It’s officially been two years since the Broville v11 project began. Fuck me!
We’re still going, of course. New things every day.
There are many things that still require attention, but in the end I think it will be worth it. I can say without a shadow of a doubt nothing like this has been done in Minecraft before.
Thanks for sticking with us!
Hello everyone! Despite some recent distractions on my part (Diablo 3: Reaper of Souls and Dark Souls 2) things are still progressing in Broville at their usual rate (glacial pace).
My Tumblr is much more frequently updated with new material, so look there if you are wondering if I am dead.
Here are some misc. screenshots to play you out, keyboard cats.
We finally launched the Broville v11 demo in December and the reception has been bretty gud. It has over 1200 downloads which I think is fair for something we didn’t promote very hard outside our existing “community”.
Progress since the demo has more or less been the same. New things coming up here and there including an entirely new area of town called Braudling County.
Of course an entirely new neighbourhood needed the appropriate infrastructure put in place to access the rest of the city, so a bridge spanning the bay was installed to connect it. The bridge also provides easier access to the airport. Some of you are saying, “Oldshoes, you said there would never be a big bridge!” and you’re right, but I changed my mind. Doing it also allowed for this wicked overpass to be made:
Other new developments include a full Chinatown (at the base of the bridge on the downtown side), a botanical garden, an “Easter Island” inspired island, as well as all the usual new building here and there.
I’ve been thinking about how best to proceed with Broville and it’s distribution. With the highly anticipated demo of the year coming on December 25th, I need to start getting together some kind of platform that’s a bit more professional than just a link to Mediafire. I also need to think about suitable alternatives because the file size of the full map is well over 200mb, most free hosting site’s file size limit.
Ideally I want to have the download on my own host, as well as utilize a torrent. I think giving people the choice of preferred download method is good and if people wanna be cool they can seed the map for others.
In terms of actual progress on that map things have been going well. We have a few new builders lately, LordDescole and Bickerteeth who have been making some nice additions. Golonka, another one of the more newer builders, has been a huge
problem asset to the team with many great contributions.
My plan is to update this blog more often with more details about what’s going on in Broville, so you’ll actually have a reason to come back to this website.
I will leave you with some screens.
Let me break it down:
I don’t know!
Having said that, I’m feeling optimistic that it will be finished! Whenever that may be.
Things are progressing at an acceptable rate. We have the mountains finally coming together (thanks you to yours truly), a large neighbourhood near the university, several large developed ~secrets~, and a surprising amount of interiors complete. There is still a lot to do.
As you can see on the map there’s a big empty flat space in the middle of the continent. This is going to be the farm area. Rolling fields of crops, livestock, barns, silos, all that kind of shit. I figure we’ll get cracking on that area when 1.6 comes out, adding horses and the hay bail block. We already have a line of rail running through the area that connects to the port to expand off of. There’s already a small farm community in a bend in the river that has a few small houses/fields.
I’ve spent a lot of time on the mountains. Using Voxel Sniper I’ve been able to turn the large pile of mashed potatoes that Thoth so nicely put together for me into majestic, sweeping, and breath-taking vistas with wide valleys.
We’re not quite there yet, but we’re getting closer.
The end is near!
Oh boy. What a disaster the SimCity (5) launch has been. Lost cities due to servers not syncing, servers plain old not working, removing game features to try to alleviate server stress, buggy gameplay and graphics, shitty AI, the fact that little to no processing of the city simulation is done server side (removing the need to be “always online”), abysmal city sizes, and so much more that I can’t bear to think about another moment!
There is one thing however that is the real icing on this shit cake for me and that is this:
There are these very visible grid lines on any park lot that uses that particular grass texture (I would say almost all of them). No, these are not a poor representation of a trimmed lawn, there is a trimmed lawn texture on the Town Hall building. This is just a fucked up and fucking lazy texture job. This was present in both betas (I hesitate to call them betas, more like shitty demos) and, colour me shocked, not fixed for release.
