Thank you! The way I implemented the theme of speed was with the definition being more like velocity than fast, if that makes sense. You have to find the correct velocity, or speed, for each part of each level. It's not about being speedy. It's about finding the right speed for the situation. In my opinion, this fits much better with the theme "Speed is Key", since every level is like a lock, and the speed at which you go through it is a key. About it being too easy to die, I'm not sure what I would need to fix to make it less so. Thank you for the comment!
DustBeam
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Hey watabou! I just want to say first, these tools are absolutely amazing! I used this along with the village generator and alot of other tools to make cool towns in Minecraft. In the process of doing so, I found some things that would make the viewer (and specifically the export as obj function) a lot more useful if added. I'm not sure how many of these you have already heard, but it's worth a shot.
First, the paths. I noticed that a lot of the things shown in the viewer don't actually show up in the obj export, but the paths stuck out to me as something essential to the layout of the towns that just wasn't there. So, whether its just a few connected points showing where the paths are supposed to go, or fully wide like shown in the viewer, implementing that would help quite a bit.
In a similar vein to the paths, it would be useful if water features could also be exported. Though, they may look similar to paths, so that's where this next point comes in.
It would be nice if there was an option when exporting to have the roofs, house walls, town walls, and possibly path and water exported separately, whether that be as different obj files or as different objects in the file; I'm not exactly sure how obj files work. This is because, if you try to import the file into Blender or another 3d modeling program, you currently have to manually seperate all of the parts to change their color or material.
Chimneys would be another great addition, but purely for aesthetic. They could probably be populated onto the roofs somewhat similarly to trees.
Another slight quality feature would be an option to randomize the roof type and pitch for each individual house. This would make them look slightly more realistic and interesting to look at.
Similarly, changing the size of windows on each house would be a great feature to add. This has the same reasoning as the previous suggestion.
On the topic of windows, I thought it was kind of odd how there is an option for what percent of windows are lit, but not for how many windows in general there are. It would work basically the same I think, just removing a certain percent of the windows. This also has the same realism and interest reasoning.
Just one more thing about windows. This may or may not be a bug, I'm not sure, but in the obj export, windows that were lit become holes in the wall. I thought this might be a bug because the unlit windows still had geometry.
This one you've probably heard a hundred times, but it would be nice if there was an option to have something like the mansion generator implemented into this to give the houses more interesting shapes in 3d. I know you can do something similar with singular houses in the city generator, but having the option to do that in bulk would add a whole new layer of depth.
Wow this got a lot longer than I was intending, sorry about that! Thank you for reading this, have a nice day!