Posts by red51

A new update is now available, introducing "Points of interest" and many more changes!
Latest hotfix: 0.9 (2025-10-31)

    Hi Dethorath,


    thanks for your suggestions! :)


    1. This sounds really cool, but is a little bit complicated to implement. We have to split this into several aspects: On the one hand, things like custom house styles, furniture etc. won't be a problem, since we're implementing an extended construction system anyway, which enables you to build very detailed constructions with high precision. So if you don't like - for example - the standard chair objects, you can simply build your own (with the limitation, that you cannot interact with them like with the provided objects, so they're just decoration). The extended construction system is not only useful for custom furniture, but also for building a house with it (e.g. a small wood shack), or to extent your current building with details.
    Things like custom markings are already possible, since you're able to upload custom images from your harddrive. This feature is useful to put posters, signs or markings into the world, which other players can see in multiplayer. Images with transparency - like PNG and GIF - are supported, that should be very suitable for any kind of markings.
    On the other hand, things like tools or weapons are not that easy to implement, since they require animations (at least a gun should have adequate reload animations), and that's complicated when the player fully designs the model on his own. But at least it should be possible that the server replaces existing models with custom models (see point 2) ;)


    2. Thanks for your nice words and your positive attitude ^^ We will continuously extend the lua functionality, so that it really becomes a "light version of modding". That means that you have a lot of possibilities to influence the gameplay and individualize the expirience on your server. As mentioned, we're also planning that a serverowner can offer custom models (like a modelpack) and perhaps also custom sounds, which were downloaded automatically when a player connects and which replaces the original ones.
    Another big aspect is the creative mode: It will be a mixture of the Minecraft creative mode and an editor. That means that you can not only design the world, but also create custom quests or breath life into your towns etc. You will get everything you need to place NPCs in the world (monsters, animals, and also humans), define their behaviour (e.g. if a monster is hostile, or if a human serves as a guard, or a trader, or if it's just someone who tells you the server rules or any custom dialog), create markings and triggers in the world and much more. This is a very user-friendly and comfortable way to create custom maps/worlds without any programming skills. But if you combine the creative mode with lua scripts, you have an extremely powerful instrument in your hands ;)
    So your scenarios like the fantasy server or the WWI server won't be a problem.


    There is only one catch: It'll take some time until this all is implemented, since there are currently still some core features missing ;) But it's coming step by step.

    Hello folks,


    I want to show you the new crafting gui, which is much clearer and offers a lot more options than the previous one ;)


    Generally, there are currently three different types of things you can craft: Items, objects and blocks. Items (like the pickaxe) have no options you can set when crafting, but objects and blocks have different variations or shapes that can be defined in the crafting menu.


    Lets begin with blocks, as they are a special case: Instead of having a list of all available blocks, you see a material preview. When you select a material, the 3D preview model of the block on the right side adapts this material. There you're also able to change the form of the block to a cylinder, ramp, stair etc., simply by clicking the left and right arrows next to the model. You also see the name, a description and the required materials of the block (and also for items/objects). If you don't have all required ingredients, you cannot craft.




    Apart from that you're able to change to amount of items/block/objects you want to craft. You can change the amount with the + and -, or by using your mousewheel when hovering the countlabel.


    Blocks have an extra feature: You can add materials to your favorites, to offer you quick access to commonly used materials. Simply click the small star in the top right corner of the 3D model to add the material to your favorites, and click the star again to remove it from your favorites again.



    Next, let's talk about objects: Instead of changing the shape, you change the variation of the object when clicking the left and right arrows.



    There is also another feature, that works for objects, items and blocks: Double-clicking the 3D model gives you a fullscreen preview of the model, that you can also rotate by dragging it with your mouse.




    We hope you enjoy the new crafting menu and the new objects as well as the new blocktypes :) Have fun!

    Finally, it's there! The new update is available. It took a long time, definitely too long, but better late than never ;)


    This update introduces several new objects, two new blocktypes and especially a polished GUI, including a fully reworked crafting menu. Find more information here.
    SSAO (ambient occlusion) comes together with the next update, it still needs some fine-tuning, and we thought it would be better to release this update without the new effect, instead of delaying it more.


    We have also another announcement to make: We're going to change the name of the game, since "Concept" may be misleading and is not very distinguishable :/ We'll inform you about the change in the next time and tell you the possible new names ;)


    ---------------------------------------------------------------
    Here is the full changelog:

    • [New] New craftingGUI, which is much clearer now and offers 3D previews of the target
    • [New] Ability to change variation of most objects (i.e. different wood texture etc.)
    • [New] New Blocktypes:

      • Ramp, which can also be flipped upside-down
      • Slope (can be combined with the ramp in a future update)
    • [New] New Objects:

