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Tree Tumblers

23 devlogs
48h 58m 56s

An open-source server plugin for an mcc-styled minecraft event

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  • Add the sorcerer kit
  • Change the armor in most kits from a helmet to boots
  • Buff swords without enchantments to stone

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DevCmb
  • Add the ninja kit. This one took the longest because I had to add a custom item for the ninja and resolve a bunch of dependency issues.
  • Made round spawning reset your fire ticks
  • Changed hud positioning for the kit indicator to be slighly more accurate (ninja is offset but im not sure theres much I can do for now)

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DevCmb
  • Add the hunter kit
  • Rebalance existing kits
  • Fix pre-round damage still applying
  • Add cleanup functions to some of the kits that lacked them
  • Add an event to test kill powers on kits

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DevCmb
  • Added the fisher kit
  • Fixed my database not working at all (most of the time was spent on this 😭)
  • Fix the kit display from being slighly offset because of rounding errors
  • Add a cleanup field to kits that gets called in between rounds
  • Sort the kit selector by the ID in alphabetic order

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DevCmb
  • Added the bomber kit which allows the player to get a nuke tnt with a high blast radius but low damage
  • Fix FAWE dependency
  • Fix debug logging not displaying the correct source line (it’d always say it comes from the DebugUtil class)
  • Actually store the outcome of a match
  • Make it so you can’t use your ability until the round starts
  • Make tnt auto light when placed

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DevCmb
  • Add the walls to the crumble game which go away after a short grace period (still doesn’t have a countdown or anything but thats for another time)
  • Added some debugging tools which allow me to trigger any game-specific event with a single command without needing to edit that command file (very barebones still)

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DevCmb

Update the cutscene system to use pigs for the player to mount instead of allowing them to fly (survivial mode players would get kicked for flying)

Also did an internal change to restructure the database file to use kotlin coroutines instead of yielding the thread whenever a database action needed to be completed

Finally, added the other 6 spawn arenas for matchups on the warfare map

Changelog

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DevCmb

Add the kit item to the hotbar while in game to allow using the ability (also add the skull for info purposes)

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Implemented the archer kit’s ability and kill effect. Also did a bunch of research on resource pack displays (can be found here) to display above your action bar what your current selected kit is.

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Make the kit selector work and create a system for managing these inventory UIs without sharing the same inventory with multiple people (oversights++)

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DevCmb

Start on the kit selector for the crumble minigame, as well as an internal system for creating itemstacks with left and right click actions to save myself a lot of hassle whenever I need to trigger some event off an item click

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DevCmb

Update the engine for team spawning. Also added the crumble specific stuff for map spawning.

This devlog took so long because I was trying to make a repeatable system for spawns instead of just passing it off to an abstract method. This is ridiculous because each game would have its own spawning rulesets instead of being consistent.

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Update the cutscene system to properly display the chat message, add the first step of the crumble cutscene, and add a world saver so I can actually save the maps without needing to do it manually

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Started on the cutscene system that plays before a game to explain rules and whatnot.

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Add a simple map loading system that uses kotlin coroutines to minimize latency

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Start the general game engine systems I’ll use to make the rest of the games

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Add a team assignment command and tweak the db structure a bit to make it so you can mark a player as not whitelisted while not deleting their data

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Get the project setup with a database and teams system

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