Hermitcraft S10#8: Making Frogger In Minecraft
Summary
TLDRThe video script details a player's extensive project in Minecraft, focusing on building and improving a complex game inspired by 'Frogger'. The player discusses various aspects of the game design, including the creation of a trident farm, the implementation of a seven-segment display for scoring, and the use of redstone components. Challenges faced include managing the game's difficulty, ensuring player engagement, and the technicalities of redstone circuitry. The script also covers the player's interactions with the Minecraft community, such as investing in resources and shopping at new in-game stores. The player's commitment to the project is evident, despite the time-consuming nature of the build and the occasional mysterious in-game occurrences, like an invisible block causing damage.
Takeaways
- đ The speaker discusses the progress of their building project, mentioning the addition of a roof and other structural elements.
- đŖ They mention creating a trident farm with a system that collects tridents and prevents the entities from despawning.
- đĄ The speaker talks about various redstone contraptions, including a mechanism that directs tridents to a target block.
- đ They discuss issues with their minecart system, including a leak and the need to patch redstone.
- đĸ The speaker experiments with adding turtles to their water feature, considering their impact on gameplay.
- đĸ They construct a seven-segment display using lamps and black terracotta for a mini-game, which took significant time to design.
- đī¸ The speaker visits newly opened shops in the shopping district, considering investments and purchases for their projects.
- đ They discuss the management of their in-game economy, including the sale of items and the tracking of their diamond earnings.
- đĻ The speaker receives mail from another player, which includes a humorous exchange about shocker boxes and a lifetime supply deal.
- đŽ They return to working on their Frogger game, detailing the gameplay mechanics and the player's interaction with the game environment.
- â° The speaker contemplates the addition of a timer and scoring system to their game, aiming to balance difficulty and player engagement.
Q & A
What is the main project being discussed in the transcript?
-The main project being discussed is the development of a Frogger game in Minecraft, which includes various elements such as a seven segment display, a scoring system, and a shop.
Why is the speaker concerned about the roof in the beginning of the transcript?
-The speaker is concerned about the roof because it is missing, which they mention as being unimportant to others, but they still plan to add it for completion.
What is the purpose of the tridents in the minecart system?
-The tridents in the minecart system serve as a storage mechanism to prevent them from despawning. They can be killed by the player to obtain items, such as tridents, which drop at a certain rate.
What is the significance of the ravagers in the Frogger game?
-The ravagers are used as obstacles in the Frogger game. They move along minecart tracks and create a challenge for the player to avoid them while trying to reach the end of the level.
How does the speaker plan to implement the scoring system in the Frogger game?
-The scoring system is planned to be implemented using a seven segment display made out of lamps and black terracotta. The timer will add to the player's score when they reach the end of the level.
What is the role of the turtles in the Frogger game?
-The turtles are added as a decorative element to the water section of the game. The speaker speculates that they might interact with the drip leaf in a way that could affect gameplay.
What is the speaker's strategy for managing the ravagers' movement in the game?
-The speaker has implemented five mini loops instead of one main loop to control the ravagers' movement. This allows for better control over when the ravagers are released and reduces the chance of them running into each other.
What is the speaker's approach to making the game more accessible for viewers?
-The speaker plans to create a glass room on the side of the game where other players can watch the gameplay and hang out without distracting from the main game.
What is the speaker's concern regarding the side areas of the game?
-The speaker is concerned about filling the side areas with content that does not steal focus from the main game. They decide to use very bland and basic elements to avoid distraction.
How does the speaker plan to handle the end of the game scenario?
-The speaker plans to have the player drop down to the end of the game where they rescue a frog. The player's health is reduced to a point where they can be one-hit killed, and landing on a pressure plate will close the gate and add to the score.
What is the speaker's strategy for obtaining necessary resources like Redstone for the Frogger game?
-The speaker visits various shops opened by other players on the server to purchase Redstone and other required materials for the game's development.
