MRCL - Changelog
MRCL - Changelog
MRCL
                          (Minecraft Replika of Code Lyoko)
The MRCL Changelog allows you to see our progression on features we want to
implement on the server. Be aware that we’ll try to update this list as frequently as
possible.
Features will not be released in any specific order, but it’s safe to assume that
more complex ones will take more time and resources, and will be released
alongside similar features.
It’s likely that we’ll pack features into update groups when they’re closer to release.
Legend: not started, in progress, done, beta testing, titles/comments, ideas in study,
issues (likely scrapped/delayed)
1.21.8 Update
Content may be added.
Priority: Very High
Difficulty: Medium-High
Summary: 1.21.8 update
Add: Rorkal.
   ● Basic:
             ○ Decide model scale and positioning
             ○ Collisions
             ○ Movement
             ○ Navigation mode
   ● Mid:
             ○ Interaction with the outside world.
             ○ Leaving Rorkal stationary.
             ○ Adaptive models (levers/buttons)
             ○ Stationary rorkal in sectors.
   ● Advanced:
             ○ Combat mode (in sea only)
             ○ Docking/Undocking Rorkal to towers
             ○ Rorkal display screens.
             ○ Lever/button functionality.
Add: Rorkal Garage.
   ● Resize to allow it to go out
   ● Terminal functions
             ○ Create Rorkal.
             ○ Mount Rorkal.
             ○ Destroy Rorkal
             ○ Teleport to active, docked rorkal?
Add: Virtual shell system
Add: Network hubs
Address problems:
    ● Lava digital seas. Time to update to new world types?
    ● Incorrect sea depth.
Pre-update checklist:
    ● Absolutely necessary:
           ○ Digital Sea Update Part 1
           ○ New monster engine.
           ○ Sector Destruction
           ○ Tower transmission program
           ○ 85 Tower Lyoko
Minor Updates
Here we have minor updates/patches that will hopefully be able to be released without being part of major updates.
    ● Tunnel Program
    ● Logs:
           ○ Scanner logs
           ○ RTTP logs
    ● Jeremy’s Files
           ○ Jeremie’s Diary
           ○ Jeremie’s Manual
                   ■ Gives info and works as a simple guide for some features.
    ● CD burner
           ○ Related item: Blank CDs
           ○ Code: Reboot CD
    ● Scanner Program:
           ○ Add Injection mode.
    ● Factory cameras
    ● Add: Chat command system for the SC.
    ● Holomap program expansion:
           ○ Visualize network
           ○ Visualize remote vworld
    ● Comcard program expansion:
           ○ Player pose changes
           ○ Open extra actions
                   ■ Visual program
                   ■ Scan DNA
    ● Transfer program rework:
              ○ Merge with devirt program.
    ●   Disallow right click to use the scanner from the inside. -> Possibility of a delayed virt mode?
    ●   Disallow use of warriorsense -> Requires warriorsense from comcard.
    ●   Disallow own vehicle creation. -> Requires vehicle creation from SC.
    ●   Disallow tunnel opening from the S5 terminal. -> Requires tunnel program in SC.
    ●   Disallow transporter call from the edge of a sector. -> Requires transporter program in SC.
    ●   Hide S5 remaining time when in the maze.
    ●   Obfuscate/Hide your own life points?
    ●   Hide help/hint messages for some features:
             ○ Attacks
             ○ DNA Issues
             ○ Some software attacks
Future™
New Lyoko
Potential Update names: “Lyoko Reconstructed”, “New Lyoko”, “Lyoko Expanded”...
Note: Goals listed are not concrete and reflect a personal objective. THEY ARE NOT RELEASE
DATES
Summary: 21 towers to Lyoko Surface Sectors, more accurate and complex terrain, Cosmetic
Updates.
Preparation
Goal: Spring 2024 (Status: Complete)
   ❖ VWorld Dimensions and worldgen-noise, Biome layers (Must be done ASAP)
   ❖ VWorld biomes
           ➢ Ice (Surface)
           ➢ Ice (Sea)
           ➢ Desert (Surface)
           ➢ Desert (Sea)
           ➢ Forest (Surface) → Rework some Colors. Forest sky needs to be more blue-green
               and a touch darker
           ➢ Forest (sea) → Make the water green-ish; It will look blue-green with the season 1
               skybox, and will fit in with the season 2-4 skybox. With neither, it should look like
               season 1.
