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Parkour Playground

19 devlogs
39h 30m 15s

An open-source plugin to run a parkour server on Minecraft 1.21.11

This project uses AI

AI was used for cleaning up messy code and working with annoying position math

Demo Repository

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A bunch of bugfixes I noticed when doing a final playtesting round

Changelog

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Make the starting block crumble to prevent AFK players from just stalling out the game. Also added a bunch of documentation and a really in-depth setup guide.

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Added elimination to the game, finally closing the game loop to be played infinitely. There are surely some issues still (leaving doesn’t eliminate the player, the modifier system still doesn’t exist, etc), but for now, the actual loop is finished!!!

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Added a system where obstacles crumble away after a certain amount of time. This is going to be used for eliminating players, progressively getting faster and faster.

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Add a sidebar to display scores and obstacles completed. With this also comes an objective display system for the player ui delegate so thats why the time isn’t like 30 minutes. also internal changes woohoo!

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Add a scoring system and do more internal changes as per usual

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Add a better debugging structure, an indicator for the items you’re given for a specific course, and migrate from worldedit to FastAsyncWorldEdit (FAWE) since its way faster

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Made the different obstacle types give their respective items, as well as a bunch of tiny changes here and there, but thats to be expected because I never hone in on one thing per devlog lol

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Added individual stepping of obstacles. Currently there’s only one for testing sake, but im going to add more, as well as some for elytra, riptide tridents, etc.

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Added the pregame countdown, gate opening, and a loop reset command to make testing a bit easier. Hopefully obstacle generation is next

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Add a requirement to obstacle saving where a start and end line must be determined via a line of diamond and redstone blocks. This’ll make it a hell of a lot easier to position when it comes time to need to load the obstacles

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Add a subcommand to the obstacle command that lets me load the saved obstacles

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Got a command set up where I can export worldedit selections to schematic files for later implementation. Also did some internal work here and there.

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Added LiteCommands to get some debugging utilities to make template worlds easier to view and edit (editing coming soon trust)

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Get world creation and deletion working, along with removing the multiverse core implementation (with caused this devlog to have way too much time). Also did a bit for the actionbar UI system, but didn’t get really anywhere.

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Start the game loop and add the bossbar UI system to display bossbars and reserve space based on their height

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Do a lot of research and development on a UI system that abuses minecrafts spacing to offset the text negatively, but ultimately I couldn’t figure it out entirely. Along with this brings a better actionbar system

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Setup some basic listeners and do some packet manipulation to give the player hunger and hardcore hearts. Both of these are hidden in a resource pack so they appear as if nothing is there.

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Set up the project with basic boilerplate

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