Minecraft PC IP: play.cubecraft.net

Click Greatness

Well-Known Member
Jan 23, 2021
605
615
99
Greatness
www.youtube.com
r those unique players?

“We know what the community wants”
Adds another RPG
View attachment 205492
Yes ok amazing def what the community wanted most 😃👍
Will admit, the 2 million definitely isn’t unqiue players. However, u can’t even deny that the spring rpg wasn’t a huge hit that paved the way for magic and mayhem. I feel those who voted for more rpgs are a lot more hardcore fan of CubeCraft and the rpg format, while the general public believes updating current games is the way to go ( but like c’mon, that ain’t gonna get CubeCraft that many new players. Sad)

But tbh, if they were planning a lot more rpgs they would’ve said it at the end of this post, so I think they’ve probably got 1 more already planned, and then they’ll be done with the formula :(
 

josepadgui

Well-Known Member
Mar 26, 2021
872
1,151
129
19
Cordoba, Spain
Pronouns
He/Him
View attachment 205485


Hello fellow CubeCrafters! 👋

Welcome to this new Behind the Cube thread, where we will be talking all about Magic & Mayhem!
After the Spring RPG, we learned a lot about what the community wanted to see and we all worked really hard to make this an even better game, with many more things to explore and try out! ✨


📚 The Story

Within this project, the first thing we talked about was the storyline. What did we think would look cool, how could we jump in on small ideas we had, how are we able to present this best to players and how is everything going to flow together as one storyline? It took us a lot of planning and outside of meetings, the lead writers of the story would spend a lot of time in calls together, planning everything out in detail.

The page where the Storyline for this RPG was written contains a total of 2585 words! (🤯) This page includes ideas and final ideas that were actually put into the RPG! As you can see by the way everything is written, this is written as a concept and not a final product. We would discuss these in meetings and once it was greenlit, it would be worked out on a different board in our workspace.

Dialogue-wise, there were approximately 118 NPCs across 3 worlds, and then of course The Conjurer! 🧙‍♂️
The tutorial alone, dialogue-wise, contains around 1500 words (including Cubit, everyone loves Cubit)!

View attachment 200327View attachment 200328


🎙️ The First Meetings

All projects have to start somewhere, and one way to do that is through meetings! Starting off with 1 meeting a week, and quickly moving on to 2 meetings a week, even going up to 3/4 meetings as we were getting closer to the deadline. 😲

Meetings are and will always be extremely important to make everyone within a project work together in harmony, and that's why we put a lot of effort into those meetings, sharing all the things we had done over the past week!
Not only were these meetings filled with talks about what we'd done, but we would also share ideas we had about the game that we would potentially be able to add. Very fun meetings if you ask me! 👀

Here you can see a quick screenshot of a meeting that was about to start. Some early birds were discussing fun ideas, cracking a smile. 🐦

View attachment 200309


🧟‍♂️ The Custom Mobs

Custom models on Java, who would've thought it was possible! Not only did we make these inanimate models walk around, but we also managed to get them to attack players, take damage, and even use custom attacks.
During the first meetings where we discussed this idea, we realized it wouldn't be easy and it would turn out to be an extremely complicated system. 🏗️

Below you will find the very first version of the system working, where you can see a model in Java walking up to the player, and breaking apart after getting killed. ⚔️



⚙️ Performance Issues

The system behind these custom mobs on Java ended up being very complex and involved the usage of many armor stands. Unlike Bedrock where each mob has its own model and texture which is handled like any other mob within the game, on Java that does not exist. The solution we came up with, involved us using lots of armor stand entities which we found to be quite heavy on performance for players. 📉

How did we get around this? Our original plan was to reduce how close you had to be to the entity so it would show up on your screen, but we quickly realized that this would only help to a certain extent unless we were to make this number very low which would adversely affect the playing experience. 📈


