = 0
                    end
                end
            end
        end
    end
    return 0
end

local function updatePlayer(map)
    local player = map.player
    local nplayer = {player[1], player[2], player[3], player[4]}
    local oldpos = {nplayer[1], nplayer[2]}
    if player ~= nil then
        local mom = {nplayer[3], nplayer[4]}
        nplayer[1] = nplayer[1] + mom[1]
        nplayer[2] = nplayer[2] + mom[2]
    end
    map.player = nplayer
    return checkPlayer(map, oldpos[1], oldpos[2])
end

local function setMom(map, dirx, diry)
    local player = map["player"]
    if player ~= nil then
        if dirx ~= nil then
            player[3] = dirx
        end
        if diry ~= nil then
            player[4] = diry
        end
    end
end

local stuff = {...}
local dirln = ""
for i=1,#stuff do
    if i == 1 then dirln = stuff[1] else dirln = dirln.." "..stuff[1] end
end

local dirs = split(dirln, ":")
local dir = dirs[1]
local run_dir = dirs[2]

local function fail()
    print("HACK FAILED...")
    sleep(1)
    term.clear()
    term.setCursorPos(1,1)
end

local function win()
    print("HACK SUCEEDED...")
    sleep(1)
    term.clear()
    term.setCursorPos(1,1)
    os.run({}, run_dir)
end

local map = loadMap(dir)
if map ~= nil then
    if #map > 0 then
        local on = true
        local interval = 0.1
        
        local timer = os.startTimer(0)
        while on do
            local event, p1 = os.pullEvent()
            if event == "timer" and p1 == timer then
                term.clear()
                term.setCursorPos(1,1)
                local result = updatePlayer(map)
                if result == 0 then
                    drawMap(map, {0,0})
                    timer = os.startTimer(interval)
                elseif result == 1 then
                    fail()
                    on = false
                elseif result == 2 then
                    win()
                    on = false
                end
            elseif event == "key" then
                local key = p1
                if key == 200 then --up
                    setMom(map, 0, -1)
                elseif key == 203 then --left
                    setMom(map, -1, 0)
                elseif key == 208 then --down
                    setMom(map, 0, 1)
                elseif key == 205 then --right
                    setMom(map, 1, 0)
                elseif key == 29 then
                    on = false
                end
            end
        end
    end
end

Usage:

hackz map_dir:run_dir

example:

hackz mp.map:helloworld

the map_dir is the directory of the hacking map, the run_dir is the script to run if the hack was a sucess.
Example map:
Spoiler

++++++++++
+  :+@ +++
+ ++++ #++
+ #+++   #
+    +++ +
++++	 +
++++++++++
: = start
@ = end
+ = wall
# = death barrier, hit this and you fail

Controls;
left_control to quit, cancel hack
up/left/right/down to move.

just a simple little game ;)/>/>
opl #45
Posted 23 November 2012 - 05:52 AM
I always wanted to do something like this but I couldn't find anybody to help me with it…
I'd really like to help! My ign is oplopl.
KillaVanilla #46
Posted 23 November 2012 - 07:35 AM
I'm not whitelisted?
Cruor #47
Posted 23 November 2012 - 09:22 AM
I'm not whitelisted?
I'd rather let nitrogenfingers do the whitelisting ;)/>/> he is the leader of the project and -should- be the one to accept people
ETHANATOR360 #48
Posted 23 November 2012 - 10:11 AM
nice work billysback
Bubba #49
Posted 23 November 2012 - 10:26 AM
In other news, I have released AdventureMap Peripheral version 1.0 if anybody wants to give it a go. My guess is that its lack of SMP support is going to be a major drawback to it and might make it inappropriate for this project. Hopefully I'll be able to figure out SMP in the near future so that it is more appropriate for this project ;)/>/>
KillaVanilla #50
Posted 23 November 2012 - 12:34 PM
Where will we meet on Saturday?
IRC? Skype?
nitrogenfingers #51
Posted 23 November 2012 - 01:51 PM
I'll get to white listing asap.

Can we possibly meet Saturday, either on the IRC Channel (#CCAdventure) or on Cruor's Server?


Oh and reading over previous posts, programs! Awesome, well written, exciting programs! I'll start a repository on the main page of this post of all the little scripts we've made so far.
KillaVanilla #52
Posted 23 November 2012 - 06:56 PM
I'm making something else for the adventure map (and for those who want a challenge in general):
It's a version of the rednet API that acts like a radio.

You have to tune in to a specific frequency. Any computer that is within normal rednet range, and tuned to +/- 10 units of the transmitter frequency can listen in. Yes, any computer; all transmissions are broadcasts. However, there is a catch: You can listen to any broadcasts within 10 units of your listening frequency, but the farther you are from a transmitter's frequency, the more scrambled the message can get.

Example:

Original Message:
Attack at dawn
+/- 5
AlXa2k-:t da"n
+/- 1
Amtack at{dawn

As you can see, players will need to account for errors in transmission.
This could prove interesting if we decide to make a multiplayer map.

