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A spacecraft interior featuring robots and computers.

A spacecraft customization system, with a ringed planet and moon in the background.

0x10c is an unreleased game that was being developed by Notch and Mojang during 2012 and 2013 as a followup to Minecraft. It has since been cancelled, and at present it seems unlikely that Notch, or anyone currently working at Mojang, will resume its development.

"0x10c" is a hexadecimal number equivalent to 1612 in decimal, which equals 281,474,976,710,656, which was the number of years that had passed since 1988 in the game's story.

Announcement[]

A spacecraft interior with an asteroid and star outside.

A planet and star.

In March 2011, Notch was asked in an interview if Mojang had any plans for another game, and Notch expressed his desire to create an "extremely nerdy" space trading simulator.[1][2] Later, in December 2011, Notch announced he would be stepping down as lead developer of Minecraft, and that he would begin working on another project.[3] Carl Manneh said in an interview with Edge Online that Mojang was committed to supporting a new project that Notch was developing.[4] In March 2012, he revealed that there were three different projects he was working on, but he had yet to decide which one he was committed to.[5] On March 13th, he announced he would begin prototyping a space game,[6] and on March 21st, in an interview with PC Gamer magazine, he announced that he was working on a space-themed game that was inspired by the television show Firefly and the video game Elite.[7]

On April Fools' Day 2012, instead of a typical Minecraft April Fools joke, as was the case the prior year and every year since, Mojang launched a satirical website for a space game entitled Mars Effect,[8] citing a lawsuit with Bethesda regarding the title of the Mojang game Scrolls as an inspiration.[9] However, the gameplay elements remained true, and on April 4, 2012, Mojang revealed it as an actual space sandbox title, 0x10c.[10]

The game's backstory, as told by Notch on the website, was this:

In a parallel universe where the space race never ended, space travel was gaining popularity amongst corporations and rich individuals.

In 1988, a brand new deep sleep cell was released, compatible with all popular 16 bit computers. Unfortunately, it used big endian, whereas the DCPU-16 specifications called for little endian. This led to a severe bug in the included drivers, causing a requested sleep of 0x0000 0000 0000 0001 years to last for 0x0001 0000 0000 0000 years.

It's now the year 281 474 976 712 644 AD, and the first lost people are starting to wake up to a universe on the brink of extinction, with all remote galaxies forever lost to red shift, star formation long since ended, and massive black holes dominating the galaxy.[11]

Notch

The game was to feature:

  • Hard science fiction
  • Lots of engineering
  • Fully working computer system
  • Space battles against the AI or other players
  • Abandoned ships full of loot
  • Duct tape
  • Seamlessly landing on planets
  • Advanced economy system
  • Random encounters
  • Mining, trading, and looting
  • Single and multi player connected via the multiverse

Of particular interest was the in-game computer, the DCPU-16. This was a fully functioning emulated 16 bit CPU that could be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish. Full specifications of the CPU were released soon after the game's announcement, so the more programatically advanced of the playerbase could get a head start.[12] These specifications, along with the specifications for several pieces of in-game hardware that would have been able to interface with the DCPU-16, can be found here.

Development[]

A computer screen.

A "3d vector projector" for creating holographic images.

Soon after the announcement of 0x10c, Notch began posting on Twitter about his plans for the game, and began putting images of the prototype versions on his website[13]. A forums[14], subreddit[15], wiki[16], and numerous other fan-made websites were created, and Notch began communicating with fans about the game on the subreddit as well.

On April 16, 2012, Notch posted an image on the 0x10c website containing a puzzle.[17][18] When decoded, it revealed the word “Montauk”, which was the password to get into another page on the website,[19] which contained 99 codes which could each be redeemed once on the Mojang website to add 0x10c to the user’s Mojang account, which would have allowed them to play it as soon as the game was eventually released.[20] 0x10c remained part of these user’s Mojang accounts until it was eventually removed from the Mojang account system in 2020.