Outlines
đĄ Roofless Building and Trident Farm Planning
The speaker discusses the lack of importance of a roof in their building project, mentioning a month-long period without one unnoticed by others. They express excitement about a future project involving a river, waterfall, and possibly a sewer system. The main focus, however, is on the Trident farm. The farm is designed to store drowned mobs in minecarts to prevent despawning, which the speaker can then kill for tridents. The farm has a trident drop rate of about 8%, and the speaker plans to improve the system and collect the tridents for later use in a mini-game.
đšī¸ Game Development: Frogger Inspired Mini-Game
The speaker details the development of a Frogger-inspired mini-game. They discuss the changes made to the game's mechanics, such as replacing the main loop with five mini loops for better control and difficulty balancing. The ravagers in the game are released through a system of randomizers, which vary the release time and add unpredictability. The speaker also talks about adding player lives, drip leaf for control, and lily pads for resting. They mention the use of seven-segment displays made from lamps and black terracotta for showing scores, timers, and lives in the game.
đ ī¸ Building and Designing a Seven Segment Display
The speaker describes the process of designing and building a seven-segment display using Minecraft's redstone mechanics. They chose lamps and black terracotta for the display and faced challenges in compacting the design, especially for the number seven. The display is designed to show scores, timers, and lives, with the score being the timer value added at the end of the game. The speaker also discusses the use of packed ice for a sky-like ceiling and the installation of the display, which took six hours to design.
đ Redstone and Resource Management in Minecraft
The speaker talks about their experience gathering redstone and other resources for the Frogger game. They mention the convenience of a newly opened shop that sells redstone and various components needed for the game. The speaker also discusses the investment aspect of the game, where they invest diamonds for a stake in the game's success. They visit other shops in the server, including Ren Dog's Diate Depot and Tango's Redstone Factory, to purchase necessary items and resources.
đ° Investing in Minecraft Entrepreneurs and In-Game Economy
The speaker humorously discusses an investment opportunity within the Minecraft server, where they consider backing young entrepreneurs. They negotiate a 20% stake in a venture and proceed to shop for necessary items. The speaker also interacts with other players' shops, purchasing redstone and copper for their projects. They receive a message from another player, Beef, who provides shocker shells in exchange for the speaker stopping the depletion of shocker boxes from his shop.
𧹠Finalizing the Frogger Game and Addressing Challenges
The speaker returns to the Frogger game project, discussing the remaining tasks and their approach to completing them. They describe the design decisions made to ensure that the game's focus remains on the gameplay and not on the side areas. The speaker also talks about the inclusion of a spectator area for other players to watch the game. They mention the technical aspects that still need to be resolved, such as the barriers and the endgame mechanics, including scoring and potential bonuses for rescuing frogs.
đ¤ Encountering Mysteries and Unusual Game Phenomena
The speaker recounts a strange in-game experience where they and their horse were mysteriously hurt by an unseen entity or block. They use the F3 debug screen to investigate but remain puzzled by the occurrence. The speaker also mentions Etho before concluding the episode, promising to continue the project in the next episode.
Mindmap
Keywords
đĄRedstone
đĄFrogger game
đĄMinecraft
đĄHermits
đĄRedstone components
đĄSeven segment display
đĄInvestment
đĄDispensers
đĄDiamonds
đĄGame testing
đĄServer
Highlights
The creation of a unique Trident farm that utilizes minecarts to store and transport Tridents.
Innovative use of Redstone to automatically direct drowned mobs into a killing chamber.
Design of a system where drowned mobs chase a turtle egg, leading to their collection in a minecart.
Implementation of a mechanism that allows Tridents to be automatically collected and used in the game.
The development of a Frogger-inspired game within the Minecraft environment.
Introduction of a new game mechanic where players must navigate through ravagers in a timed challenge.
Use of Redstone to create mini-loops for better control over the release of ravagers in the game.
Inclusion of a seven-segment display made from lamps and black terracotta for scoring in the game.
Strategic placement of observers and pistons to manage the game's logic and timing.
Design of a shop within the game world where players can purchase items using in-game currency.
The use of Redstone to create a complex system for managing the game's timer and scoring.
Incorporate player suggestions into the game design, such as adding more lives or health items.
Implementation of decorative elements like sea grass and turtles to enhance the game's visual appeal.
The construction of a unique and challenging Redstone contraption to manage the game's mechanics.