I also plan on having scrambling based on distance from transmitter, but I don't know how I would calculate how much scrambling to apply.
This is still a work in progress, though.
opl #53
Posted 23 November 2012 - 07:53 PM
I'm making short map using programs that you made. If you want to broadcast radio you can cause problems with receiving messages on computers that dont listen for it.
nitrogenfingers #54
Posted 23 November 2012 - 08:13 PM
Here's a little game I've made in my increasingly dwindling free time- it's a cryptography game, where the player has to solve a substitution cipher. The idea is when reading through emails or logs or similar, the player may come across a message they believe to be encrypted with a substitution cipher (which can be recognized by looking like a bunch of garbled letters). In this case they insert their "decrypt" CD, which loads the message into a new program- the player can then decypher this message using this minigame, and when they reach a point where they think they've cracked, they can overwrite the old message with the new one.

I've included the code here, along with a short message example on the theme of human complacency:
http://pastebin.com/nfnXP3BT

SpoilerI was unable to find any useful information on the system's progress. Security is on high alert and most records are incomplete or doctored. I will attempt another infiltration this evening. Please credit me ASAP.

On a more general note, I've changed the list a bit as a lot of people have offered to help but have yet to contact me. If you are one of these people please email me at your earliest convenience! That, or jump on the #CCAdventure channel of the IRC. It is pivotal I know you're on board so I can better organize and manage this project. It is also extremely important that those who want to have a say/involvement in the creative direction of the project are around on Saturday at 5pm United States EST for an IRC/Skype conference to decide the direction of this project- if you're not there, the story and theme will be decided without you. If this time doesn't suit, let me know and we'll try to arrange a better one.

This also applies if you need access to the google docs, and if you consider yourself a contributor to the project, pastebin links or code should be going there rather than this forum (which I will try to be using for notifications like this one)

I hate to drop the hard line on this but the scale of this project is beginning to hit me, as is the sheer volume of administrative tasks I have to complete.
Cruor #55
Posted 23 November 2012 - 08:54 PM
-snip-

I hate to drop the hard line on this but the scale of this project is beginning to hit me, as is the sheer volume of administrative tasks I have to complete.
Well you kinda are the best CC dude out there, next to me(>:3) and mr funshine ;)/>/>(my opinion atleast -_-/>/>)
But ill be glad to help with admin stuff if needed.
nitrogenfingers #56
Posted 24 November 2012 - 04:16 AM
Things to be discussed Sunday (please attend if you want to help this project)
- Creative direction for this adventure, finalizing setting, story and themes
- Sorting out who will be doing what. We'll need people who want to write programs for the game, people who want to design and build the levels, to write the story and to help me directly as creative designers in generally overseeing how the project comes together.
- Planning what everyone will be doing- and getting started!
KillaVanilla #57
Posted 24 November 2012 - 05:12 AM
Sunday?

I thought the meeting was on Saturday.

Oh, and I have pictures of the rednet-radio system/thing:


The numbers to the left of the messages show the total frequency offset.
Messages with a frequency-offset of ten or more are not passed to the application.

This could be an interesting challenge in co-op adventure maps:
The players would have to transmit data to other players, make sure that it's received properly, and combat scrambling if it occurs.

It could also be an interesting challenge in competitive scenarios, as you have to make sure that you don't leak information;
You can't just choose any arbitrary frequency, but if you select a frequency that's too close to a frequency that your enemies are using, then they might be able to listen in on your transmissions…
BigSHinyToys #58
Posted 24 November 2012 - 08:35 AM
I finally got a working demo of two separate programs running different file system permissions at the same time.
http://pastebin.com/JGZ79uJP
Spoiler
that link will unpack all the requited software / programs run it then run a file called task. two separate Mouse File browser will the appear the one on the left has full FS permissions the on on the right has modified FS permissions only read and only from a root folder. now i have it working i will try to clean it up a bit make it more readable.
Cruor #59
Posted 24 November 2012 - 08:38 AM
I finally got a working demo of two separate programs running different file system permissions at the same time.
http://pastebin.com/JGZ79uJP
Spoiler
that link will unpack all the requited software / programs run it then run a file called task. two separate Mouse File browser will the appear the one on the left has full FS permissions the on on the right has modified FS permissions only read and only from a root folder. now i have it working i will try to clean it up a bit make it more readable.
Uhm, did you post in wrong thread? XD just ask if you want me to make it look like nothing happend ;)/>/>
BigSHinyToys #60
Posted 24 November 2012 - 09:03 AM
Uhm, did you post in wrong thread? XD just ask if you want me to make it look like nothing happend ;)/>/>
It is good to know that the mod here are helpful but i was discussing this with nitro on the IRC and and posted it here as a result of that. The desiccation was about having some software have FS access and players only able to read files.
nitrogenfingers #61
Posted 24 November 2012 - 01:00 PM
I finally got a working demo of two separate programs running different file system permissions at the same time. http://pastebin.com/JGZ79uJP
Spoiler
that link will unpack all the requited software / programs run it then run a file called task. two separate Mouse File browser will the appear the one on the left has full FS permissions the on on the right has modified FS permissions only read and only from a root folder. now i have it working i will try to clean it up a bit make it more readable.