On May 2, 2012, Notch launched an ARG to promote the game. A secret page on the 0x10c website read “insufficient power” along with a power percentage.[21] The more people visited this page, the higher the power percentage became until eventually reaching 100%, whereupon a large amount of garbled code was revealed, which the community determined represented radio signals from a pulsar.[22] Discrepancies in the repeating pulsar signals were eventually decoded and revealed to be garbled text taken from Isaac Asimov’s short story The Last Question, which, like 0x10c, also takes place in the extremely distant future of the universe.[23][24]

Notch later began livestreaming himself coding 0x10c on Twitch.[25][26] One of the results of this was viewers were able to copy significant amounts of the code and create a reverse-engineered version of the game.[27] Notch asked that this not be publicly released, as the game was not yet close to a state he felt comfortable releasing.[28][29] However, a prototype version of the game was accidentally leaked anyway, when Notch uploaded it to a private page on his website but forgot to disallow users from viewing all the site's files.[30] This prototype, featuring a dark room with a computer, can be found here.

Originally, Notch intended for the art style of 0x10c to be mostly textureless, citing the 1993 game Frontier as inspiration.[31] However, he later changed his mind, and Jonatan Pöljö, also known as Eldrone, was hired as an artist for the game,[32] and created most of the textures and models seen in the later footage. According to Eldrone:

The style is pixel art meets modern 3D. It’s influenced by bright, vivid sci-fi, and real-world functional spaceship design to go with 0x10c’s realistic tone. The idea is to give people flexible in-game tools for creativity, and have the outcome look fantastic no matter how they piece things together.[33]

Eldrone

Progress continued, and eventually Notch released several videos on Youtube and the 0x10c website showcasing the progress he had made,[34][35][36] Including two physics test videos, an art test video and a multiplayer test video. Eventually, a semi-playable version, featuring a fully modeled and textured spacecraft with an interior and exterior, functional multiplayer and PVP, and the basics of the in-game computer systems, was created, and Notch livestreamed himself battling other Mojang employees onboard the ship.

Later, Eldrone released a "Facebuilder" demo as a preview of the game's player customization system, created in Unity. This can be found here.

0x10c was planned to require its players to pay a monthly subscription fee in order to access the global multiplayer server that was planned to exist, due to the computational cost of simulating the trajectories and onboard systems of all the player's ships, even when the players piloting those ships weren't logged in. A recurring fee would not have been required to play singleplayer, and it's likely there would have been the option to play on smaller, privately hosted servers for free, as in Minecraft. The initial cost of buying the game was planned to start out small and increase as the game was developed, similarly to how Minecraft's price increased during the first few years of its development.

Cancellation[]

The main menu.

Eldrone's facebuilder program.

0x10c was eventually put on hold in April of 2013 because Notch had found creative blocks. However, at the time, he was still interested in expanding the development staff to push the game toward release.[37]

Eventually, on August 13, 2013, Notch announced in a Team Fortress 2 livestream that 0x10c was indefinitely shelved, but Notch added that it could be made in the future if another Mojang employee was interested in developing it.[38]

On August 19th, Notch wrote on his blog "The Word of Notch" about his reasons for the game's cancellation:

What I hadn’t considered was that a lot more people cared about my games now. People got incredibly excited, and the pressure of suddenly having people care if the game got made or not started zapping the fun out of the project. I spent a lot of time thinking about if I even wanted to make games any more. I guess I could just stop talking about what I do, but that doesn’t really come all that natural to me. Over time I kinda just stopped working on it, and then eventually decided to mentally file it as “on ice” and try doing some smaller things. Turns out, what I love doing is making games. Not hyping games or trying to sell a lot of copies. I just want to experiment and develop and think and tinker and tweak.[39]

Notch

He then expressed his desire to not become "another under delivering visionary game developer", and said he would instead focus on making "smaller games that can fail" in the future. Regarding 0x10c, he said that "I want to play this game so much, but I am not the right person to make it. Not any more. I’m convinced a new team with less public interest can make a vastly superior game than what I would make."

On September 15, 2014, following Mojang's acquisition by Microsoft and Notch's departure from the company, the soundtrack for 0x10c was released by Daniel Rosenfeld.[40]. He stated:

I worked on it for a bit, but I think Markus thought the game would never be good enough and decided to cancel it. I personally still think the concept and world is brilliant, so I’m bummed out that it doesn’t exist.[41]

C418

Eldrone would later release images of additional art assets created for 0x10c on his twitter and website.[42][43]

Mentioned features[]

A spacecraft interior featuring many types of panels.

A spacecraft interior featuring panels, wires and pipes.