Use of a hopper clock to control the main game loop and randomize the release of ravagers.
Innovative use of a natural cave to house a large part of the game's Redstone mechanisms.
The creation of a visually appealing and functional scoring system using Redstone and Minecraft blocks.
Transcripts
one day I'll come here and you'll have a
roof and it cares about the roof you
don't even I went like a month without
people even realizing I I didn't have
them CU we we couldn't fly that's how
unimportant it is it's like wait a
second he doesn't have a roof I mean I
can see the sky through that window but
it's fine it's fine no that's uh that's
blue blocks behind the the window it's
intent
new addition yeah there's going to be a
river here one day maybe if I ever get
to it I love it I love it and a
waterfall maybe even a sewer
eventually maybe yeah we might get to
that uh too many projects okay let's
let's check out the Trident farm so yeah
where is it I'm actually very excited
about this thing I think it's I think
it's pretty cool and you're going to
like it okay yeah yeah okay so you can
check if there's any drowns in stock by
looking through the window here I I'll
dress it up a little better later wait
the little guy has a trident that's so
cool y so there's a big stack of these
guys and each one has a trident pretty
much that's amazing okay cool cool and
because they're in a minecart they won't
despawn so it's kind of like a battery
it's storing up Trident guys uhhuh and
all I have to do is be in my area and
they'll just automatically go in here
and then I just kill them yeah kill them
as you want here
and they should drop you got looting on
your sword right yeah yeah yeah there's
a trend in there that's probably from
you earlier it might have been from
earlier I don't know what the drop rate
is I think it's like 8% or something
it's not super it's not great I can tell
you that from my organic farming yeah
hopefully we'll get a few here though
God okay I'll take your
turn it kind of hurt see though you need
like a slab there maybe oh we got one
you got one
y y nice oh we got another oh we're
almost out of
guys uh-oh I see a leak in the system
too I need to patch
that the red Stone's falling apart um I
put a lot of care into making this work
yes uh-huh I'm sure I mean it looks like
it one little guy got out
okay activator rails you know why don't
they do what they're supposed to do okay
I'll turn this off now it seems like
we're all out what we get only I was
hoping for a bit more but that's okay
that's
okay yeah it's not bad I feel like maybe
I should make another sword that doesn't
have fire aspect cuz maybe the fire tick
is killing them that's fine as long as
you hit them within I think 2 seconds or
something it'll oh there's a cool down
okay well that's good all right so the
guys they all get gathered together here
they they chase a a turtle egg mhm and
they just kind of fall down a hole here
yep they get get automatically put into
a mine
cart and then we have an axel lottle
right over there and they'll try to
throw their Trident at the Axel and then
the bubble stream makes it fly up and
miss the Axel and hit a Target block
instead oh my God they can interact with
Target blocks yeah that trident hits the
target block and then it switches our
Junction here so that they go to our our
bubble column instead of going to The
Killing chamber here
that's amazing yeah it seems to work
really good actually think of that that
seems so good and so these guys that die
do you still collect their stuff the
regular guys yeah but I think they just
drop uh rotten flesh I don't think it's
really worth they don't do anything
fancy if you don't kill them I blocked
his way
yeah they geted AES into a campfire and
then uh the mine cart hits the cactus
and it gets recycled
oh my gosh you make me wish I was good
at Redstone what a cool system I don't
really need Trident myself until later
like I'll probably make a mini game
eventually with them mhm so in the
meantime you can uh use them for your
shop or whatever you want all right
everybody well I'm excited we're going
to get working on our Frogger game again
this episode and I'm hoping we'll get a
lot done and then maybe next episode we
can build the shop and possibly open it
it would be amazing if we can make that
happen but we got a lot to do on this
still so let's try get a lot done today
uh you can see we worked on the road we
got it textured a little bit now um it's
not great but there's not a lot I can do
about that there's not too many options
for slabs that we can use but uh we
tried and then also I found a lot of the
Hermits were having trouble telling
there were five spots at the end there
because we only had three frogs so I
added in two more something I mentioned
at the end of last episode was the idea
of maybe getting rid of the main Loop
for the ravagers and breaking it up into
five smaller loops and you can see that
main Loop is gone instead we got the
five mini loops and it has worked out so
much better now we now have control over
when we want to release the ravagers in
each of the lanes and that allows us to
balance the difficulty much better
