Update. So one thing we work with is for example player styles. Identified quite many player styles actually. We also think it’s important to find a balance between reward features and journey features. So journey features they are features that improve the journey maybe when you are Looking for a reward and it can for example be a new biomes like the lush caves and the gypsum caves. And reward features they are more like actual rewards the things you’re searching for it could For example be a new mob or a block that you can use for something cool. And we have learned that when an update have a really good balance between these two different kinds of features That often is a fun, fun update and fun I mean that’s the ultimate goal, to be fun and lots of players to like. Hello I’m Henrik. I’m on the Gameplay Design Team here at Mojang. And what I do Is basically design and build the features in the game. The main thing that tells us a feature is good is when we can’t stop playing it ourselves when we’re playtesting something for example I’m in the caves and I can’t stop play testing I’m just finding an excuse to Run around just a little bit more, that’s the main symptom of that we’re onto something. We really wanted the mountains to feel like more spectacular more dramatic like add more contrast to the Minecraft world. We wanted the mountains to look a bit more like real world mountains Of course in a Minecraft way but still really feel like epic mountains and mountain ranges. We worked a lot with the actual shape of the mountains. We worked a lot with height dependent generation. And another thing, when the terrain is really steep we made sure to not generate any Snow there and that I don’t know exactly why but it really made the mountains look so much better. Another thing we really wanted with mountains is that we wanted to add some gameplay to them. And I think it’s made two things. One of the things is the powder snow and that Creates natural traps on the mountains so when you’re out on a mountain adventure you need to be careful. And the other things are the goat themselves. So next thing is that we wanted like the mountains themselves to be the main reward for the mountains so the dramatic wishes that’s The main reward and we really hope that you all will get inspired from the mountains. The main goal of the caves is that it should be fun to just travel around even without the biomes and mobs and all the other stuff just moving around inside the cave should feel like Some kind of grand adventure. So we are inspired by the, by the surface of the world. Because if you if you’re on the surface of the world and you, you know, you live in one spot and then you travel Off somewhere it’s going to look different. But the underground has kind of been like once you’ve seen it you’ve kind of seen it all. So we want the underground to be as exciting. So when you travel off you should be like wow look you know a waterfall or an underground lake or Some huge cliff for a really tiny cramped cave. And another thing is we want the caves to be realistic but not limited by realism. So it shouldn’t feel like you’re on some other planet or like in some other dimensions, it should be overworld. But we also want to kind of be able to put in some elements of fantasy or exaggeration. To find inspiration for the caves I did some traveling mostly in my memories because I’ve been, I’ve traveled quite a lot in the past and seen some pretty cool caves in different countries. Particularly New Zealand, South Africa and West Indies and Spain and also here in Stockholm. And also the game itself is actually a source of inspiration just tinkering around with the code trying things and noticing like wow look what happens when we add water to the caves, it just Made a huge difference, or when we add you know really huge caves to contrast with really small ones. When doing a cave update we want to have caves for all kinds of players. And the lush caves Are the caves that are supposed to feel a bit more welcoming a bit more safe more light compared to most of the other caves. Hey I’m Jasper. I’m the Lead Artist on Minecraft, that means i oversee the art and officials of the game. And I’m going to be talking about the art in the New caves. The lush caves is something you want to build in because it’s so green, it’s so nice there’s water and there’s of course the Axolotl. Lush caves don’t really exist in real life because the sunlight doesn’t get into caves but in Minecraft we like to bend the rules a bit. So for this lush caves we wanted to have a cave that was full of plants brimming with life. We decided to have these massive lush finds everywhere hanging everywhere covering everything we have added glow berries into the vines so the lush cave is a very bright and nice Looking environment. We have the new addition of bushes. This is an interesting model because it’s a block that is also has a plant inside of it. We’ve made these because we can’t, we didn’t want to have trees in the lush caves because that would be literally copying the overworld Into the underground and we want them not to be as similar. So we’ve decided not to have any trees in lush caves. We wanted the lush caves to feel a bit humid like an actual cave with moss and stuff. So We’ve decided to have like small layers of water everywhere, lush green caves and a lot of grass. We were trying to figure out how do we make drip stones in Minecraft right, because we don’t want like drip stones in real life they’re very circular very Organic shapes. We’re trying to figure out how do we make this in Minecraft? How do we make this work? And the first thing you might go to is just like oh we’ll just make, let’s make blocks we just Like stack blocks together and you know it’s gonna do great. But