Many specific features were mentioned as being planned for 0x10c. These include:

Mentioned on the website[]
  • Generators. Each ship would have a generator capable of producing a fixed wattage, and everything you would connect to it would drain wattage.[44]
  • Cloaking fields. These would have required almost all the power from the generator, forcing you to turn off all computers and dim all lights in order to successfully cloak.
  • The DCPU-16: a fully functioning emulated 16 bit CPU that could be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish.[45]
  • Clocks.[46]
  • 1.44 megabyte 3½ inch floppy discs and floppy drives.[47]
  • Keyboards.[48]
  • The LEM1802 (Low Energy Monitor): a 128x96 pixel 16-color CRT monitor.[49]
  • The SPC2000 (Suspension Chamber): a deep sleep cell containing a ZEF882 Time Dilation Field Generator.[50]
  • The SPED-3 (Suspended Particle Exciter Display): a device that creates line-based holographic images.[51]
Mentioned in interviews[]
  • Cooling systems and fires.[7]
  • Crashing into planets and having to scavenge for parts to repair your ship. [52]
  • Landing gear, which may break if a ship lands too hard. [53]
  • Crashing into asteroids would damage onboard systems.
  • Devices could be overclocked, which may cause them to catch fire.
  • You would be able to use other people’s programs on your ship’s computer by using floppy discs.
  • Gravity generators. When a ship’s gravity generator is unpowered, objects inside the ship would be subject to the same physical forces as the ship itself.
  • Wires and other attachments that hang from the ceiling.
  • Automated turrets.
  • Refrigerators. [54]
  • Laser guns.
  • A ship editor. Players would first build the external part, and then go into a room mode with a cutaway view of the ship, in which players would be able to carve out rooms with custom dimensions.
  • Specialized rooms such as medical bays.
  • Hull breaches, which would cause air to leak out.
  • A monthly subscription fee would have been required to access a global multiplayer server called the multiverse, due to the computational cost of simulating the trajectories and computers of all the player's ships, even when the players piloting those ships weren't logged in.
  • Each player would only be able to have one generator at a time, but multiple players would be able to place their generators on a single ship to give it more power, encouraging cooperation between players.
  • Sensors. [55]
  • 3D printers.
  • Devices would have their own inventory, into which interior components could be placed. The devices themselves would be craftable from various materials using 3D printers, but the interior components would have to be scavenged from abandoned ships. Each of these components would come in many variants with different attributes.
  • Mining for gold and other metals. Terrain was not planned to be modifiable, in order to reduce world file sizes.
  • A leveling system in which players would level up in specialized skills. Dying would reset the player’s levels.
  • Players would keep their ships after respawning.
  • VR support. [56]
  • Wires running electricity from the generator to other devices. [37]
Mentioned on reddit[]
  • Lighting was planned to be more complex than in minecraft, which was because Minecraft focused on many blocks and polygons that could all change at any time, whereas 0x10c focused on modern lighting with very few polygons that rarely changed.[57][58] For example, computer monitors would illuminate their surroundings with the same colors being displayed on the screen.[59]
  • Asteroids and planets were “icosahedrons (20 sided dice) fed to a make-surface-from-arbitrary-triangle-mesh code that subdivides, colorizes and offsets the polygons based off various parameters tweaked per body type”. There may also have been “orbitals and halo worlds” with planetary terrain on their interiors.[60]
  • Space was to be very dark, with most surviving stars being fairly dim and small. Ships would have sometimes gone dark for various reasons such as power failures, technical problems, and trying to avoid visual detection through windows.[61]
  • Players would have been able to map controller inputs to ingame hardware.[62]
  • Batteries, which would store power produced by generators.[63]
  • Generators would not have required fuel.[64]
  • Rotation-produced artificial gravity would have been possible, as well as using magnetic boots to walk on surfaces in zero-gravity.[65]
  • Spacecraft would be “smaller than the nostromo, larger than a tie fighter.”[66]
  • Smaller ships could be docked inside of and launched from larger ships.[67]
  • The DCPU-16 would still function while on fire, but slower and with the RAM changing randomly.[68]
  • Robots.[69]
  • Food and mess halls. Oxygen would “magically last forever”, unless there was a hull breach.[70]
  • There would be a player-driven economy system, and building ships and space stations would cost resources. Singleplayer would have optional cheats. [71]
  • Planets would be big enough that 32 players on a planet would “pretty much never see each other”[72]
  • Generators would explode when destroyed. Weapons would consume power or ammunition when fired.[73]
  • Doors into space could be opened to put out fires. If doors stopped working, you would need to manually open them by either using blowtorch or hacking into them.[74]
  • Things such as guns, refrigerators, computers, and shield generators would have an inventory with specific slots. Rifles and fridges, for example, would both be able to use cooling units, so players would have to choose whether to put their “titanium extravagant alien cooling unit” in their fridge to save generator power, or in their gauss sniper rifle to save cooldown time.[75][76]
  • Laser guns, which would cause the target to heat up before taking damage.[77]
  • If your generator was intact, you would be able to respawn in a sleep chamber powered by the generator. If your generator wasn't intact, a friend would need to revive you, or you would have to wait for everyone to die to respawn the ship.[78]
  • Clicking a keyboard or a monitor would lock input, turn your view towards the connected monitor, and slightly zoom in. Escape would exit.[79]
  • The ingame computers would crash if their interrupt queue was overflowed, if a specific undocumented code was called, or if the box was physically harmed. When it crashed, it would go into a state where sequential areas of ram would get overwritten with random noise, and the opcodes would take a lot longer to process. Since the monitor was memory mapped, it would blindly display this garbage data.[80]
  • The game and the ingame computers would both run at 60 ticks per second.[81]
  • Music would take a long time to build up, and there would be a lot of ambient sound effects.[82]
  • Private multiplayer servers would be free to use, have IP-based and LAN options, and could be run on older versions.[83]
  • The number of stars would be “large enough to feel large, but small enough so that players could map them all if they wanted to.”[84]
  • Star positions would be static, but planets would orbit and spin.[85]
  • While inside a ship, players would always be oriented upright, even in zero-gravity. Outside ships, players would be able to rotate freely in any direction.[86][87]
  • Everything’s position would be measured relative to the center of the player’s current ship, with the rest of the universe moving around it from the ship’s point of view.[88]
  • Using the ship editor, you would be able to make convex rooms with 45 degree walls, to keep it simple to use, and to encourage the use of multiple rooms. Rooms could have variable height and be placed on different heights.[89]
  • The ship editor would create a more or less empty frame of a ship, and you would then have to place panels and other things manually in the actual game.[90]

