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[[File:0x10c Panels 1.jpg|right|thumb|360px|A spacecraft interior featuring many types of panels.]] | [[File:0x10c Panels 1.jpg|right|thumb|360px|A spacecraft interior featuring many types of panels.]] | ||
[[File:0x10c Panels 2.jpg|right|thumb|360px|A spacecraft interior featuring panels, wires and pipes.]] | [[File:0x10c Panels 2.jpg|right|thumb|360px|A spacecraft interior featuring panels, wires and pipes.]] | ||
''0x10<sup>c</sup>'' was planned to have "''Minecraft'' in space" style gameplay.<ref>{{tweet|notch|245867371636592641|Turning into Minecraft in Space. More coffee. Fourth cup so far.|September 12, 2012}}</ref> Players would be able to build their own ships using a ship editor. Players would first build the external part, and then go into a room mode with a cutaway view of the ship, in which players would be able to carve out rooms with custom dimensions.<ref name=pc1/> Using the ship editor, players would be able to make convex rooms with 45 degree walls, to keep it simple to use, and to encourage the use of multiple rooms. Rooms could have variable height and be placed on different heights.<ref>{{reddit2|sub=0x10c|id=13k4ih|cid=c74o1yd|text=Right now you can make convex rooms with 45 degree walls, to keep the editor simple to use, and to encourage the use of multiple rooms. Rooms can have variable height and be placed on different heights.|author=xNotch|date=November 21, 2012}}</ref> The ship editor would create a more or less empty frame of a ship, and players would then have to place panels and other things manually in the actual game.<ref name=panel>{{reddit2|sub=0x10c|id=16449c|cid=c7sjl8a|text=What Jonatan and I discussed more specifically was what the ship editor is responsible for, and what the player has to do in first person. We moved a lot of the stuff to first person, which makes so much more sense. The ship editor just gives to a more or less empty frame of a ship, then you have to place panels and other stuff manually in the actual game.|author=xNotch|date=January 7, 2013}}</ref> It would be impossible to design a ship that isn't airtight, as a bounding volume would be made first, then rooms would be dug out after.<ref name=IRC/> Things like stripes and names could be placed on the outsides of ships.<ref>{{tweet|Notch|188388455770890240|OF COURSE stripes and names on the sides. But they will be polygons!|April 6, 2012}}</ref> | ''0x10<sup>c</sup>'' was planned to have "''Minecraft'' in space" style gameplay.<ref>{{tweet|notch|245867371636592641|Turning into Minecraft in Space. More coffee. Fourth cup so far.|September 12, 2012}}</ref> Players would be able to build their own ships using a ship editor. Players would first build the external part, and then go into a room mode with a cutaway view of the ship, in which players would be able to carve out rooms with custom dimensions.<ref name=pc1/> Using the ship editor, players would be able to make convex rooms with 45-degree walls, to keep it simple to use, and to encourage the use of multiple rooms. Rooms could have variable height and be placed on different heights.<ref>{{reddit2|sub=0x10c|id=13k4ih|cid=c74o1yd|text=Right now you can make convex rooms with 45 degree walls, to keep the editor simple to use, and to encourage the use of multiple rooms. Rooms can have variable height and be placed on different heights.|author=xNotch|date=November 21, 2012}}</ref> The ship editor would create a more or less empty frame of a ship, and players would then have to place panels and other things manually in the actual game.<ref name=panel>{{reddit2|sub=0x10c|id=16449c|cid=c7sjl8a|text=What Jonatan and I discussed more specifically was what the ship editor is responsible for, and what the player has to do in first person. We moved a lot of the stuff to first person, which makes so much more sense. The ship editor just gives to a more or less empty frame of a ship, then you have to place panels and other stuff manually in the actual game.|author=xNotch|date=January 7, 2013}}</ref> It would be impossible to design a ship that isn't airtight, as a bounding volume would be made first, then rooms would be dug out after.<ref name=IRC/> Things like stripes and names could be placed on the outsides of ships.<ref>{{tweet|Notch|188388455770890240|OF COURSE stripes and names on the sides. But they will be polygons!|April 6, 2012}}</ref> | ||