      • Several big torches, bambootorch, 2 new modern lamps, 4 new tables, 1 new chair, 1 new medieval door, 1 new torchmount, new marketstand
    • [New] Reworked objects to offer sharper textures
    • [New] Helptexts when placing objects or blocks
    • [Change] Polished inventory and imageselector gui to fit to the new crafting menu
    • [Change] Non-wood items no longer have a "breaking wood" sound when destroyed (adequate sounds still missing)
    • [Change] Equipped items follow the camera now when flying
    • [Change] Usage of DDS Fonts to decrease memory consumption
    • [Bugfix] Falling through the floor when spawning should be fixed now
    • [Bugfix] Unable-to-move-when-spawn bug has been fixed
    • [Bugfix] No longer possible to hit other players with a melee weapon when fast clicking the mousebutton
    • [Bugfix] Fixed wrong sorting of available resolutions in settings menu (problem only occured on some systems)
    • [Bugfix] Fixed tooltips that stay visible when (for example) the inventory has been closed

    Thank a lot for the kind words and the hint about the name :) The name is indeed misleading, and hard to find via google or youtube. We already discussed that matter, and I think it's inevitable to change the name. We'll do it the next time, perhaps we first start a public vote to discuss a few possible names.


    We are also planning to release a demo version (many people at JGO asked for it), at the same time we're going to revive the thread at JGO, and a new, polished and distinguishable name would be very helpful for that ;)

    Unforuntately, the update requires a few more days until it can be released. We therefore ask for your patience.


    As a small compensation we're working on a new effect :) Since "real" shadows are complex and limited (they don't work for static lights), we offer you a kind of substitute: Ambient occlusion, which will make the scene look more realistic. Take a look (the same room from the previous screenshots):



    Before (screenspace ambient occlusion disabled):




    After (screenspace ambient occlusion enabled):




    Apart from that, the important features of the next update will be of course - as mentioned before - a fully reworked crafting menu, several new objects (torches, furniture, doors etc.) and two new blocktypes.

    The next update will bring a lot of new stuff: First of all, we made the objects look more detailed, i.e. the textures are much more sharper than before.


    At the same time, the update will bring new objects, especially some light-spending objects, among other new torches, lamps etc. Most objects will be available in different materials.


    Apart from that, we're going to polish the current GUI, since especially the crafting menu currently needs to be reworked. The new crafting menu will be much more user-friendly: All recipes are sorted by category, and you will also be able to mark a recipe as a "favorite" for quicker access (this is useful for blocks, since there are nearly 200 different materials).


    Speaking about blocks, the next update gives you new blockforms: Ramps and a special shape for roofs (like a slanting slab). This will increase your possibilities when building a house.


    Expect the next update after the coming weekend :)


    Last but not least, a few screenshots, showing some of the new objects and the new materials.




    Some of the new wood textures


    One of the new objects: A big torch

    Here is a new update, it's the first part of several changes we're currently working on (see announcement).


    Since this update contains many smaller changes and a lot of bugfixes, there is no real feature to focus on. The changelog should be more meaningful ;)


    ---------------------------------------------------------------


    Full changelog:

    • [New] Ingame filebrowser for selecting images (no longer causes alt-tabbing to desktop)
    • [New] New vegetations: Flowers and ferns
    • [New] Triplanar textureblending for LOD chunks (avoid stretched textures on cliffs)
    • [New] Admincommand to query information from multiplayerserver (e.g. memory consumption etc.)
    • [Change] Worldgeneration updated to create bigger cave entrances
    • [Change] Flames of torches are now visible over greater distances
    • [Change] When cutting grass, a larger area is affected
    • [Change] Adjusted transitions between normal chunks and LOD chunks, almost no more gaps
    • [Change] Adjusted lightintensity of torches
    • [Change] Reduced the amount of trees outside of forests
    • [Change] Updated startscreen, no longer "black screen" for the first seconds
    • [Change] Checkbox in settings menu for triplanar blending for LOD chunks
    • [Change] Changed appearance of tooltips
    • [Bugfix] Grass cutting has been reworked, works much better now
    • [Bugfix] Fixed missing parts of grass
    • [Bugfix] Fixed the startscript of the linux version (game installs to correct folder now)
    • [Bugfix] Reduced "flying plants" near cave entrances to a minimum (or did they vanish completely?)
    • [Bugfix] Fixed sometimes missing flames of torches
    • [Bugfix] Fixed sometimes wrong doorcollision
    • [Bugfix] Fixed error when remapping controls during runtime
    • [Bugfix] World entries in singleplayermenu are now always clickable
    • [Bugfix] Fixed itemcount for crafting menu
    • [Bugfix] Fixed wrong collision of some objects
    • [Bugfix] Custom images correctly use alphavalue of imagefile (e.g. .png) now

    I think the best way is some kind of repository for free available scripts. So players can create and publish scripts. If you have enough player there will be scripts for almost everthing.


    I think that's a good idea! We should definitely offer such a thing :thumbup:

    Alright :)
    No, there will be no loading time, the full world can be explored without the need of any loadingscreen ^^


    The biome size has nothing to do with the view distance, it's just because we want to avoid too small biomes. Currently every chunk has to be an individual mesh, since there would be nearly no identical chunks that could be reused, so there are no tricks about texturemanagement ;) The only "trick" is the usage of texture arrays instead of atlases.

