developer/publisher: Mojang Specification
engine: Java OpenGL
- atmospheric/environmental effects
- smoke: fire
- water: reflection
- weather: fog, lightning, rain, wind (smoke, vegetation)
- other: butterflies, fire (campfires, forges, ovens, torches?), bushes/trees grow, objects decay; see particle effects
- collision detection: 2D (and missing with many objects)
- lighting: dynamic, colored, vertex; bloom, day-night cycle, flickering; fire, lanterns, torches
- particle effects: fire, leaves (falling), smoke
- physics
- gravity: characters
- friction, inertia, momentum
- reflection: water--almost everything!
- shadows: characters (-1st-person view), fences, walls, buildings, trees, clouds--almost everything!
- skeletal animation: no
- texture: 16-/32-bit depth?
- filtering: bilinear
- mapping: mip, bump
- transparency: fire, smoke, water
- other: occlusion culling, LOD, usable object/tile highlight
player character
- name/description: custom-named human male or female
- body rendered in 1st-person view
- dying (and approaching it) causes screen to fade red in/out in a tunnel-like effect
- footsteps/-prints: none
- moves: attack, climb, drop/pickup (take/steal) object, run, sleep, strafe
- needs to eat/drink or will lose water/food %
- stamina
- skill points
- view: 1st-person
level/world design
- # levels: 1 kingdom, various settlements/villages
- location: medieval time; caves/mines, forests, hills, mountains, coasts
- cutscenes: no
- level editor: integrated
- environmental interaction
- break: gates, fences, walls
- drop/pickup: files, chairs, chest (1, small), corpses, forks, jars, "kitchen utensils" (bowls, containers, holder, pots), shields, stone blocks, stools, sword blades, tokens, troll art; see inventory
- cook food: berries, bread dough, chicken, fish, herbs, meat, vegetables
- dig: clay, dirt, peat, marsh, moss, sand, etc; lowers/raises ground
- drink from, and fill up (or pour out) containers with water (and other liquid) from, other containers, lakes, fountains, etc
- eat: see inventory
- farm/harvest/sow fields
- fish
- harvest bushes/trees
- improve/repair objects: carve, file, hammer, hand (clay), log (wood), ore (metal), polish (pelt), temper (water), etc
- light (via steel and flint + kindling) and snuff: fires (campfires, forges, lanterns, lamps, stoves, torches)
- lock/unlock doors/gates
- look through spyglasses
- make: altars, ammo/weapons (+ enchanted), anvils, armor/shields, barrels (small, large), blades, buckets, buildings (stone, wood), brushes, carts, catapults, charcoal, cheese drills, chisels (stone), clay shapers, cloth, clothing, compasses, containers: (backpacks, barrels, bowls, buckets, flasks, jars, satchels, water skins), dye, fences (stone, wood), files, fishing rods (fishing pole + rope), floor boards (planks + nails), food (bread + dough, cheese, lemonade, wine), fruit presses, furniture (armchairs, chairs, stools, tables), handles, healing cover, hooks (fishing; metal, iron), jewelery (necklaces, rings, statuettes), juice (apple, blueberry, cherry, grape, strawberry), key forms/molds, keys, knives (butchering, carving, leather), kindling, lamps, lanterns, leather, lockpicks, locks, looms, mallets, maple syrup, metal alloys (brass, bronze, steel), mortar (clay + sand), nails, needles, olive oil, pans (frying, sauce), pelts, planks, pottery (see containers), practice dolls, presses (cheese, fruit), quivers, rags, rafts, rakes, rivets, rope, pickaxes, saws, scissors, scythes, shafts, sheets, shovels, sickles, signs, spatulas, spindles, spirit cottages (mailboxes), statues, stone (bricks, grindstones, slabs), string (bow, cloth, wemp), support beams, tools, torches, training dolls, water skins, weapons/ammo, wheels, wheel axels, whetstones, wires, yoyos; see inventory
- mine: ore (coal, gold, iron, lead, silver, tin, zinc), rock (gems/gemstones randomly found)--pickaxe + rock tile
- open/close: barrels, bowls, campfires, carts, chests, flasks, forges, fountains, jugs, NPCs (+ corpses), ovens
- pick locks: chests, doors, gates
- plant: flowers, signs, sprouts
- pull/push (small increments): barrels, forges, looms, ovens, signs, spirit cottages, etc
- turn (small increments): training dolls; see push/pull
- other: cut down trees and chop up wood, drag carts, lead/tame animals, spin yoyos
- puzzles: survive
- traps/hazards: animals/enemies, gravity (falling), other players
weapons: axes (+ pick-), bows (short, long), fists, hammers, knives, mauls, spells, swords
NPCs: bears, boars, bulls/cows, cave bugs, chickens (chicks, hens, roosters), crocodiles, deer, demons, dogs, dragons, goblins, gorillas (mountain), humans, pheasants, rats (large), spiders (various), trolls, unicorns, wolves, undead/zombies
- non-threatening: depends on alignment
- AI
- react to theft (human guards only?)
- animals turn towards player when attacking and being fed/tamed
- tamable animals can be lead/ordered
inventory
- animal parts: bladders, cochineals, eyes, furs, hides, hooves, horns, paws, scales, tails, teeth
- clay, cotton, dirt
- food: acorns, apples, belladonna, blueberries, cherries, chicken?, corn, fish, garlic, grapes, lemons, lingonberries, meat, mushrooms?, oats, olives, onions, oregano, parsley, potatos, pumpkins, rye, sage, sassafrass, strawberries, water, wheat, woad
- gems (emeralds, rubies, sapphires), gold/iron/copper/silver (coins, ore, shards), herbs, maple sap, moss, ore (lumps, scraps), peat, plants (flowers, healing herbs), rock shards, salt, sand, seeds (cotton, pumpkin), tar, water
- wood: kindling, logs, scraps, shafts, armor, tools, weapons
- see makeable objects
- combine objects
- containers hold objects
other