Trivia[]

  • According to Notch, the game’s name was “intentionally bad” as a marketing experiment to see if Mojang could get away with naming their next game “pretty much anything”.[91]
  • “Mackapar Media”, a fictional company that produced some of the in-game hardware, was the company credited on Mojang's Pig Tales website, and is also mentioned in a video advertising the original Lego Minecraft set.[92]
  • Another word for the number represented by the hexadecimal value “0x10c” is “Trillek”.[93]

Gallery[]

Videos[]

Note: These videos are all reuploads of videos originally uploaded by Notch.

See also[]

External links[]

References[]

  1. History of pre-alpha 0x10c (wip): – Reddit, u/jecowa, May 16, 2012
  2. "A Day In The Life Of Minecraft Creator Mojang" by John Walker – Rock Paper Shotgun, March 7, 2011.
  3. "Och med dom orden så passar jag micken." (archived) by Notch – Tumblr, December 2, 2011.
  4. "Mojang working on three new games" (archived) by Nathan Brown – Edge Online, January 13, 2012.
  5. "Video: Minecraft boss talks three projects, BAFTA thrill" by Staff – VG24/7, March 17, 2012.
  6. "Screw it, I know I'm working on two projects already, but I'll start prototyping the space game now."@notch on Twitter, March 13, 2012
  7. a b "Notch wants to make a Firefly-inspired sandbox space game like Elite "except done right"" by Tom Senior – PC Gamer, March 21, 2012.
  8. "Some information on my new game: http://marseffect.net"@notch on Twitter, March 31, 2012
  9. "Minecraft creator scores April Fool with 'Mars Effect'" (archived) by Rebecca Fields – Shadowlocked, March 31, 2012.
  10. "Mojang Registers Website For Its New Game '0x10c'" by Alex Knapp – Forbes, April 3, 2012.
  11. "0x10c.com (first version)" (archived) .
  12. "START_CLASSIFIED_TRANSMISSION" (archived) by Notch – Tumblr, March 28, 2012.
  13. First Screens from Notch's New Game 0x10c – Reddit, u/TL10, April 11, 2012
  14. "0x10c Forums" (archived) .
  15. https://www.reddit.com/r/0x10c/
  16. "0x10c Wiki" (archived) .
  17. Notch posts a puzzle – Reddit, u/Zengief, April 16, 2012
  18. https://web.archive.org/web/20120803014301/http://www.0x10c.com/screenshots/009.png
  19. https://web.archive.org/web/20120827055415/http://0x10c.com/highnerd/codes.txt
  20. I don't know what these accounts will do yet. – Reddit, u/xNotch, May 16, 2012
  21. https://web.archive.org/web/20120629123629/http://psrx0392-15.0x10c.com/
  22. Stay connected to the ARG! – Reddit, u/dbh937, May 2, 2012
  23. This is from the #0x10c-arg channel on freenode. ShadedSpriter has just written a little summary: – Reddit, u/[deleted], May 4, 2012
  24. https://gist.github.com/rmmh/2599184
  25. https://www.twitch.tv/videos/38122428?filter=all&sort=time
  26. https://www.twitch.tv/videos/38122416?filter=all&sort=time
  27. Trillek / 0x10c Room Editor Demonstration - By Herobrine - YouTube – Reddit, u/HerobrinesArmy, June 21, 2012
  28. Hah, yeah, it freaked me out a lot until I saw what actually happened. To be straight, I'd prefer it if you didn't release anything, but I do understand the slow dev speed is frustrating. I have what is probably the best excuse in the world for being slow, but I try to keep it a bit secret. – Reddit, u/xNotch, May 26, 2012
  29. 0x10c - Upcoming Room Editor Release – Reddit, u/Dragoon478, May 26, 2012
  30. I wanted to copy the files to an AWS server, but was too lazy to use WinSCP, so I uploaded it "temporarily" to my notch.net wordpress thing. I forgot to delete the file, and wordpress was configured to let people list all the files. – Reddit, u/xNotch, April 17, 2012
  31. "0x10c FAQ" (archived) .
  32. "We interviewed @eldrone to work as a 3d artist on 0x10c today and were so impressed we hired him on the spot. He starts Monday."@notch on Twitter, September 28, 2012
  33. "0x10c.com (second version)" (archived) .
  34. https://www.youtube.com/watch?v=ZkFv-vqpQcE
  35. https://www.youtube.com/watch?v=hmD6R9scsuA