                   ■ Color 1: 32e16a (blue-ish green)
                   ■ Color 2: 37e3bf (Hard blue-green)
                   ■ Color 3: 9ae337 (Yellow-Green)
           ➢ Mountain (Surface)
           ➢ Mountain (Sea)
           ➢ Sector 5 interior
           ➢ Core Sector → Use the EVO design for Carthage’s exterior, which is shared with
               Cortex, and put them both in a world together but separate from Desert worlds
               (EVO-Sector 5 Ref) (Cortex Ref)
           ➢ Celestial Dome
         ➢ Tower biome
         ➢ Volcano
         ➢ Volcano (sea) → Water is bright red-orange, like lava
         ➢ Taiga
         ➢ Network Neutral
         ➢ Network XANA
    ❖ VWorld Ambiance
         ➢ Rebalance volumes, find better sounds
                 ■ Forest
                 ■ Ice
                 ■ Mountain
                 ■ Desert
                 ■ Sector 5 interior
                 ■ Celestial dome → Rebalance volume
                 ■ Volcano → Check sound ideas
                 ■ Taiga → Check sound ideas
                 ■ Digital Sea (Surface)
Lyoko Reconstruction
Goal: End of Fall 2024 End of Spring 2025 (Status: In Progress, behind schedule)
   ❖ Create one world per sector type, have all variations in that world. Use VLocation to separate
       them (Critical)
   ❖ New Lyoko construction (21 towers iteration)
           ➢ Make Maps
                    ■ Select towers from series
                    ■ Draw and organize layout
           ➢ Ice
                    ■ Orient the sector to the North, with the edge of the sector being the
                       northernmost point and the portal being the southernmost
                    ■ Make Edits to towers 1-10, Add an extra tower to the original 10 and
                       renumber to towers 1-11.
                    ■ Add towers 12-21
                    ■ Create a system of slides to make travel easier. These slides should not use
                       smooth tp, but instead should grant the player a faster movement speed.
                       Slide paths should run beneath the sector plateaus.
           ➢ Desert
                    ■ Orient the sector to the West, with the edge of the sector being the
                       westernmost point and the portal being the easternmost
                    ■ Add a lower layer on the same level as the Oasis Tower. Check that sector
                       height will be sufficient.
                    ■ Discard Towers 1, 6, and 8, then replace them. Move tower 3 to tower 11 and
                       add a new tower 3. Renumber towers 1-10
                    ■ Add towers 12-21
                    ■ Add plateau padding around the sector to make it more expansive.
                    ■ Add Tunnels in more places to connect with the lower layer
           ➢ Forest
                    ■ Orient the sector to the South, with the edge of the sector being the
                       southernmost point and the portal being the northernmost
                    ■ Rework Tower 1 and Tower 2.
              ■ Remake all of the connecting paths for the towers, move towers 8 and 9
                   farther west. Swap tower numbers for I/O towers 7 and 8, Making Franz’s
                   tower number 8 and the waytower number 7. Rotate Franz’s tower, making it
                   extend east.
              ■ Rework plateaus for I/O towers 9 and 10
              ■ Add towers 11-21
      ➢ Mountain
              ■ Allow unique sector height; Sector uses 400 blocks of height for its terrain.
              ■ Orient the sector to the East, with the edge of the sector being the
                   easternmost point and the portal being the westernmost
              ■ Remake the sector; Add towers 1-21, separated into four layers
                        ● Towers 1-10
                        ● Towers 11- 21
              ■ Add “Dropzones” from the upper layer to the lower layer. A slow falling effect
                   is granted. Mark these areas with particle clouds.
      ➢ Sector 5:
              ■ Replace blocks in NS5 with a form of copper blocks
                        ● Blue concrete (Dark S5 block) -> Oxidized Copper
                        ● Lapis block (Mid S5 Block) -> Weathered Copper
                        ● Light blue wool (Light S5 Block) -> Exposed Copper
              ■ Make the Arena open to different locations within the sector via smooth TP
              ■ Add new Tower locations so that Sector 5’s tower can drift. Make its
                   activation more common
                        ● Change the Tower’s Access Point in every rotation
                        ● Create Variations of the Tower Room
                        ● Move Tower 1 outside of the sector to make space for keyrooms.
              ■ Add new Key Rooms → Base one off of RS5 concept?
      ➢ Volcano → Move into new world → May be delayed due to time constraints →
          Assigned to Matrix
              ■ Expand heart of XANA, and add an Access Tower there.
              ■ Create a sloping elevation, with the Heart of XANA being the center of the
                   sector and the lowest point. The sector’s overall shape should be like a
                   caldera, with large cliffs seen in the current version surrounding the outside.
              ■ Add more towers
              ■ Add erupting volcanoes to the Terrain.
      ➢ Change Waytower numbers from 1/4/8/10 to 1/7/14/21
❖ Improve: Waytowering
      ➢ New Tower Type: “Passage Towers”, which transport players from one part of a
          sector to a different part of the same sector.