I think that has too much detail and it’s a little bit too literal, in Minecraft art we try to make the shape in a box we don’t try to make the shape with boxes, we’ve decided to make it a plant shape. Because plant shapes in Minecraft are already very organic. So how can I make the drip stone fit with more blocks in the area? So the granite is red right, and I thought maybe it would make more sense For the drip stone to be brown because brown is a neutral color just like greystone. So I decided to make it brown because it also fits very well with the sand and also dirt and many other blocks. So a question that I get very often is what are spaghetti caves and cheese caves? And the best way to understand it is if you imagine an old television set with static noise black and white dots right. And if you take those dots and you smoothen it out using a technique called purlin noise a mathematical technique and you decide that those white Blobs are air and everything else is stone. If you look at that, that becomes almost like a map of a cave system. And that’s kind of how we generate the caves. And if you look at that picture those blobs look kind of like the holes in swiss cheese, at least We thought so, that’s why we just call that cheese caves. But we also want tunnels connecting them. So in a similar way we can create another noise field right the black and white dots smudge it out using Purlin noise and then we can decide that instead of white blobs being air and the rest being stone we decide that the border between white and black that thin ridge becomes air and the rest is stone. And that gives us spaghetti-like caves. So putting those together, cheese caves gives Us these big kind of caverns, spaghetti caves gives us these connecting tunnels between them and then we add the old cave generation on top of that we get a ton of variation. One thing I’m actually very excited about is the new really big ore veins that we are going to add. They’re going to be really rare but when you find one that’s quite an exciting moment. When I play Minecraft I really like to tell stories, and to me it’s something very inspiring with finding something that’s quite unique in the world and so for me like my imagination started Spinning, goes like so the person that’s found this ore vein maybe now wants to build a castle or maybe like a build a full mining village around it and what are the stories about everyone that live in this mining village that was built thanks to the ore vein. And I think that’s exciting. This update has been kind of tricky because we’re changing basically everything about how the world is generated in Minecraft. But two of the main challenges especially for caves has been world height first of all. We’re making the world higher and lower so the y-coordinate Starts at negative 64 instead of at zero and then extends too much higher than before and that’s hard because there’s so much code that assumes a certain world height, we have to change so much code and do so much testing and fix so many bugs. Plus performance, a bigger world means more stuff Going on more stuff to load and that can slow things down, so that’s one challenge. The other challenges is water levels, we love local water levels they’re really cool you get lakes and waterfalls. But it’s really tricky to deal with when these different water levels meet. How do we avoid Walls of water for example and things like that. I’ve been making textures for a long time now and the hardest part of making textures is making flat textures like the polished granite or andesite or diorite. You know it’s really hard to have a flat surface that has quite a lot Of detail like imagine, imagine just a rough stone surface it has very tiny specks of like crystals or glass or sand and in Minecraft the textures are very tiny like you have really big blocks so it’s like super hard to fit that like into a flat texture. It’s important to try to include as many voices and as many diverse voices as possible and also preferably as early as possible in the process of crafting an update. So and here of course the community is super important, because we are very thankful that we have such a huge community and It’s a diverse community and really getting input feedback suggestions for the community it means a lot because for us it’s important we create something that truly is for everyone. I want the players to be like wow this is amazing. And I think with the underground update We really did that. So upgrading the underground was such a nice experience, such a cool experience. It’s the cave update, it’s the update that the community has been asking for for such a long time. It’s become of course very important for us to really meet what preferably exceed the player Expectations. And I really feel proud how we all have got together and really tried to achieve that and I feel proud, I feel we have a very good update and a good set of features with a lot of variation and with something for everyone. I really hope that you’re all really gonna enjoy the Caves & Cliffs update and that it will inspire you to play Minecraft in your own way. Video Information
This video, titled ‘Dev Diaries: World Generation’, was uploaded by Minecraft on 2021-03-12 16:00:34. It has garnered 1173064 views and 77872 likes. The duration of the video is 00:11:57 or 717 seconds.
Join Agnes, Henrik, and Jasper to learn more about the caves, cave biomes, and mountains in the Caves & Cliffs Update! Focussing specifically on world generation, they discuss what inspired the new features, how they include different player styles, and which real-world rules they decided to keep, and which ones they bent. We also learn about the spaghetti caves and cheese caves, so you risk walking away both inspired and hungry!