  36. https://web.archive.org/web/20131219192521/http://0x10c.com:80/category/video/
  37. a b "Minecraft, Scrolls, 0x10c: The past, present and future of Mojang as seen through Notch's eyes" by Brian Crecente – Polygon, April 5, 2013.
  38. "Notch indefintely shelves Mojang’s space game, 0x10c" (archived) by James Plafke – Geek.com, August 13, 2013.
  39. "So that’s what I’m going to do." (archived) by Notch – Tumblr, August 19, 2013.
  40. 0x10c by C418 on Bandcamp
  41. https://c418.org/albums/0x10c/
  42. "Found the art test I made way back when applying for a job at Mojang to work on 0x10c."@eldrone on Twitter, April 1, 2018
  43. http://www.jonatanpoljo.com/pages/new_9.html
  44. https://web.archive.org/web/20140323172842/http://0x10c.com/story/
  45. https://web.archive.org/web/20130905082541/http://dcpu.com/dcpu-16/
  46. https://web.archive.org/web/20130905080349/http://dcpu.com/clock/
  47. https://web.archive.org/web/20130905072724/http://dcpu.com/floppy-drive/
  48. https://web.archive.org/web/20130905061706/http://dcpu.com/keyboard/
  49. https://web.archive.org/web/20130905063459/http://dcpu.com/monitor/
  50. https://web.archive.org/web/20130905061002/http://dcpu.com/sleep-chamber/
  51. https://web.archive.org/web/20130905084712/http://dcpu.com/3d-vector-display/
  52. "Notch talks 0x10c, Minecraft, learning the industry, Diablo 3, and more in this candid interview" (archived) by Ben Kuchera – The Penny Arcade Report, September 5, 2012.
  53. "New 0x10c footage emerges - we talk to Notch about his game's interstellar ambition" by Marsh Davies – PC Gamer, October 12, 2012.
  54. "Notch mega-interview: 0x10c, micropayments, Kickstarter and quantum computing (page 1)" by Marsh Davies – PC Gamer, November 29, 2012.
  55. "Notch mega-interview: 0x10c, micropayments, Kickstarter and quantum computing (page 2)" by Marsh Davies – PC Gamer, November 29, 2012.
  56. "Notch mega-interview: 0x10c, micropayments, Kickstarter and quantum computing (page 3)" by Marsh Davies – PC Gamer, November 29, 2012.
  57. Minecraft has a completely different focus. Instead of having realistic movable lights, it focuses on having every single block in the game capable of emitting lights. This means you can make a huge lava river and have it light up your house from below, as the lighting can come from every single block of lava in the river. In 0x10c, there will be way less light sources, and as a result, they can be much more complex. – Reddit, u/xNotch, March 10, 2012
  58. I replied to this complaint in another thread on here. Basically, the renderers are COMPLETELY DIFFERENT. Minecraft focuses on many (many) blocks and polygons that could all change at any time. 0x10c focuses on modern lighting with very few polygons that rarely change. – Reddit, u/xNotch, March 10, 2012
  59. Those soliders are just empty models to try the renderer. There's no ai or anything attached to them, they just silently and eerily rotate in place. The space interior, however, has full physics, and is fully editable. The light from the monitor in the distance is dynamic and depends on what the screen shows. A red screen has a red glow and so on. – Reddit, u/xNotch, March 10, 2012
  60. The asteroid is an icosahedron (20 sided die) which is fed to a make-surface-from-arbitrary-triangle-mesh code that subdivides, colorizes and offsets the polygons based off various parameters I will tweak per body type. – Reddit, u/xNotch, March 11, 2012
  61. Space will be very dark, with most surviving stars being fairly dim and small. The ship you're in will sometimes go dark for various reasons (power failures, technical problems, trying to avoid visual detection through windows), but you can stick very bright lights in there to make it look nice and bright. – Reddit, u/xNotch, March 13, 2012
  62. There will be controllers you can plug into the cpu, and those can be mapped to physical hardware. I've got an xbox controller plugged in at the moment, but I intend to purchase one of those fancy flight sim joysticks to make sure those work as well. – Reddit, u/xNotch, March 13, 2012