We realized that having the entity visibility range at a reasonable level not be sufficient, so this led to the creation of an entity culling system. In most games this is typically implemented on the client, but Minecraft's clientside culling system only goes so far. With our system, any time an entity moves behind a block or is no longer visible to a player, the culling system informs the Minecraft client that the entity is no longer visible and results in the client then hiding the entity. 🎉

The video shown above is a very early version of the culling system. As you can see the entities pop in and out of the player's visibility as they move behind and in front of the blocks. This system was later polished much more to where this "popping in" is nowhere near as visible and was later applied to the entire network on both Bedrock and Java. We noticed games such as FFA, EggWars and the lobby have a lot of entities throughout and we noticed that many players reported performance issues in these games due to the high number of entities or players in them. 🤾‍♂️


🏗️ The Builds

Communication between the builders and writers was extremely important to all of us, so calls would be organized twice a week with all builders to talk about the storyline and how it would flow together with the builds. Even though we knew what we wanted to see storyline-wise, we still gave them a lot of freedom. The builders would oftentimes come up with their own ideas, showing the writers stuff they wanted to build into the world.

First off, we have the building of Quintenia!

View attachment 200331


Next up, there's Yhornheim!

View attachment 200334

View attachment 200335

Yup, it started off as just some stone here and there! Look at what it turned into! 😍


And then we have Alunore!

View attachment 200336


View attachment 200337


✨ The Wands

Another interesting and quite complicated mechanic that we've added to this RPG is the wands! The very first working version of this wands system is presented in the video below. Many changes, additions and feedback later, we've got 5 elemental and fully working wands! :pun:


That compared to the final product... 👀
I guess you can say we've made quite some progress!



🧙‍♂️ Interesting Data

Now moving onto the interesting data for this project, where I'll be showing off some interesting pieces of data.
Starting off!

We had a total of 2,057,667 players joining Magic & Mayhem! 😲
654,430 players finished the Tutorial!
Only 33,571 players managed to defeat the Conjurer. Was he that scary? 👀
26,019,131 quests were completed amongst all worlds!
And a grand total of 42,748,548 attributes were upgraded, 7,685,677 of which are Max mana upgrades!


:heart: Thank you!

We would, once again, like to thank everyone for playing and enjoying the Magic & Mayhem RPG! We can't thank you guys enough and we hope to be able to provide you all with many more cool things! ♥️
3 montes after it was announced, the promised behind the cube is here. You did a great work with magic and mayhem guys, but you sadly removed it in a very early stage of the game.
 
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xHappyMood

Forum Expert
Apr 10, 2020
993
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The Land Of Pigs
I feel those who voted for more rpgs are a lot more hardcore fan of CubeCraft
:doubt:
while the general public believes updating current games is the way to go ( but like c’mon, that ain’t gonna get CubeCraft that many new players. Sad)
updating and fixing current games isn't about suddenly getting loads of new players, it'll stop ppl who have played cubecraft for ages from leaving the server cuz nothing is happening and the same bugs keep happening over and over
 
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Click Greatness

Well-Known Member
Jan 23, 2021
605
615
99
Greatness
www.youtube.com
:doubt:

updating and fixing current games isn't about suddenly getting loads of new players, it'll stop ppl who have played cubecraft for ages from leaving the server cuz nothing is happening and the same bugs keep happening over and over
True, but I think new players should be a priority over keeping older players satisfied IMO. While older players are more loyal and stuff, new players is CubeCraft’s only way to make it to the top and stay up there.
 

Click Greatness

Well-Known Member
Jan 23, 2021
605
615
99
Greatness
www.youtube.com
M
It is unique players.

You only saw the concurrent player count but over the course of a month, that's a lot of people switching in and out, it's not the same 8000 people playing the whole time.
My bad for spreading misinformation, but that’s crazy to me. CubeCraft as server advertises themselves as a server with over 10 million unique players ( unless it’s actually way more and they just haven’t updated it. I’m talking abt how it says that on the partner program requirements page), 2 million in the course of a month is wayyyyyyyy more than I expected. I’d have guessed 250 thousand unique players.