there's also a less chance of the
ravagers running into each other due to
like randomization piling up and there's
one more really big benefit to switching
to the five mini Loops instead of one
big main Loop check this out we start up
our
game look how much faster the ravagers
fill up the lanes before we have to wait
like a full minute for them to weave in
and out between each lane one by one and
now we don't need to make the player
wait that time and I'll just show you
how the mini loops work here so each of
the lanes has a holding area so this is
the holding area for the second lane and
then they go over to the right here and
then we can control each of those
holding areas when we want to release
the ravager so they go to the right and
then this is a hold holding area for the
first Lane and they just keep looping
between the two there is a slight
pattern to it you'll notice it like
releases them in a wave and then there's
kind of a gap sometimes sometimes not so
much uh so we have a hopper clock
running for the
main game Loop just six items in there
that sends out a pulse to all the
randomizers 10 in total one for each
lane see it just flashed here and that
goes to uh chain of droppers here this
one has a 1 and six chance of selecting
the shears if it does the comparator has
a signal strength of two and then it can
shortcut to the end here otherwise it's
got to go through each of these one by
one and each one has a four tick delay
between minus one from that so three
ticks uh for between each of these so
one and six chance then it goes to a 1
and five chance then a one and four one
and three one and two and then if none
of those triggered the final one
guarantees that a r gets released cuz if
that didn't happen then another ravager
would run into it and it would mess up
the whole thing yeah so basically what
these randomizers do is they vary the
amount of time it takes for the ravager
to get released from like 0 seconds at
the close randomizer here all the way up
to like 1.5 seconds if it makes it all
the way to the end and that might not
seem like a lot of time but Minecarts
move like eight blocks per second so
that's a variation of like 0 to 12
blocks difference each cycle here with
the rabit
where it makes it very difficult to
predict what they're going to do like
see this guy he's uh he's at the end and
then there's no guy there that's quite a
bit of time Gap right this time he's at
the end and then look this guy's already
going so you play many times in a row or
no yeah so you kind of you got to fill
up the five spots at the end to beat the
level kind of thing so like you just got
to the middle one so then that would
close and you can't take that path again
you have to find a different path how
are you going to make it so that they
actually kill you though which the
ravagers yeah uh I'm going to drop the
player at the start probably get them
down that like on a spike probably get
them down half hit or something then the
magma will kill you such a clean clean
way of doing it I don't think
it's I don't think it's too hard uh too
easy do you think it's too hard at all
or you think it's no within
range the big thing is that it's fun I
guess like do you think it's fun yeah I
do think it's fun yeah I do think it's
addictive I'm still here yeah excellent
aha yeah so we had both iscal and cupan
help us test out the game after we made
the big changes to it and I think it's
in a pretty good place I think it might
be a little bit more difficult than I
would like but we can uh you know we can
give the player more lives maybe instead
of starting with three you start with
five or maybe even more we can also just
add more drip Leaf to the water section
which is what we're doing
now uh and that way like the big reason
you die here is is because you get
locked into where you have to move and
you have little control over that by
adding more drip Leaf it gives more
player control it makes it slightly
easier also add in a couple lily pads
for places where people can rest a bit
longer if they want to okay so I think
today we're going to also try to
decorate stuff a little bit as well so
I'll probably add some sea grass to our
water section here uh in a few places
sea pickles you know just a few things
in the water I also want to try this is
like both decorative and it will affect
gameplay a little bit what happens if we
put um maybe let's space them apart a
bit here some turtles in the water I
don't know if that's going to do
anything it' be kind of funny if they
like tried to climb up on the drip leaf
and actually like affected the game
every once in a while all right well I
think the next big thing to figure out
with our game here is what are we going
to put behind those frogs what kind of
information does the player need how are
we going to display it and like what are
we tracking in our game kind of thing so
so kind of got an idea already I think I
want to try out seven segment
displays it'll be a good challenge for
me it's something I haven't really used
before too much and uh it's a great way
of showing numbers in mini games like
this we're going to do it out of lamps
and a great block to go with that I
