Damage Indicators
- Will likely implement it similar to how Java does at the moment.
- Read this to know how it works at the moment.
- Will be essentially the exact same - people didn't seem against the idea. Are excited to know how it'll work in real time!
Damage Knockback
- Knockback currently exists on Bedrock similar to Java 1.9 PvP
- Existing knockback was designed so if a player was lagging and landed 5 consecutive hits, the other player wouldn't receive 5 times the amount of knockback and go flying across the map.
- Current knockback is very bugged, with strange issues such as downwards knockback and not taking knockback at the end of a block.
- Since all these issues with knockback have recently come up, we decided while fixing it, we might as well implement the ideal knockback that the community want.
- We can experiment with different styles of knockback in a Beta gamemode. (Likely SkyWars)
Among Slimes to Bedrock
- Java first:
- Implement and get out as soon as possible. Lots of hype, people wanted a polished MC version of the game, so we went ahead with it.
- Was a fast development - 10 days.
- Rubik worked 16 hour days basically constantly to get the game out.
- Was a lot of work - just compressed in a short period of time.
- A lot of developers worked on the game as well.
- Bedrock is finicky to work around.
- UI is not the same as it is on Java.
- Chest menus are different on each platform - will be very messy.
- Looking at alternatives like resource packs.
- Shadow-muting is a major problem.
- Want the game to be polished when it goes out.
- We're still looking into it! Not starting on development until we figure out how to do tasks, as it may require a lot of reengineering of how the game works.
Private games
- Need to figure out logistics on 1.9 Java first.
- Currently limited to Among Slimes due to the code.
- Will be figuring out how to implement to the rest of the games on 1.9, then will likely turn to MCO.