  63. You get one generator per account, can't pay to get more generators. You can, however, spend ingame money (or ore, or artifacts, or whatever) on buying charged batteries from other players if you want extra power. (Or, if you don't have a very power consuming ship, charge and sell batteries yourself) – Reddit, u/xNotch, March 17, 2012
  64. They're magical fairy dust generators that don't require fuel. They did last for 0x10c years, after all, somehow... – Reddit, u/xNotch, March 17, 2012
  65. The physics engine supports arbitrary gravity vectors, kind of. By "kind of" I mean there's a bug where your head will get stuck inside a wall if it changes too fast, but that's easily fixed. – Reddit, u/xNotch, March 22, 2012
  66. Smaller than the nostromo, larger than a tie fighter. – Reddit, u/xNotch, March 23, 2012
  67. I picked sizes that seemed to make for the most fun gameplay. In Alien, there was a lot of running around and pressing buttons while still feeling claustrophobic, but it's obviously a bit too large to be manned by a single person. I could see adventures on a nostromo size ship being fun in four player co-op play. – Reddit, u/xNotch, March 24, 2012
  68. Actually, screw it, the DCPU-16 will still work when on fire, except MUCH slower, and ram will get changed randomly. – Reddit, u/xNotch, March 25, 2012
  69. robots are like babies, right? – Reddit, u/mollstam, May 10, 2012
  70. I want food to be a thing in the game simply because mess halls are awesome in space. Can you think of a single space movie that doesn't feature the people eating while slowly floating through space? – Reddit, u/xNotch, May 15, 2012
  71. I am not trying to make EVE. EVE already exists, and does what it does very very well, however.. it will most definitely have a player driven economy, and to make a huge space ship or station you will need a lot of resources. Those resources come from mining. – Reddit, u/xNotch, May 17, 2012
  72. I'm hoping to do surface combat as well, but I worry a bit about scope. A planet is HUGE, and 32 players (or whatever) will pretty much never see each other. We'll see. – Reddit, u/xNotch, June 7, 2012
  73. For game design, I usually try to think about what you'd expect things to do, and design from there. And yeah, generators explode. In movies and games, generators explode more than they produce power. – Reddit, u/xNotch, July 31, 2012
  74. One specific great idea is opening the outer doors to put out fires. A stupidly dangerous move in interstellar space, sure, but very effective. Another thing I thought of is that doors need to be able to stop working, and then you need to be able to manually override them. Either by doing the clichéd blowtorch cutting thing, or by some hacking minigame. – Reddit, u/xNotch, September 15, 2012
  75. Well, the idea is that pretty much all things (guns, refrigerators, computers, shield generators) have an inventory with specific slots. – Reddit, u/xNotch, September 22, 2012
  76. You can assemble component parts in predefined hardware we add to the game, but not create entirely new hardware. The reason is mainly that I want this to be a game, not a tool for playing around with the DCPU-16. – Reddit, u/xNotch, October 19, 2012
  77. A proper laser gun would be fun too. Whatever you aim it at could heat up for a second or so before actually starting to take damage, so if you start getting hit by one you can still run away. – Reddit, u/xNotch, October 4, 2012
  78. If the generator is intact, you can choose to respawn in the sleep chamber near the generator. If the generator isn't intact, a friend will need to revive you, or you have to wait for everyone to die to respawn the ship. – Reddit, u/xNotch, October 4, 2012
  79. Click a keyboard or a monitor to lock input, turn view towards the connected monitor, and slightly zoom in. Escape exits. – Reddit, u/xNotch, October 4, 2012