While inside a ship, players would always be oriented upright, even in zero-gravity. Outside ships, players would be able to rotate freely in any direction.<ref>{{reddit2|sub=0x10c|id=10ldne|cid=c6elhv9|text=So now I'm switching to a simple "down is always aligned along the y axis"-model like in all other shooters, and if we need to change it in the future, we can. This involves rewriting a lot of code I already had in place, but the new code is so much shorter than the old one.|author=xNotch|date=September 28, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=126ca9|cid=c6sumpl|text=Outside of the ship, the player will be able to spin around freely. If you drift through an opening in the ship, you'll spin to realign with the inside of the ship.|author=xNotch|date=October 28, 2012}}</ref> Everything’s position would be measured relative to the center of the player’s current ship, with the rest of the universe moving around it from the ship’s point of view.<ref>{{reddit2|sub=0x10c|id=126ca9|cid=c6svj01|text=Are you asking how it's implemented? The ship is loaded as static geometry and never moves. External forces like acceleration and impact will be implemented by applying the inverse force to everything inside the ship rather than by moving the actual ship hull.|author=xNotch|date=October 28, 2012}}</ref> Explosions in space would be realistic.<ref>{{tweet|Notch|201997356156194816|I want explosions in space to look realistic in 0x10c. I should travel to space and blow up a small ship. For science.|May 14, 2012}}</ref> When a ship explodes, it begins to leak air and spin around before popping apart.<ref>{{tweet|notch|201998758614020096|Actually, the best way to do it is probably to make the ship leak air visibly and start spinning for a few secs, then go "POP" for 100 ms.|May 14, 2012}}</ref> There would be no sound transmission through vacuums,<ref>{{tweet|notch|201999236110352386|Of course it's going to be silent! There's no medium for sound to propagate through in space!|May 14, 2012}}</ref><ref>{{tweet|notch|201999620673507328|I meant a visual pop, don't worry. There will be no sound in space, and that's a promise!|May 14, 2012}}</ref> but sounds from ships getting hit by things such as debris from explosions would be audible from inside those ships.<ref>{{tweet|notch|202000178004234241|You will hear stuff within your own ship! And if you get hit.|May 14, 2012}}</ref><ref>{{tweet|notch|202000444569042944|Yeah. Imagine hearing your ship getting hit by tiny debris from an exploding ship... Nice. :D|May 14, 2012}}</ref> Players would keep their ships after respawning.<ref name=pc2/> | While inside a ship, players would always be oriented upright, even in zero-gravity. Outside ships, players would be able to rotate freely in any direction.<ref>{{reddit2|sub=0x10c|id=10ldne|cid=c6elhv9|text=So now I'm switching to a simple "down is always aligned along the y axis"-model like in all other shooters, and if we need to change it in the future, we can. This involves rewriting a lot of code I already had in place, but the new code is so much shorter than the old one.|author=xNotch|date=September 28, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=126ca9|cid=c6sumpl|text=Outside of the ship, the player will be able to spin around freely. If you drift through an opening in the ship, you'll spin to realign with the inside of the ship.|author=xNotch|date=October 28, 2012}}</ref> Everything’s position would be measured relative to the center of the player’s current ship, with the rest of the universe moving around it from the ship’s point of view.<ref>{{reddit2|sub=0x10c|id=126ca9|cid=c6svj01|text=Are you asking how it's implemented? The ship is loaded as static geometry and never moves. External forces like acceleration and impact will be implemented by applying the inverse force to everything inside the ship rather than by moving the actual ship hull.|author=xNotch|date=October 28, 2012}}</ref> Explosions in space would be realistic.<ref>{{tweet|Notch|201997356156194816|I want explosions in space to look realistic in 0x10c. I should travel to space and blow up a small ship. For science.|May 14, 2012}}</ref> When a ship explodes, it begins to leak air and spin around before popping apart.<ref>{{tweet|notch|201998758614020096|Actually, the best way to do it is probably to make the ship leak air visibly and start spinning for a few secs, then go "POP" for 100 ms.|May 14, 2012}}</ref> There would be no sound transmission through vacuums,<ref>{{tweet|notch|201999236110352386|Of course it's going to be silent! There's no medium for sound to propagate through in space!|May 14, 2012}}</ref><ref>{{tweet|notch|201999620673507328|I meant a visual pop, don't worry. There will be no sound in space, and that's a promise!|May 14, 2012}}</ref> but sounds from ships getting hit by things such as debris from explosions would be audible from inside those ships.<ref>{{tweet|notch|202000178004234241|You will hear stuff within your own ship! And if you get hit.|May 14, 2012}}</ref><ref>{{tweet|notch|202000444569042944|Yeah. Imagine hearing your ship getting hit by tiny debris from an exploding ship... Nice. :D|May 14, 2012}}</ref> Players would keep their ships after respawning.<ref name=pc2/> | ||