Btw the updated lobby icon in the Bedrock games navigator didn’t go through, its still the old one.
 

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playzer100

Member
Jan 2, 2022
1
0
2
37

Shmee1501655 said: I still don't think Cubecraft should have removed magic mayhem. All that good work just thrown away. I never got the chance to complete it.​

reply:


Playzer100: ya i think they should've kept magic and mayhem
 
Jan 7, 2022
4
0
2
24
It was such a fantastic experience and getting to learn the behind of scenes is even more magical! Honestly, a beautiful creation! <3
is this real and is it free and when is it realeased and plz no pvp i dont like pvp i like team games and fight monsters
 

fallengamer

Member
Jan 20, 2021
4
5
9
24
View attachment 205485


Hello fellow CubeCrafters! 👋

Welcome to this new Behind the Cube thread, where we will be talking all about Magic & Mayhem!
After the Spring RPG, we learned a lot about what the community wanted to see and we all worked really hard to make this an even better game, with many more things to explore and try out! ✨


📚 The Story

Within this project, the first thing we talked about was the storyline. What did we think would look cool, how could we jump in on small ideas we had, how are we able to present this best to players and how is everything going to flow together as one storyline? It took us a lot of planning and outside of meetings, the lead writers of the story would spend a lot of time in calls together, planning everything out in detail.

The page where the Storyline for this RPG was written contains a total of 2585 words! (🤯) This page includes ideas and final ideas that were actually put into the RPG! As you can see by the way everything is written, this is written as a concept and not a final product. We would discuss these in meetings and once it was greenlit, it would be worked out on a different board in our workspace.

Dialogue-wise, there were approximately 118 NPCs across 3 worlds, and then of course The Conjurer! 🧙‍♂️
The tutorial alone, dialogue-wise, contains around 1500 words (including Cubit, everyone loves Cubit)!

View attachment 200327View attachment 200328


🎙️ The First Meetings

All projects have to start somewhere, and one way to do that is through meetings! Starting off with 1 meeting a week, and quickly moving on to 2 meetings a week, even going up to 3/4 meetings as we were getting closer to the deadline. 😲

Meetings are and will always be extremely important to make everyone within a project work together in harmony, and that's why we put a lot of effort into those meetings, sharing all the things we had done over the past week!
Not only were these meetings filled with talks about what we'd done, but we would also share ideas we had about the game that we would potentially be able to add. Very fun meetings if you ask me! 👀

Here you can see a quick screenshot of a meeting that was about to start. Some early birds were discussing fun ideas, cracking a smile. 🐦

View attachment 200309


🧟‍♂️ The Custom Mobs

Custom models on Java, who would've thought it was possible! Not only did we make these inanimate models walk around, but we also managed to get them to attack players, take damage, and even use custom attacks.
During the first meetings where we discussed this idea, we realized it wouldn't be easy and it would turn out to be an extremely complicated system. 🏗️

Below you will find the very first version of the system working, where you can see a model in Java walking up to the player, and breaking apart after getting killed. ⚔️



⚙️ Performance Issues

The system behind these custom mobs on Java ended up being very complex and involved the usage of many armor stands. Unlike Bedrock where each mob has its own model and texture which is handled like any other mob within the game, on Java that does not exist. The solution we came up with, involved us using lots of armor stand entities which we found to be quite heavy on performance for players. 📉

How did we get around this? Our original plan was to reduce how close you had to be to the entity so it would show up on your screen, but we quickly realized that this would only help to a certain extent unless we were to make this number very low which would adversely affect the playing experience. 📈


We realized that having the entity visibility range at a reasonable level not be sufficient, so this led to the creation of an entity culling system. In most games this is typically implemented on the client, but Minecraft's clientside culling system only goes so far. With our system, any time an entity moves behind a block or is no longer visible to a player, the culling system informs the Minecraft client that the entity is no longer visible and results in the client then hiding the entity. 🎉