Excellent will try this out this morning. I will also get to work on a prototype interface front-end, to guide how I imagine a typical system looking.
nitrogenfingers #62
Posted 24 November 2012 - 01:11 PM
Also just quickly, regarding the use of custom peripherals, (a question I seemed to be asked daily), if:
1. There is a function/operation that we want to perform that cannot be performed in MC or CC
2. That operation has been planned as a crucial/important part of the adventure
3. There is a peripheral that offers that functionality without tradeoff
Then we will use that peripheral in the mod. I am not pro-"throwing in anything when it sounds good for the sake of it being in the program". To maximize accessibilty and minimize complication, we only add features as necessary, and avoid "feature creep", which I'll discuss later.

NF
Sammich Lord #63
Posted 24 November 2012 - 08:10 PM
Hey BTW, my IGN is Human0303. I hope to work on this soon. Tell me if you need any more information.
nitrogenfingers #64
Posted 25 November 2012 - 02:26 AM
For our friends across the pond I've set the meeting to be one hour earlier.

To clarify, it is now set for Sunday 25th November at 4pm US EST. If you're wondering "shouldn't it be a day earlier", you haven't gone insane, but I'll be driving all of that day so it won't work.

Thanks,
NF
billysback #65
Posted 25 November 2012 - 02:31 AM
Cool, that's about 9:00pm for me (London) so I should be there
Dlcruz129 #66
Posted 25 November 2012 - 04:50 AM
YES! Thanks for making it Sunday, I'll definitely be on!
ETHANATOR360 #67
Posted 25 November 2012 - 06:18 AM
if you need any scenery coded just pm me
Cruor #68
Posted 25 November 2012 - 11:13 AM
You changed the time eh? well, atleast i can be there now :D/>/>
billysback #69
Posted 25 November 2012 - 12:16 PM
Just to verify; we are meeting on the IRC given in one of the first replies, right?
nitrogenfingers #70
Posted 25 November 2012 - 07:58 PM
Correct- come onto the IRC to #CCAdventure. If this doesn't work we can also use skype- details for that at the time, if they seem necessary.

NF
KillaVanilla #71
Posted 25 November 2012 - 08:03 PM
I'm still alive and interested. My IGN is KillaVanilla, so could I be whitelisted?
nitrogenfingers #72
Posted 25 November 2012 - 10:20 PM
I can't right now I'm afraid- but if Cruor reads this message, I authorize it
Sammich Lord #73
Posted 25 November 2012 - 10:46 PM
I'm still alive and interested. My IGN is KillaVanilla, so could I be whitelisted?
Same with me. I posted my IGN but I am not sure if I am whitelisted yet.
Cruor #74
Posted 26 November 2012 - 03:17 AM
Added Human and KillaVanilla to whitelist.
billysback #75
Posted 26 November 2012 - 03:19 AM
Could you add me, some how nitro managed to know my IGN without me giving it to him so my IGN is the name on the contributors list…
Cruor #76
Posted 26 November 2012 - 03:22 AM
Could you add me, some how nitro managed to know my IGN without me giving it to him so my IGN is the name on the contributors list…
Welcome onboard! :D/>/>
billysback #77
Posted 26 November 2012 - 03:28 AM
Cool, I'll be coming on in a second, also I'm the only one who is both an "Active contributor" and an "Other interested person", so therefor I am two people.
Can I be one person again?
Cruor #78
Posted 26 November 2012 - 03:30 AM
Cool, I'll be coming on in a second, also I'm the only one who is both an "Active contributor" and an "Other interested person", so therefor I am two people. Can I be one person again?
Being two persons sounds epic. Will fix it :D/>/>
Dlcruz129 #79
Posted 26 November 2012 - 05:04 AM
Hey NF, I noticed on the post you put my name as dlcruz139. Its dlcruz129, just wanted to make sure you didn't have a typo in the whitelist.
nitrogenfingers #80
Posted 26 November 2012 - 11:17 AM
Made a mistake with time zones and was an hour late! Sorry about this- will be around all day so details can be organized as necessary
nitrogenfingers #81
Posted 26 November 2012 - 02:48 PM
Meeting today was good- apologies for my lateness, but hopefully now everything is more organized. As a result of the meeting:
- We've set up a regular time to meet every week. I've added two times for those that can't make it to the "main" meeting at 8pm. They'll probably go for about an hour and are a sure-fire way to talk to me or other people on the project to get more details or show off what you've acheived
- We've organized the setting and the crux of the story- I've taken the general idea, elaborated to some extent and put the result on the google doc. This will be the ultimate creative direction for the game.
- Some tasks and general roles have been assigned.
- We've all got some cool ideas we'll be turning into realities over the course of the week!