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Space was to be very dark, with most surviving stars being fairly dim and small.<ref name=dark>{{reddit2|sub=0x10c|id=s4tm8|cid=c4bre4t|text=Space will be very dark, with most surviving stars being fairly dim and small. The ship you're in will sometimes go dark for various reasons (power failures, technical problems, trying to avoid visual detection through windows), but you can stick very bright lights in there to make it look nice and bright.|author=xNotch|date=March 13, 2012}}</ref> The number of stars would be "large enough to feel large, but small enough so that players could map them all if they wanted to."<ref>{{reddit2|sub=0x10c|id=11tn9v|cid=c6pnmsu|text=The number of stars will be large enough to feel large, but small enough so that players could map them all if they wanted to.|author=xNotch|date=October 21, 2012}}</ref> There would be an "explorable number" of stars, about 100,000.<ref name=IRC/> Star positions would be static, but planets would orbit and spin.<ref>{{reddit2|sub=0x10c|id=11tn9v|cid=c6prvdr|text=Star positions will be static. A LOT of time would have to progress for any noticeable difference to show. Planets will orbit and spin, however.|author=xNotch|date=October 21, 2012}}</ref> Stars would be closer together due to the big crunch.<ref>{{tweet|notch|184552145201266688|Can I combine heat death and a sudden start of a big crunch for gameplay reasons? (making stars closer to each other)|March 27, 2012}}</ref> Some areas of the universe would have a lot of radiation.<ref name=IRC/> There would be neutron stars,<ref>{{tweet|mollstam|188047629421256704|Hello floppy disks, meet my friend Neutron Star and his companion EM Radiation. #0x10c|April 5, 2012}}</ref> and black holes with gravitational lensing around them.<ref>{{tweet|Notch|187454250547294208|If you mean gravitational lensing from black holes, then I hope so. If it fits the visual style.|April 4, 2012}}</ref> Most solar systems would be a brown dwarf with very few surviving planets, though there would be an extremely small number of young stars.<ref name=IRC/> | Space was to be very dark, with most surviving stars being fairly dim and small.<ref name=dark>{{reddit2|sub=0x10c|id=s4tm8|cid=c4bre4t|text=Space will be very dark, with most surviving stars being fairly dim and small. The ship you're in will sometimes go dark for various reasons (power failures, technical problems, trying to avoid visual detection through windows), but you can stick very bright lights in there to make it look nice and bright.|author=xNotch|date=March 13, 2012}}</ref> The number of stars would be "large enough to feel large, but small enough so that players could map them all if they wanted to."<ref>{{reddit2|sub=0x10c|id=11tn9v|cid=c6pnmsu|text=The number of stars will be large enough to feel large, but small enough so that players could map them all if they wanted to.|author=xNotch|date=October 21, 2012}}</ref> There would be an "explorable number" of stars, about 100,000.<ref name=IRC/> Star positions would be static, but planets would orbit and spin.<ref>{{reddit2|sub=0x10c|id=11tn9v|cid=c6prvdr|text=Star positions will be static. A LOT of time would have to progress for any noticeable difference to show. Planets will orbit and spin, however.|author=xNotch|date=October 21, 2012}}</ref> Stars would be closer together due to the big crunch.<ref>{{tweet|notch|184552145201266688|Can I combine heat death and a sudden start of a big crunch for gameplay reasons? (making stars closer to each other)|March 27, 2012}}</ref> Some areas of the universe would have a lot of radiation.<ref name=IRC/> There would be neutron stars,<ref>{{tweet|mollstam|188047629421256704|Hello floppy disks, meet my friend Neutron Star and his companion EM Radiation. #0x10c|April 5, 2012}}</ref> and black holes with gravitational lensing around them.<ref>{{tweet|Notch|187454250547294208|If you mean gravitational lensing from black holes, then I hope so. If it fits the visual style.|April 4, 2012}}</ref> Most solar systems would be a brown dwarf with very few surviving planets, though there would be an extremely small number of young stars.<ref name=IRC/> | ||