    1. This size per biome is currently 2x2 worldparts, that is 128x128 chunks, that is 2048x2048 "blocks". Perhaps we will double it's size. But it's possible that two biomes of the same type will be directly next to each other. And yes, it's a "fixed form", but you probably won't notice ingame, since they have frayed transitions.
    2. Yes, each biome has an individual set of plants, with individual density.
    3. Yes, they will. There will be animals for dry regions (desert, savanna, steppe), for "normal" regions (grasslands, forests), and for cold regions (tundra, taiga, polar) ;)
    4. Currently it's planned that the biome will stay and can't be changed that easily. If you cut all trees and grass, they'll regrow.
    5. All chunks that are already stored (only thoses that were already modified) on your disk won't change. But around those chunks there will be new biomes of course.


    But remember that you won't see too much of the biomes in the next update (only the new grasslands), most of them will be implemented afterwards ;)

    I personally don't need that feature. if you really implement it, please give us the ability to disable it :saint: I like the feeling of "being alone in the world", some kind of "stranded" there :whistling: Mp is something completely different of course, I like the idea of spawning NPC that can fill all sorts of roles


    That sounds fair to me. I know what you're talking about, this "feeling of being alone in the world" ;) But as mentioned, it's not even sure if we add the travelling trader for singleplayer at all...


    [...]@devs: can't you provide such a script out of the box?


    Well... this is a very "specific" thing you're talking about. We will think about it, but in principle, we want to offer more general scripts. Those scripts can be extended easily then.
    Just wait until the wiki arrives, it gives an overview about all functions with descriptions and examples. That makes scripting quite an easy task :)

    I'm afraid that won't accelerate the process at all, since we already focus on mainly 1 main feature per update, but most new features require some preconditions fulfilled. In the same vein, we also fix some bugs etc., so that's the typical way it goes ;)


    Sometimes it's also not easy to predict what feature we'll implement next.


    I think when the most important features (e.g. working survial mode, creative mode, animals, monsters) are done, something like "public votes" will be possible.

    Jein. Man kann Zelte craften, sie frei in der Welt platzieren, und in ihnen auch die Nacht verbringen (gleiche Funktion wie Betten).
    Erst mit dem nächsten Update passt sich beim Übernachten (sowohl in Zelten als auch Betten) der Spawnpunkt an. Außerdem soll es in Zukunft möglich sein, Items in Zelten zu lagern (das wird im gleichen Zuge kommen wie Kisten/Truhen).


    Und zum Thema "Camping" werden auch noch mehr Möglichkeiten im Laufe der Zeit kommen, wie schon am Anfang des Threads angesprochen: Andere Zelte, Lagerfeuer, Kochstellen etc. :)


    Mhh, you are thinking in long time terms. I hope that we all looking back to the first of many self-developed games in 10 years.
    If you keep that in mind, I think you have 2 years to integrate it into concept. After that the next game should be in the pipline :D


    If everything goes well, that's the plan. We have quite some ideas for future games. But we'll focus on Concept at least until it reaches its final state (respectively a kind of final state). And after that, we first have some further plans to extend Concept, and I'm talking about really big things. But we will be coming back to that when the time is ripe ;)



    [...] For me concept is a high potential (as long as the developer stay focused and keep the good speed of delivering features). It just has to take the critical mass of players. This is the most important part!


    Thanks! :) Of course we do our best to bring new updates as quick as possible. Currently some updates may take a little bit longer, since there are still some critical features on our todo list, and we're only 2 developers. Apart from the game development, there are still some other tasks: implement new payment methods, work on the wiki, website etc.
    I'm sure development could be even faster in the future ;) Currently we do our best to bring new updates at intervals of 1-3 weeks.

    Are those flowers usefull for something (medicine, tea, ..?) or just nice looking? (also agree to the awesome look)


    Yes, flowers can be picked up and used as an ingredient for different things, for example to create potions, cook meals (probably you'd use herbs instead of flowers ;) ), or perhaps to colour textiles.


    I am really looking forward to new biomes, especially about the transition from on to another.
    From forest to grassland looks ok, but it could be better (no offense :D ).
    You should have a look at some forest. At the "edge" of a forest are mostly shrubs and you can not really look into the forest. Behind these "first row" of shrubs are not so many of them. The point is if you are at the grassland and someone is in the forest you should not see him so easy. I know this is a small detail but you have to take care about all transitions between the biomes to make sure that the world look smooth.


    Yes, that's true, but I think it'll work in this case. In the first step it's important to avoid something like in Mc, where you find a desert next to a polar region sometimes :D
    Anyway we'll have "simple" transitions: Between grasslands and desert you find a steppe, but that's it. Or between grasslands and polar regions you find a tundra and so on ;)