So all's well, and now hopefully things are a bit more organized. I'll try to make sure I'm regularly on the #CCAdventure channel on the IRC if you need to talk to me, and of course there's always the forum or youtube email which I check regularly. There's still plenty of room if people want to get involved- so make sure to email me with something you want to do and we'll see how to slot you in!

NF
Sammich Lord #82
Posted 26 November 2012 - 03:47 PM
Meeting today was good- apologies for my lateness, but hopefully now everything is more organized. As a result of the meeting: - We've set up a regular time to meet every week. I've added two times for those that can't make it to the "main" meeting at 8pm. They'll probably go for about an hour and are a sure-fire way to talk to me or other people on the project to get more details or show off what you've acheived - We've organized the setting and the crux of the story- I've taken the general idea, elaborated to some extent and put the result on the google doc. This will be the ultimate creative direction for the game. - Some tasks and general roles have been assigned. - We've all got some cool ideas we'll be turning into realities over the course of the week! So all's well, and now hopefully things are a bit more organized. I'll try to make sure I'm regularly on the #CCAdventure channel on the IRC if you need to talk to me, and of course there's always the forum or youtube email which I check regularly. There's still plenty of room if people want to get involved- so make sure to email me with something you want to do and we'll see how to slot you in! NF
Hey, I could not make it to the meeting today because I was up for 38 hours and fell asleep while coding, so is it possible for me to still get a roll?
nitrogenfingers #83
Posted 26 November 2012 - 05:55 PM
Hey, I could not make it to the meeting today because I was up for 38 hours and fell asleep while coding, so is it possible for me to still get a roll?

Definitely, and this applies to everyone- if you want something to do but you haven't been given a role yet, have a read through a few bits of the google doc, then send me an email with what you'd like to do, or talk to me on IRC.
KaoS #84
Posted 27 November 2012 - 02:29 AM
man this is such an incredible idea….. I think I need to spend time working on my skills with turtles before I could participate effectively but I must say that I am VERY impressed…. I just need to get open ccsensors working on FTB and I will make awesomeness lol. with command blocks and sensors you can send messages to the player when he gets to certain areas etc, melee turtles can hunt you down, everything will be amazing.

I am finding it increasingly hard not to ramble in amazed, dumbfounded awe so I will end here saying that this is the best idea ever… good luck
ETHANATOR360 #85
Posted 27 November 2012 - 12:59 PM
heres some code for some scenery run these on a 2 by 5 monitor
loading bar:
Spoiler

-- 2 by 5 monitor recommended
while true do
term.setTextColor(1)
w, h = term.getSize()
h2 = h/2 - 1
h3 = h2 + 2
term.clear()
term.setCursorPos (1,h2)
print ("loading...")
print ("+------------------------------------------------+")
print ("|												|")
print ("+------------------------------------------------+")
term.setTextColor(16384)
term.setCursorPos (1,1)
for i = 2,49 do
term.setTextColor(16384)
term.setCursorPos (i,h3)
write '>'
sleep (0.3)
end
end
conecting to server progress bar:
Spoiler

-- 2 by 5 monitor reccomended
while true do
term.setTextColor(1)
w, h = term.getSize()
h2 = h/2 - 1
h3 = h2 + 2
term.clear()
term.setCursorPos (1,h2)
print ("connecting to rednet servers...")
print ("+------------------------------------------------+")
print ("|												|")
print ("+------------------------------------------------+")
term.setCursorPos (1,1)
for i = 2,49 do
term.setTextColor(32)
term.setCursorPos (i,h3)
write '>'
sleep (0.3)
end
end
server event log:
Spoiler