Lighting was planned to be more complex than in ''Minecraft'', which was because ''Minecraft'' focused on many blocks and polygons that could all change at any time, whereas ''0x10<sup>c</sup>'' focused on modern lighting with very few polygons that rarely changed.<ref>{{reddit2|sub=0x10c|id=s2px1|cid=c4aqmca|text=Minecraft has a completely different focus. Instead of having realistic movable lights, it focuses on having every single block in the game capable of emitting lights. This means you can make a huge lava river and have it light up your house from below, as the lighting can come from every single block of lava in the river. In 0x10c, there will be way less light sources, and as a result, they can be much more complex.|author=xNotch|date=March 10, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=s2pzl|cid=c4aqogp|text=I replied to this complaint in another thread on here. Basically, the renderers are COMPLETELY DIFFERENT. Minecraft focuses on many (many) blocks and polygons that could all change at any time. 0x10c focuses on modern lighting with very few polygons that rarely change.|author=xNotch|date=March 10, 2012}}</ref> For example, computer monitors would illuminate their surroundings with the same colors being displayed on the screen.<ref>{{reddit2|sub=0x10c|id=s2px1|cid=c4aqn22|text=Those | Lighting was planned to be more complex than in ''Minecraft'', which was because ''Minecraft'' focused on many blocks and polygons that could all change at any time, whereas ''0x10<sup>c</sup>'' focused on modern lighting with very few polygons that rarely changed.<ref>{{reddit2|sub=0x10c|id=s2px1|cid=c4aqmca|text=Minecraft has a completely different focus. Instead of having realistic movable lights, it focuses on having every single block in the game capable of emitting lights. This means you can make a huge lava river and have it light up your house from below, as the lighting can come from every single block of lava in the river. In 0x10c, there will be way less light sources, and as a result, they can be much more complex.|author=xNotch|date=March 10, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=s2pzl|cid=c4aqogp|text=I replied to this complaint in another thread on here. Basically, the renderers are COMPLETELY DIFFERENT. Minecraft focuses on many (many) blocks and polygons that could all change at any time. 0x10c focuses on modern lighting with very few polygons that rarely change.|author=xNotch|date=March 10, 2012}}</ref> For example, computer monitors would illuminate their surroundings with the same colors being displayed on the screen.<ref>{{reddit2|sub=0x10c|id=s2px1|cid=c4aqn22|text=Those soldiers are just empty models to try the renderer. There's no ai or anything attached to them, they just silently and eerily rotate in place. The space interior, however, has full physics, and is fully editable. The light from the monitor in the distance is dynamic and depends on what the screen shows. A red screen has a red glow and so on.|author=xNotch|date=March 10, 2012}}</ref> The game would have a "this is what we thought the future would be like in the 80's"-look,<ref>{{tweet|Notch|188387333303840768|aesthetic. I want to capture a "this is what we thought the future would be like in the 80's"-look. Also, frontier did it.|April 6, 2012}}</ref> and a wireframe graphics mode.<ref>{{tweet|Notch|188389034945544192|I am ACTUALLY considering having a wireframe mode. ;)|April 6, 2012}}</ref> Music would take a long time to build up, and there would be a lot of ambient sound effects.<ref>{{reddit2|sub=0x10c|id=11f6b7|cid=c6ly5ic|text=Interesting. Though I want music to be even rarer than in Minecraft. By which I mean not rare in quantity, but rare in the amount of time it takes for a song to build up. So mostly you would hear ambient sound effects. Think about humming of machinery, the whirring of computer fans. That stuff. Also I don't think I want to use Minecraft sound effects, haha :)|author=C418|date=October 13, 2012}}</ref> The sound engine supported samples, procedural sounds and effects.<ref>{{tweet|notch|260080272916238336|That was fun! Implemented the base for the sound engine in 0x10c. Supports samples and procedural sounds, and the ability to add effects.|October 21, 2012}}</ref> | ||