Initially I gave it the benefit of the doubt and thought perhaps my graphics drivers were outdated, I did after all get the warning before starting the game for the first time that they were outdated. I updated my drivers and what do you know, there they still are. I then thought perhaps it was just me experiencing some sort of strange glitch, but then I started looking at screenshots others posted of their cities. I don’t think I need to tell you my absolute shock, disappointment, and utter sadness to see that everyone else had these lines in their grass.
I can trudge through the awful zoning and building placement, I can pretend to ignore the awkward grass patches and dirt border between high (and all for that matter) density buildings, I can sigh my way through a traffic jam caused by a garbage truck that in turn makes my entire city burn down because firetrucks are stuck behind it, but these fucking lines in the park is literally the line that broke the mayors back.
As I write this tragedy by candle light, EA is bathing in the money of suckers who wanted to play, what they thought, was going to be the best thing since SimCity 4. I want to like this game, I really do, but it’s so fucked right now I’m not sure what EA/Maxis can do to salvage it.
Since the last post about progress on Broville v11 much has happened! The city is already much larger than the entirety of v10 and growing by the day. New developments range from a dense downtown core to quiet suburbs.
The port specifically has grown considerably. Metalus has expanded the already sizable shipping dock with two dry docks, a full metal forge, and oil refinery. The port area also contains the railyard which services subway and rural rail lines. The port also has rail access to the where the mine is planned to be that supplies the metal forge.
The power plant will also be connected to the port when it’s made.
The plan is to have suburbs surrounding most of the city. We’ve already started adding in some suburb style housing near the ocean side of town. There will also be more old Broville style, densely packed together housing in some areas. The new types of fences have helped considerably with adding more detail and variety to these areas.
There are also plans for a slummier housing area near the port.
Don’t think we haven’t made any secrets either, there are already many hidden complexes, prizes and other cool things to find in a lot of different locations. We have small sewer holes leading to slum villages to massive subterranean complexes.
The map being much much larger than v10 has allowed for an entirely new level of hidden things to be found.
Work has begun on the next version of Broville. We are starting from the ground up on this one with an entirely new map and city from the previous 1-10 versions. Though it’s a new city we have plenty of ideas to incorporate the old city into this one.
We started with building the BroCorp building first because it set the scale for the rest of the city. It was decided (I made it a rule) that buildings shouldn’t be higher than the bottom of the sign (y124) and larger base (over 25^3). We wanted the larger buildings downtown to be more “modern” than most of the other buildings so we rigged all the floors to be fully lit by redstone lamps. The end plan for all that is to be able to toggle the lights of a building floor by floor which we think would be pretty neat.
In total there are eight usable floors in the tower. It’s not many, but each floor is large enough to accommodate plenty of detail. Floors range from being cramped cubicles to spacious executive private offices on the higher floors. With the addition of the inverted stairs and steps we have been able to make things that at least look a little bit more like desks rather than a few full bricks. It’s still hard to really pull of desktop computers without a extensive reskin of one type of rarely used block, which we would very much rather avoid.
There is a tight catwalk and maintenance area for the space that contains all the lights behind the BroCorp sign. Below this area through a glass roof sits a “server room” that’ is “cooled by the clouds”. Since clouds still pass through buildings (still) it’s kind of a write off for anything office related so we decided that a server room would be a good use of the space. Above the catwalk is the main office which has a window looking out of one of the R’s in the exterior sign.
There is still much to be done but progress on the city has gone very well over the past week. We are still fleshing out the downtown area as well as beginning an industrial seaport. There are many ideas being thrown around so I won’t comment on what we will or won’t be making right now but I know it will be fuckin sweet.
I made some new renders of the Brototype build. I added some more as well as some other renders to the gallery.
With 1.3 quickly approaching I hope to wrap up this build and get it out for the patch. After that comes the process of looking for a new map to start the new Broville in. The jury is still out on what the name of the new map will be. There have been a few suggestions but nothing permanent.