  80. When the DCPU-16 crashes, it goes into a weird state where sequential areas of ram will get overwritten with random noise, and the opcodes take a lot longer to process. Since the monitor is memory mapped, it will blindly display this garbage data. – Reddit, u/xNotch, October 4, 2012
  81. For speed and sanity reasons, hardware gets polled 60 times per second (the game tick update interval), and 1/60th of a second was very close to the read time for a sector, so I switched it over to instantly copy an entire second in a game tick. It's a much simpler architecture to implement, and you don't have to worry about partial writes or reads. In the spec, I handwave this away by saying it protects against partial reads and writes, somehow. – Reddit, u/xNotch, October 6, 2012
  82. Interesting. Though I want music to be even rarer than in Minecraft. By which I mean not rare in quantity, but rare in the amount of time it takes for a song to build up. So mostly you would hear ambient sound effects. Think about humming of machinery, the whirring of computer fans. That stuff. Also I don't think I want to use Minecraft sound effects, haha :) – Reddit, u/C418, October 13, 2012
  83. The plan right now is to absolutely allow for private servers, and to ship the game with private server support built in. These will work similar to Minecraft servers, where you can choose to enable login verification via our servers, in which case they will need to be connected to the internet, or to skip that bit and just let anyone in, in which case they will work great for lan parties out at sea or in cabins in the woods. – Reddit, u/xNotch, October 19, 2012
  84. The number of stars will be large enough to feel large, but small enough so that players could map them all if they wanted to. – Reddit, u/xNotch, October 21, 2012
  85. Star positions will be static. A LOT of time would have to progress for any noticeable difference to show. Planets will orbit and spin, however. – Reddit, u/xNotch, October 21, 2012
  86. So now I'm switching to a simple "down is always aligned along the y axis"-model like in all other shooters, and if we need to change it in the future, we can. This involves rewriting a lot of code I already had in place, but the new code is so much shorter than the old one. – Reddit, u/xNotch, September 28, 2012
  87. Outside of the ship, the player will be able to spin around freely. If you drift through an opening in the ship, you'll spin to realign with the inside of the ship. – Reddit, u/xNotch, October 28, 2012
  88. Are you asking how it's implemented? The ship is loaded as static geometry and never moves. External forces like acceleration and impact will be implemented by applying the inverse force to everything inside the ship rather than by moving the actual ship hull. – Reddit, u/xNotch, October 28, 2012
  89. Right now you can make convex rooms with 45 degree walls, to keep the editor simple to use, and to encourage the use of multiple rooms. Rooms can have variable height and be placed on different heights. – Reddit, u/xNotch, November 21, 2012
  90. What Jonatan and I discussed more specifically was what the ship editor is responsible for, and what the player has to do in first person. We moved a lot of the stuff to first person, which makes so much more sense. The ship editor just gives to a more or less empty frame of a ship, then you have to place panels and other stuff manually in the actual game. – Reddit, u/xNotch, January 7, 2013
  91. The name is somewhat intentionally "bad", both because it's less likely to already be owned by bethesda, and as a bit of a marketing experiment on my part. We have such a vocal fan base and so many eyes on us I could get away with naming the game pretty much anything. Making it a puzzle seemed like a fun way to set the tone for the game. – Reddit, u/xNotch, April 19, 2012
  92. https://www.youtube.com/watch?v=LcwWN6jcdu8
  93. http://www.intuitor.com/hex/words.html
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