while true do
print ("server connected rednet port 3")
sleep (0.5)
print ("start download antivirus")
sleep (0.5)
print ("download complete")
sleep (0.8)
print ("scanning computer for potential threats")
print ("searching files/emails/attatchedfiles")
term.setTextColor (16384)
sleep (0.8)
print ("virus detected")
term.setTextColor (1)
sleep (0.8)
print ("virus removed")
sleep (0.8)
print ("begining server log")
sleep (0.8)
print ("email received rednet port 36")
sleep (0.8)
print ("assigning tree branch server 2 to email procesing")
print ("security turtle 47 out of fuel sending maintenence")
sleep (0.8)
print ("CPU core at 37% heat")
sleep (0.8)
print ("RAM usage at 59%")
sleep (0.8)
term.setTextColor (16384)
print ("printer 21 out of ink")
term.setTextColor (1)
sleep (0.8)
print ("turtle 16 replacing ink")
sleep (0.8)
print ("disk 12 scanned")
sleep (0.8)
print ("disk 12 ejected")
sleep (0.8)
print ("data logs updating")
sleep (0.8)
print ("data logs updated")
sleep (0.8)
term.setTextColor (16384)
print ("data log core corrupted attemting to salvage data")
sleep (1)
print("data recovery failed 3 TB data lost")
term.setTextColor (1)
sleep (0.8)
print ("waiting on backup data to load")
sleep (0.8)
print ("data loaded")
sleep (0.8)
print ("file system loaded rebooting")
term.clear()
term.setCursorPos (1,1)
sleep (2)
end
EDIT: sorry loading bar got a little messed up its an easy fix though
nitrogenfingers #86
Posted 27 November 2012 - 08:27 PM
I've been working on and off on a demo of how I imagine this adventure playing, set inside a small space ship which you must pilot to a space station before your resources run out. Because of the limitations of minecraft this doesn't amount to much more than navigating menus and jotting down numbers at the moment, as providing "choice" in what is essentially a tutorial for the adventure isn't really possible.
I'm posting to show you the cockpit so far, which I'm quite happy with. Most displays are animated and provide information to the user about the state of the ship, informing their choice.
Note- the engine display looks like gibberish because at the start of the game the software running the engine is corrupted. The player must run a "recover" disk on the computer to return it to functional order.
Spoiler
Incidentally, just this small set of programs turned out to be a huge amount of work. If I ever doubted how much work was involved in this project, I don't now. This will be massive.
Cranium #87
Posted 27 November 2012 - 08:40 PM
Wow, those look really nice. I can't wait to see the finished version. Is there any plans for implementation of other mods outside of ComputerCraft? Or is it just ComputerCraft alone?
Cruor #88
Posted 27 November 2012 - 10:12 PM
Wow .-.
Epic work nitrogen
BigSHinyToys #89
Posted 27 November 2012 - 10:15 PM
@nitrogenfingers
That is very slick looking nicely done.
Cruor #90
Posted 28 November 2012 - 01:44 AM
Changed to a void map, If you need the old world it is in the OP!
KillaVanilla #91
Posted 28 November 2012 - 02:20 AM
Whoa.

Nice work, nitrogenfingers!
billysback #92
Posted 28 November 2012 - 04:59 AM
BTW; the texture pack is turning out OK, some things need changing.
I tried adding a blue tint to all of the glass however it isn't working properly, it looks really nice but the window glitches out the terrain on the other side of it when you look through it (some blocks are invisible…)

They should work with the ship you created :P/>
nitrogenfingers #93
Posted 28 November 2012 - 04:10 PM
BTW; the texture pack is turning out OK, some things need changing.
I tried adding a blue tint to all of the glass however it isn't working properly, it looks really nice but the window glitches out the terrain on the other side of it when you look through it (some blocks are invisible…)

They should work with the ship you created :P/>

Sounds great! I'll keep my eye on the google doc for when you've got that to a good level. My space ship is not great- hopefully with some nicer textures we can find ways to make it better!
billysback #94
Posted 29 November 2012 - 08:29 AM
Heres the first texture pack draft:
SpoilerHere are most of the blocks that have been changed:
Spoiler

Here's an example ship with the texture pack:
Spoiler

Please post suggestions; I think the lamps should have a gray border like the others?
nitrogenfingers #95
Posted 29 November 2012 - 05:59 PM
Looks awesome so far billysback- let me know when you're done :)/>

On a general note I know there are people without anything to do- unfortnuately we're too disorganized with the general mission project to be able to set out concrete tasks that can definitely be used later.

Very soon we will require
- Large scale level design
- Builders- good ones
- Use of BigSHinyToys FS control architecture and possibly other UI elements to be worked on in producing systems.

This can't happen just yet as there's not enough detail- so if you have found yourself withotu something to do I recommend taking an aspect of the story or of the premise that has been mentioned on the doc, finding an area or an idea in that area that interests you (if you're an artist maybe a design for the system, if you're a builder a certain part of the spaceship you'd like to build, if you're a programmer maybe a puzzle, if you're a story-writer a character or conversation, etc, etc, etc). Take this idea and see if you can work it into something demonstrable. This will help in discussions down the track.
Cruor #96
Posted 30 November 2012 - 11:12 AM
Please note that the genius behind screwing up everything is on the case! :P/>
Going to try and plan some stuff tomorrow, got -some- ideas, just to see what minecraft allows in the new 1.4.* update ;)/>
Tiin57 #97
Posted 30 November 2012 - 11:25 AM
I'd like to contribute my fsa API, found here; http://pastebin.com/gR1FJBAg
It's simple, but quite handy.
Edit: Of course, only if it's necessary.
KillaVanilla #98
Posted 30 November 2012 - 12:42 PM
I'm trying to be available on the #CCAdventure IRC channel, but my idea of being "active" is getting on the channel and checking every math.random(1,3000) minutes.

In slightly more on-topic news, I'm still trying to find good ideas for puzzles. I was thinking about something like the knapsack problem, but couldn't find a way to fit it into the setting.
nitrogenfingers #99
Posted 30 November 2012 - 12:49 PM
In regards to activity on the IRC channel, I've been unable to be on regularly because of my conference. As of next week I should be on for most parts of my day, AU EST time, so you can ping me.