              ■ Tower Numbers: 5 → 15 → 20
      ➢ Rename “Road” Waytowers to “Routing Waytowers”. It’s a better name.
❖ New tower cosmetics
      ➢ Interiors:
              ■ repurpose purple wool; Shift to a double slab and use it as a blank tower wall
                   block
              ■ Glowstone: use optifine CTM texture as the main texture now and add 2
                   variants for non-CTM users. Add all CTM textures to the main RP and
                   move/apply old purple wool CTMs to glowstone.
              ■ Improve tower interior entrances with layers
              ■ Improve tower interior data by changing concentrations of glowstone to mimic
                   the show’s data patterns.
          ➢ Exteriors:
                  ■ 4 Tower sizes
                           ● Size 1: 44 blocks in height, used for craters, glacier interiors and tight
                               fits for neutral towers. Scaled to show (Season 4)
                           ● Size 2: 55 blocks in height, used for the majority of neutral towers.
                               Scaled to show (seasons 1-3)
                           ● Size 3: 66 blocks in height, used for tight fit Waytowers, Replika
                               Access towers. Scaled to show (Waytowers, Season 1)
                           ● Size 4: 88 blocks in height, used for Waytowers. Scaled to Graphical
                               bible.
                  ■ Remove Exterior texture and replace with Birch Slabs and Smooth Quartz.
                       Add circuitry lines by using Clay/stripped birch wood.
                  ■ Improve: Redesign tower roots to be more detailed
                  ■ Improve: Give tower smoke a better shape and change it to a block model
                  ■ Improve: Make Neutral Tower smoke and Waytower smoke more distinct.
                  ■ Add: Tower Exterior Ambience
                           ● Generic hum (Deactivated)
                           ● Hum + “talking” (Activated) → Talking refers to oscillating undertone
    ❖ Improve: Movement on Lyoko, any combination of the following
          ➢ Method 1: Extend fall damage safe distance to 20 blocks instead of three
          ➢ Method 2: Raise natural walk-speed on Lyoko to 2 or 3 (adjust Supersprint and
              Supersmoke speeds to be higher as well.)
          ➢ Method 3: Increase Vehicle Speed
          ➢ Method 4: Create a toggleable “agility” mode which grants a minor speed boost and
              jump boost while the player is sprinting.
    ❖ Prep Lyoko for the Skid
          ➢ Stop using lava as the digital sea in desert-like worlds
          ➢ Use the EVO design for Carthage’s exterior, which is shared with Cortex, and put
              them both in a world together but separate from Desert worlds (EVO-Sector 5 Ref)
              (Cortex Ref)
Extras
Status: Not begun
This section is things that can release with the update, but if they are not done by the time the
previous two sections are, they will not release with the main update.
Some of this might not Release until the Network Update
    ❖ I/O Lyoko worlds as replikas (Currently active sectors)
            ➢ Ice
                     ■ Update tower designs
                     ■ Pick 6 towers to keep and 4 to remove
                     ■ Update sub-par terrain
                     ■ Move into Ice World
            ➢ Desert
                     ■ Update tower designs
                     ■ Pick 6 towers to keep and 4 to remove
                     ■ Update sub-par terrain
                     ■ Move into Desert World
            ➢ Forest
                     ■ Update tower designs
                     ■ Pick 6 towers to keep and 4 to remove
               ■ Update sub-par terrain, replace trees
               ■ Move into forest world
      ➢ Mountain
               ■ Pick 6 towers to keep and 4 to remove
               ■ Rebuild the I/O sector faithfully, but update the terrain quality significantly.
               ■ Move into Mountain World
❖ Tower Environmental attacks → XANA affecting the environment around the activated tower;
   Deactivating ends the effect.
      ➢ Fake towers → Frontier/Devirt player on entering
               ■ pick locations where fake activated towers can spawn, both near the tower
                   and far from it. Obfuscate Warriorsense.
      ➢ Weather events to Obscure monsters (sandstorm, fog/haze, blizzard) → Haze for
          forest, similar to fog
      ➢ Tower Invisibility
      ➢ Terrain Invisibility
      ➢ Plateau fissures (Desert, Ice)
      ➢ Bridge Dematerialization (Mountain, Forest)
      ➢ Plateau Axis Rotation (Specific locations)
      ➢ Moving mountain platforms
               ■ Utilize shulkers and block displays?
      ➢ Accessibility hinderances
      ➢ Virtualization interference: The nearest vpoints are not accessible, and Operators will
          not be able to virt players within a certain range of the tower.