think is this black terra cotta it's got
a little bit of color in it kind of goes
well with the lamps but it's not like
super dark like black concrete it also
kind of goes well with the color of
frogs we have here so so first off I
think we just need to give them
something to sit on but then we want to
transition from horizontal to Vertical
so this is going to be like the corner
at the end of our room here where it's
going to start going up now I'm going to
have like an outline out a smooth
Sandstone here for our seven segment
display let's see how that looks if we
go back cuz we got to make sure
everything is visible as
well okay so that's like just at the top
of the frogs from this perspective as we
get closer what happens
okay so the Frog gets a little bit
higher than the Sandstone as we get
closer but I think it's uh it's probably
good there actually so maybe we leave
one block Gap with the black terra cotta
and then we start the seven segment here
it's going to be five blocks
tall well check it out I think we're on
the right track here I like how this
looks and I think we'll have a good view
of the display just imagine though we
got a bit of work to do here we have to
clear out all this Stone
it's walking the view but I think once
that's gone you'll be able to see it
nice and clearly all the way up to here
you get to the middle of the course you
can still see it very clearly I would
say all the way up to about here it
starts getting obstructed by the frogs
they start going in front of the numbers
and you'll probably be able to read it
all the way up to about here and then
it's basically unreadable uh but at this
point you're you're at the end of the
level and I don't think you'd really be
looking at that you're just focusing on
the exit at that point right so I think
that's good um I did uh an outline on
the bottom and the top just to highlight
it but also I added two blocks of
sandstone at the top there so that we
can maybe hang some banners on it with
writing to explain what each of these
digits represents so the one on the
right there it's going to be for our
total score three digits and then the
one in the middle I think is going to be
our timer so it's going to count down
from 9 8 7 6 all the way down to zero
and I think the way we're going to do
this score is whatever the timer is at
when you get to the end is going to get
added to your total so let's say it's at
7 that gets added to your total next
round if it's at five your total score
becomes 12 and uh I think that's a good
way of doing it nice and simple and then
that last one there is for the number of
lives you have left number of attempts
and once that hits zero it's it's game
over but uh yeah we kind of hit a dead
end here until we get rid of all this
Stone in our way we can't really do much
more so that's my next job I just uh cut
out a sliver here I think the way this
is going to go I'm going to just make a
perfectly flat ceiling out of packed ice
packed ice I think is the closest thing
you can get to like Sky color I left in
a little uh thing of trap doors by the
the sign here as well I think we're
going to put lighting over that just so
it lights up our sign a little bit
better below I didn't plan it when we
started this project but this natural
cave we found is actually going to save
us so much work like I need the space
back here for our seven segment display
as well and it's already dug out for us
so that's awesome we just have like 10
blocks or so above the road we got to
Chisel out here in a little bit to wider
as well and I think we're good so I'm
going to I'm going to get Dion
here also I think we'll probably need
about two Shockers full of packed ice
for the sky so I'm going to get that
too the stone is gone this guy is in the
Etho cofed up and the big thing of
course above our head there the seven
segment display our very first one
installed oh boy this this took me a
good 6 hours to design uh but it's
really cool I'm really happy with how it
turned out mhm but the big challenge now
is how do I show you this without making
this episode a big snoozer so I don't
think we can break it down I think that
would take way too long I'm going to
just go over the general idea and I
think uh we'll fly around with free cam
to kind of show it all to you so it's
four blocks wide I'm not sure if it's
tilable I tried really hard to make it
tilable but I won't know until I build
another one next to it and and try it
out uh but it is uh only 1 2 3 4 5 6 7 8
N9 blocks long kind of 10 there's uh
this and this as well uh where the
bamboo block is is where you input your
signal so it takes a comparator signal
from 0 to 9 and it displays exactly that
on the screen so
comparator strength of five displays the
number five uh which is cool and you can
also skip through numbers you don't have
to go like one after another if you want
you can uh you can put pretty much any
number on the screen and it's about one
block above the screen but the the
chunky part of it is down below it's one
two three four five blocks down because
I had a lot of trouble getting the
number seven into it and that's what
most of this is down below it's like the