![]() ![]() ![]() Of course, that would be a risky strategy if you played by the rules of Avatar Block War, where bullets instantly destroy blocks you lay down. But who knows, maybe what Call of Duty really is missing is the ability to build a giant cock-shaped statue in the middle of a fire fight. Capture the flag or territorial control might make more sense, but all that counts in Avatar Block War is the body count. At the very least, it doesn’t work as a kill-count driven game. This was their first mistake, and leads into mistakes 2 through 285,195,106,344. Yet.Īvatar Block War tries for the sandboxy-feel of Minecraft, but aims to be more of an arena shooter of sorts. And yea, I say that a lot, but it’s not my fault you guys keep lowering the bar the way you do.īubbles Bubbles everywhere, but not a drop to drink. It is so bad that I think it might be the worst XBLIG I’ve played yet. That and it’s a buggy, crappy, glitchy, shitty, badly conceived piece of shit. I have no problem with that here: Avatar Block War is a soulless cash-in. I’ve tried to avoid using terms like “soulless” and “cash-in” as it relates to Xbox Live Indie Games. They make after-school specials about this stuff, you know!īut if Minecraft is anything remotely like Avatar Block War, I have nothing to fear. Quite frankly, all you people like Nate Graves and Tim Hurley who keep telling me to give it a try because all cool kids are doing it are evil. And props to me for recognizing that and accepting that with certain games, temperance is the only solution for me. Zombies, and Bejeweled, and Peggle, etc, etc. I lost nearly a full year to World of Warcraft, another few months to the Sims, a few months to Roller Coaster Tycoon, and Plants vs. When it comes to PC gaming, I have an addictive personality. You won’t hear me calling it “Minecrap” or bitching about the endless clones of it that fill up the Xbox Live Indie Game marketplace like pimples on the face of a 14-year-old Hershey enthusiast. ![]() No, I’m not avoiding it for the sake of being that one person who always has to thumb their nose up at whatever the current bandwagon is. While I’ve confirmed that the client won’t perform gravity calculations when falling sand entities are riding another entities, more work will need to be done to determine the amount of stress this would place on the client.Nope, I still haven’t played Minecraft. Imagine an ship that flew around in real time, or flexed with a TNT explosion. Should this idea work out, plugins could take advantage of it to create new dynamic structures. Additionally, armor stands could be used for greater flexibility, by making them wear blocks on their head, or hold them. Because client-side gravity is performed for them, they’ll need to be riding some small, gravity-unaffected entity (bats and arrows come to mind). The premise of my idea is this: Falling sand/block entities are used to replace the actual blocks in a structure. By its nature, this design is slow, prevents any kind of real-time flying or combat, and can cause issues with old blocks still being rendered by the client after a ship is teleported. I’ve seen a few different airship/planes plugins for Bukkit, and they all seemed to work on the same idea - some region of blocks is teleported at some interval. I might work on implementing some version of it in the future, however, anyone who wants to should feel free to work on it themself. This is an idea for a plugin or library that I’ve had. ![]()
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