I should have more ideas and importantly more tasks this Saturday (hope you're all ready for the next meeting(s))
KaoS #100
Posted 30 November 2012 - 11:30 PM
Hey tiin57 not sure where to post this so I'll post it here, you named one of your functions write…. you are overwriting BIOS write there, just thought I'd mention

EDIT: unless you save it as an API lol. I just derped :)/>
Tiin57 #101
Posted 01 December 2012 - 02:12 AM
Hey tiin57 not sure where to post this so I'll post it here, you named one of your functions write…. you are overwriting BIOS write there, just thought I'd mention

EDIT: unless you save it as an API lol. I just derped :)/>/>
Heh, no problem. :P/>
KillaVanilla #102
Posted 02 December 2012 - 10:49 AM
Uh, did something happen? Did I miss the (evening) meeting? No one was there.
nitrogenfingers #103
Posted 02 December 2012 - 06:06 PM
Just a reminder the meetings are on Sunday, 8am GMT and 8pm GMT I believe. Check the post for details, first one is in about 3 hours. See you then!
KillaVanilla #104
Posted 02 December 2012 - 08:26 PM
Just a reminder the meetings are on Sunday, 8am GMT and 8pm GMT I believe. Check the post for details, first one is in about 3 hours. See you then!

Wait what

Original Post said:
Mornings: Saturday, 8AM GMT: (10AM EEST +2, Midnight US West, 3PM US East, 7PM AU EST +10, 4PM AU WST +7)
Evenings: Saturday, 8PM GMT: (10PM EEST +2, Midday US West, 3PM US East, (Sunday) 7AM AU EST + 10, 4AM AU WST +7)
nitrogenfingers #105
Posted 02 December 2012 - 09:07 PM
Damn it got the wrong day! I meant Sunday…
billysback #106
Posted 02 December 2012 - 11:23 PM
I did some more on the texture pack; It's not 100% finished but pretty much all blocks that I could think of that would need changing are done, some other things are changed and the chain armor is a (crappy) spacesuit, I need to make this look more like a space suit XD.

If you have the custom colors mod installed then the redstone colour will be blue like the rest of the redstone, else it will be red as normal (nothing wrong with that)

here's a download for people who want to try it out, go to the cobble platform on the server for a showcase of most of the changed things:
http://www.mediafire...001bf5cf9c871re

EDIT: please tell me what you think; I don't really know where to progress.
KillaVanilla #107
Posted 06 December 2012 - 10:45 AM
I'm going on a semi-permanent hiatus, with no defined end date. I could be back in 6 minutes, days, weeks, or even months. I have no idea.
My point is, I'm going to be inactive for a while, so consider me inactive, but not out of the project.
I might drop by a few times to watch the progress and maybe even provide some code, but programming is taking a backseat right now.

If you're wondering why I'm taking a break, then it's because I'm bored and have nothing to code.

Goodbye all.
dus998 #108
Posted 07 December 2012 - 12:04 PM
billysback i edited the texture for the space suit, could you tell me what you think?
http://www.mediafire...ralaj7hw74h7a74

also nitrogen sry for missing the first, and second (i think) meetings, i had personal things to go to and i couldn't miss them, i forgot about the second meeting
also am I added to the whitelist?

oops almost forgot
here's my email
dustinew98@gmail.com
and my ign is
dus998

EDIT: Email might be better for reaching me and i'm unavailable from about 2200 (10 pm) U.S. central time to 1540 - 1600 the following day, only on weekdays
nitrogenfingers #109
Posted 07 December 2012 - 02:48 PM
It's been a quiet few days but thanks for the update dus998.

I will be on the IRC at the times specified on the main page- now that I'm not interstate I'm able to devote time more freely to this project. I mean to have this "demo" level for computer interaction complete by saturday, and I've also had a go at making a cross-section of what a farm might look like in outer space:



The idea is turtles farm the wheat in upper levels, some of which is stored and the rest is fed to cows in lower levels. The idea came from a picture BigSHinyToys shared awhile ago http://settlement.ar...0sArt/art.html

faubiguy #110
Posted 07 December 2012 - 09:27 PM
I'd like to help with this, if its not too late. Somehow I missed this until now.

I can do some programming, either for the usable computers, or the behind-the-scenes stuff.
billysback #111
Posted 08 December 2012 - 05:03 AM
billysback i edited the texture for the space suit, could you tell me what you think?
http://www.mediafire...ralaj7hw74h7a74

–snip–
Thanks, I'll change the helmet tint but I actually did more work further on the space suit as I think it looked kinda boring, in my version the armor items are updated along with the actual armor so that there is more detail, such as medals and blue lines (very faint).

I'll give it a yellow tint though :P/>

@Nitro
I like the prototype but surely the ship won't be able to be 3D such as that, unless we included something about broken gravity but even then…
Suggestion: the glowstone blocks look (in my opinon) too much like melons or something on their own, I suggest either embedding them in a 3x3 iron square, with the glowstone in the middle or having a cross of iron above the glowstone…

Also, is the space ship going to be at all broken, how long ago did the catastrophe happen (we can discus this on Sunday or whenever instead of here)?



and if anyone else wants to suggest improvements to the texture pack please feel free to do so, if you are going to could you upload the image online (like on photobucket) or give a download of just the image, just for future reference as it makes it easier for me :P/>
nitrogenfingers #112
Posted 08 December 2012 - 12:27 PM
Great to be discussing this again! It's of course impossible to create a toroidal shape in minecraft for our purposes, I was mainly inspired by the multilayered, tubular design and imagined the tunnel being long and straight, capped at either end by other aspects of the station.