The video shown above is a very early version of the culling system. As you can see the entities pop in and out of the player's visibility as they move behind and in front of the blocks. This system was later polished much more to where this "popping in" is nowhere near as visible and was later applied to the entire network on both Bedrock and Java. We noticed games such as FFA, EggWars and the lobby have a lot of entities throughout and we noticed that many players reported performance issues in these games due to the high number of entities or players in them. 🤾‍♂️


🏗️ The Builds

Communication between the builders and writers was extremely important to all of us, so calls would be organized twice a week with all builders to talk about the storyline and how it would flow together with the builds. Even though we knew what we wanted to see storyline-wise, we still gave them a lot of freedom. The builders would oftentimes come up with their own ideas, showing the writers stuff they wanted to build into the world.

First off, we have the building of Quintenia!

View attachment 200331


Next up, there's Yhornheim!

View attachment 200334

View attachment 200335

Yup, it started off as just some stone here and there! Look at what it turned into! 😍


And then we have Alunore!

View attachment 200336


View attachment 200337


✨ The Wands

Another interesting and quite complicated mechanic that we've added to this RPG is the wands! The very first working version of this wands system is presented in the video below. Many changes, additions and feedback later, we've got 5 elemental and fully working wands! :pun:


That compared to the final product... 👀
I guess you can say we've made quite some progress!



🧙‍♂️ Interesting Data

Now moving onto the interesting data for this project, where I'll be showing off some interesting pieces of data.
Starting off!

We had a total of 2,057,667 players joining Magic & Mayhem! 😲
654,430 players finished the Tutorial!
Only 33,571 players managed to defeat the Conjurer. Was he that scary? 👀
26,019,131 quests were completed amongst all worlds!
And a grand total of 42,748,548 attributes were upgraded, 7,685,677 of which are Max mana upgrades!


:heart: Thank you!

We would, once again, like to thank everyone for playing and enjoying the Magic & Mayhem RPG! We can't thank you guys enough and we hope to be able to provide you all with many more cool things! ♥️
Is this coming back?
 
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Niklas E

Member
Jan 22, 2022
4
3
4
Norway
when I got to the Conjurer (on Nintendo Switch) I always disconnected so I gave up after trying 10 to 15 times and never got to complete the game😢
 
  • Sad
Reactions: Dont kill
Jan 27, 2022
1
0
2
23
View attachment 205485


Hello fellow CubeCrafters! 👋

Welcome to this new Behind the Cube thread, where we will be talking all about Magic & Mayhem!
After the Spring RPG, we learned a lot about what the community wanted to see and we all worked really hard to make this an even better game, with many more things to explore and try out! ✨


📚 The Story

Within this project, the first thing we talked about was the storyline. What did we think would look cool, how could we jump in on small ideas we had, how are we able to present this best to players and how is everything going to flow together as one storyline? It took us a lot of planning and outside of meetings, the lead writers of the story would spend a lot of time in calls together, planning everything out in detail.

The page where the Storyline for this RPG was written contains a total of 2585 words! (🤯) This page includes ideas and final ideas that were actually put into the RPG! As you can see by the way everything is written, this is written as a concept and not a final product. We would discuss these in meetings and once it was greenlit, it would be worked out on a different board in our workspace.

Dialogue-wise, there were approximately 118 NPCs across 3 worlds, and then of course The Conjurer! 🧙‍♂️
The tutorial alone, dialogue-wise, contains around 1500 words (including Cubit, everyone loves Cubit)!