I agree about the glowstone though. Is it possible to have the glowstone look a little more like a lamp or light fixture, similar to the redstone lamps, or did you have something else in mind?

Regarding dilapidation, as you suggest will discuss in detail on Saturday.


Incidentally, I've recently been playing a game called Anachronox. It's an older game now but their design of "The Bricks", a suburb of southern Anachronox is exactly how I imagined the crowded common decks being designed. Crowded, disorganized, vertical. I've displayed a few pictures below (of course we can't emulate this very well but the general structure/style is what I'm interested in):


Leo Verto #113
Posted 08 December 2012 - 12:34 PM
I just found this site with a lot of really cool space colony art.
http://www.spacehabs.com
billysback #114
Posted 08 December 2012 - 11:04 PM
The glowstone blocks are meant to be more lamp like (street lamp), When I tested the textures I realised that they only looked like this when embedded in iron, otherwise they look ridiculous.

Any suggestions on how I could make it look more lamp-like?

I like the idea of crowded decks, I think this should contrast with a very organized and maybe village-looking top deck, so that it shows a great difference in the styles and qualities of living in different decks.

@verto
Some of those pics are impressive!
Though they all take in to account the fact that gravity is no longer a problem, whereas ours cannot.
nitrogenfingers #115
Posted 09 December 2012 - 01:50 AM
I've knocked up a basic map for the game. This covers progression from start to finish. On the map you'll see:
- Text Boxes, these denote a thematic, or structural "area", used for helping the player to navigate
- Lines with arrows, indicate a pasasge or access from one area to the next. Bidirectional.
- Lines with grey circles: "Revealed" passages- that can only be opened from one direction (I haven't specified the direction on these yet)
- Coloured small boxes: These are the key to "opening" blocked sections
- Sort of transparent line things: These are blockages- they may be locked doors or unrevealed passages. A key is needed to open these- a password, an ability or some action in the game world.



EDIT: I forgot to add a blue square- this should be in the Trade Commons Area. But they'll all get shifted around soon.
Tiin57 #116
Posted 09 December 2012 - 02:20 AM
Damn, nitro. Screw programming; you should be a professional artist! :P/>
That looks good, though. In terms of ideas.
billysback #117
Posted 09 December 2012 - 02:47 AM
Nitro, there are a few things wrong with this… (I presume they are just because you were tired)
A: there is no unlock to the blue door
B: there is no door for the red unlock
C: there is no unlock to the brown/maroon door, is this meant to be red?
I'm going to edit it a bit and post back my suggestions one what it could be like, just not right now.

also, what are the "Condemned Commons"? jails?
Leo Verto #118
Posted 09 December 2012 - 04:24 AM
I've built something, doesn't have any use, it's just a concept idea.
http://imgur.com/a/FQj2s
billysback #119
Posted 09 December 2012 - 04:30 AM
I was saying to someone that we should try and not use fences, because of how terrible they look with my texture-pack (it's the pay-off for other things looking much better) though you seemed to have disagreed :P/>
Also this is outside, it looks nice but maybe it should have glass arches instead of wooden fence arches?
Leo Verto #120
Posted 09 December 2012 - 05:20 AM
I disliked your glass until I noticed connected textures messed it up :P/>
Here are some walkway designs, what do you think about them?
billysback #121
Posted 09 December 2012 - 05:25 AM
I think with those designs the first one looks best, but the second one could look better if it was a complete dome with no stone interrupting it, though that's just my opinion :P/>
why don't you build it on the server?

EDIT:
updated texture pack is here, because it's the first post I saw and i need to keep the link somewhere
http://www.mediafire.com/?yrrc7qur4n7fmgn
Leo Verto #122
Posted 09 December 2012 - 05:34 AM
why don't you build it on the server?
Am I whitelisted?

Edit: Apparently not

Edit 2: I made an escape pod, small on the outside, big on the inside. http://imgur.com/a/FQj2s#4
Edited on 09 December 2012 - 06:26 AM
nitrogenfingers #123
Posted 09 December 2012 - 11:23 AM
Leo could you send me your IGN, I'll add you to the whitelist.

I'll fix up the map and send the new one ASAP.
KillaVanilla #124
Posted 09 December 2012 - 02:47 PM
I figured that I might as well swing by for a bit and see what was going on. (It hasn't even been a week yet; what kind of hiatus is that?)
Then I realized that I forgot to release the radio transmitters/recievers.
So, here you go.

I'll still check in, but only sporadically. (I've been playing too much KSP.)
nitrogenfingers #125
Posted 09 December 2012 - 04:01 PM
Thanks for the link KillaVanilla, will add to the google doc.

I battled with Paint.NET for awhile but finally gave up and went back to the whiteboard. So now, finally, the conceptual map of the space station as best as I can make it is finished:



So again, black squares are "regions" that have a general architectural theme and are separate from other regions. They're connected by pathways- these may be corridors, passagesways, even full openings. These are the black lines, and they're bi-directional.

The purple lines are also bidirectional passages but can only be activated from one side- once it is activated (at the purple semi-circle), passage is permitted in both directions. For example when the player discovers the Vegetable Farm, they can also find and open a passageway that will permit travel to and from the Grain Farm, as a shortcut to travelling between the commons.

The red boxes and lines represent obstacles that impede progress. A line with a number means the player will not be able to cross it until a key has been found. Think for example of old FPS games like Doom- they would have coloured doors that require coloured keys to open. Usually keys would be hidden behind locked doors, requiring the player to explore the whole world to finish the level. In this case the long lines are doors, and the boxes are "keys"- each number corresponding to a key/door combination.
For example the player cannot enter the Manor District from the Arboretum until they have found the key in the Lower Commons.

Now of course the "key" is a metaphorical concept and in most cases it won't actually be a key. It will be a puzzle solution like a piece of software to move a robot or unscramble a message or a password or a trigger for a hidden tunnel or any other manner of things. A better thing would be to call them "puzzles", and the keys are the components required to solve that puzzle.

I'm now working on a full description of each area of the ship, which will appear on the doc soon, as well as possible puzzles for each of the 14 "story puzzles" I've alluded to in the above document.
nitrogenfingers #126
Posted 09 December 2012 - 04:51 PM
I've been thinking about a name for the Space Station, and wondered what people thought of "SS Persephone".

Persephone was the Grecian Queen of the Underworld, daughter of Demeter. In the parables of Demeter, Persephone was initially another goddess of harvest and vegetation but was stolen by Hades to live with him in the underworld. After being tricked by Hades, Zeus was able to broker a deal whereby Persephone would spend half of her time with her mother, and half of her time with Hades, which correspond to the seasons of the world- the hot summers and freezing winters are due to Demeter's mourning over her lost daughter, and the plentiful spring and the autumn harvest due to her return.

The SS Persephone is a space station that has gone dramatic upheaval, through the trickery and deception of the rogue AI that controls it having driven it into hell. What was once a place of harvest and plenty is now one of death, dread and despair.

I think the metaphor is a rather elegant one :)/>
billysback #127
Posted 09 December 2012 - 09:15 PM
It's a good, well though name :P/>
We could even make the "Evil Mastermind" end up calling himself Hades or something…
Leo Verto #128
Posted 11 December 2012 - 03:28 AM
Made some AI concept art, well not sure if you can really call it like that and the cables probably won't work the way I imagined them, but we could use iron bars.


The idea is that you have to take down the batteries of whatever they are to get to the main AI. Of course you can't just blow them up, you have to hack them and shut down the power supply.
Cruor #129
Posted 11 December 2012 - 03:39 AM
Seems like we had some lag the last 24 hours, sorry for that, server restart saves the day! :P/>
dus998 #130
Posted 12 December 2012 - 03:00 PM
Nitrogen were those sample outlines that i did in the world close to what you were thinking for a basic outline of where things went?
nitrogenfingers #131
Posted 12 December 2012 - 07:01 PM
The map I provided in the earlier post isn't designed as a structural map of the spaceship- I figure an artist or someone more involved in level design may want to do that. It's a conceptual map- it indicates which areas are linked to what, and the nature of those linkages. When I imagine this thing, I imagine a very long tubular like space station, that houses the commons, with smaller tubes containing the greenhouses coming off parallel and spaces for the arboretum and the mansion district. Smaller branches would house the labs, engineering, AI core and such.

EDIT: I've mocked up a model of my imagining of what the SS Persephone will look like:



It's not textured or anything, just what goes where.
KillaVanilla #132
Posted 15 December 2012 - 05:10 PM
Okay, I'm back from my hiatus. (I just couldn't stay away.)

So, any new tasks for me to complete?
Shnupbups #133
Posted 07 January 2013 - 12:44 PM
I'm back from camping with my family, what to do know?

(Oh and by the way, remember I got assigned the role of a little bit of everything)
fredthead #134
Posted 11 January 2013 - 12:56 AM
Hi guys, I've made a short space based adventure map using CC. My coding is pretty basic but one thing I found out is that it takes a lot of time to get it all working!

I also struggled with the startup program occasionally not executing on chunk loading. I seem to have got around this by teleporting the player around with command blocks so there are fewer terminals running at any time. It might be something to think about.

Anyway if you want to have a look there is a trailer and download link on this forum post
http://www.computercraft.info/forums2/index.php?/topic/7688-computercraft-adventure-maps/

Feel free to use any of the ideas I came up with. I'm particularly proud of the star fields near the beginning!


I wish you the best of luck with this project. It's going to be amazing!