View attachment 200327View attachment 200328


🎙️ The First Meetings

All projects have to start somewhere, and one way to do that is through meetings! Starting off with 1 meeting a week, and quickly moving on to 2 meetings a week, even going up to 3/4 meetings as we were getting closer to the deadline. 😲

Meetings are and will always be extremely important to make everyone within a project work together in harmony, and that's why we put a lot of effort into those meetings, sharing all the things we had done over the past week!
Not only were these meetings filled with talks about what we'd done, but we would also share ideas we had about the game that we would potentially be able to add. Very fun meetings if you ask me! 👀

Here you can see a quick screenshot of a meeting that was about to start. Some early birds were discussing fun ideas, cracking a smile. 🐦

View attachment 200309


🧟‍♂️ The Custom Mobs

Custom models on Java, who would've thought it was possible! Not only did we make these inanimate models walk around, but we also managed to get them to attack players, take damage, and even use custom attacks.
During the first meetings where we discussed this idea, we realized it wouldn't be easy and it would turn out to be an extremely complicated system. 🏗️

Below you will find the very first version of the system working, where you can see a model in Java walking up to the player, and breaking apart after getting killed. ⚔️



⚙️ Performance Issues

The system behind these custom mobs on Java ended up being very complex and involved the usage of many armor stands. Unlike Bedrock where each mob has its own model and texture which is handled like any other mob within the game, on Java that does not exist. The solution we came up with, involved us using lots of armor stand entities which we found to be quite heavy on performance for players. 📉

How did we get around this? Our original plan was to reduce how close you had to be to the entity so it would show up on your screen, but we quickly realized that this would only help to a certain extent unless we were to make this number very low which would adversely affect the playing experience. 📈


We realized that having the entity visibility range at a reasonable level not be sufficient, so this led to the creation of an entity culling system. In most games this is typically implemented on the client, but Minecraft's clientside culling system only goes so far. With our system, any time an entity moves behind a block or is no longer visible to a player, the culling system informs the Minecraft client that the entity is no longer visible and results in the client then hiding the entity. 🎉

The video shown above is a very early version of the culling system. As you can see the entities pop in and out of the player's visibility as they move behind and in front of the blocks. This system was later polished much more to where this "popping in" is nowhere near as visible and was later applied to the entire network on both Bedrock and Java. We noticed games such as FFA, EggWars and the lobby have a lot of entities throughout and we noticed that many players reported performance issues in these games due to the high number of entities or players in them. 🤾‍♂️


🏗️ The Builds

Communication between the builders and writers was extremely important to all of us, so calls would be organized twice a week with all builders to talk about the storyline and how it would flow together with the builds. Even though we knew what we wanted to see storyline-wise, we still gave them a lot of freedom. The builders would oftentimes come up with their own ideas, showing the writers stuff they wanted to build into the world.

First off, we have the building of Quintenia!

View attachment 200331


Next up, there's Yhornheim!

View attachment 200334

View attachment 200335

Yup, it started off as just some stone here and there! Look at what it turned into! 😍


And then we have Alunore!

View attachment 200336


View attachment 200337


✨ The Wands

Another interesting and quite complicated mechanic that we've added to this RPG is the wands! The very first working version of this wands system is presented in the video below. Many changes, additions and feedback later, we've got 5 elemental and fully working wands! :pun:


That compared to the final product... 👀
I guess you can say we've made quite some progress!



🧙‍♂️ Interesting Data

Now moving onto the interesting data for this project, where I'll be showing off some interesting pieces of data.
Starting off!

We had a total of 2,057,667 players joining Magic & Mayhem! 😲
654,430 players finished the Tutorial!
Only 33,571 players managed to defeat the Conjurer. Was he that scary? 👀
26,019,131 quests were completed amongst all worlds!
And a grand total of 42,748,548 attributes were upgraded, 7,685,677 of which are Max mana upgrades!


:heart: Thank you!

We would, once again, like to thank everyone for playing and enjoying the Magic & Mayhem RPG! We can't thank you guys enough and we hope to be able to provide you all with many more cool things! ♥️
Can this please come back? This was the most fun thing ever on cubecraft.
 
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