A monthly subscription fee would be required to access a global multiplayer server called the multiverse, due to the computational cost of simulating the trajectories and computers of all the players' ships, even when the players owning those ships were offline.<ref name=pc1/> Private multiplayer servers would be free to use, have IP-based and LAN options, and could be run on older versions.<ref name=multiplayer>{{reddit2|sub=0x10c|id=11pg9n|cid=c6oq48f|text=The plan right now is to absolutely allow for private servers, and to ship the game with private server support built in. These will work similar to Minecraft servers, where you can choose to enable login verification via our servers, in which case they will need to be connected to the internet, or to skip that bit and just let anyone in, in which case they will work great for lan parties out at sea or in cabins in the woods.|author=xNotch|date=October 19, 2012}}</ref> The game would run on a local server even in singleplayer.<ref>{{tweet|Notch|262614969479213056|0x10c now runs in multiplayer even in singleplayer mode. Now that's progress, even if everything looks the same!|October 28, 2012}}</ref> VR support was planned.<ref>{{citation|url=https://www.pcgamer.com/notch-mega-interview-0x10c-micropayments-kickstarter-and-quantum-computing/3/|title=Notch mega-interview: 0x10c, micropayments, Kickstarter and quantum computing (page 3)|website=PC Gamer|author=Marsh Davies|date=November 29, 2012}}</ref> There were to be a large number of fictional hardware and software developers,<ref>{{tweet|notch|195141690917523456|Any indie dev studios out there who want to get their names featured as fictional hardware or software devs in 0x10c? Let me know! :D|April 25, 2012}}</ref><ref>{{tweet|notch|195142322554544128|Please let me know an 80's appropriate exact spelling of the name as you'd want it to appear. :D|April 25, 2012}}</ref><ref>{{tweet|notch|195148473866256385|Dear lord.. Added 100 names so far, still going through tweets. I may have to edit a few to get rid of "games" and similar words.|April 25, 2012}}</ref><ref>{{tweet|notch|195155567956856832|Got 267 names now.. wow.. My fingers are hurting. I'll go over this list later on and pick a bunch that sound spacey. Thanks! :D|April 25, 2012}}</ref><ref>{{tweet|notch|195156200109780993|A few people asked for it, so here's the raw list of names: <nowiki>http://pastebin.com/raw.php?i=Y78N71TM</nowiki>|April 25, 2012}}</ref> and possibly a faction that outlaws open source software.<ref>{{tweet|notch|185417318829010944|I'm actually considering making one of the factions in the game outlaw open source stuff. ;)|March 29, 2012}}</ref> A full time writer for the game was planned.<ref>{{tweet|notch|237896714504241152|Don't know anyone who has any need for any full time writers, but I know we want one for 0x10c|August 21, 2012}}</ref> | A monthly subscription fee would be required to access a global multiplayer server called the multiverse, due to the computational cost of simulating the trajectories and computers of all the players' ships, even when the players owning those ships were offline.<ref name=pc1/> Private multiplayer servers would be free to use, have IP-based and LAN options, and could be run on older versions.<ref name=multiplayer>{{reddit2|sub=0x10c|id=11pg9n|cid=c6oq48f|text=The plan right now is to absolutely allow for private servers, and to ship the game with private server support built in. These will work similar to Minecraft servers, where you can choose to enable login verification via our servers, in which case they will need to be connected to the internet, or to skip that bit and just let anyone in, in which case they will work great for lan parties out at sea or in cabins in the woods.|author=xNotch|date=October 19, 2012}}</ref> The game would run on a local server even in singleplayer.<ref>{{tweet|Notch|262614969479213056|0x10c now runs in multiplayer even in singleplayer mode. Now that's progress, even if everything looks the same!|October 28, 2012}}</ref> VR support was planned.<ref>{{citation|url=https://www.pcgamer.com/notch-mega-interview-0x10c-micropayments-kickstarter-and-quantum-computing/3/|title=Notch mega-interview: 0x10c, micropayments, Kickstarter and quantum computing (page 3)|website=PC Gamer|author=Marsh Davies|date=November 29, 2012}}</ref> There were to be a large number of fictional hardware and software developers,<ref>{{tweet|notch|195141690917523456|Any indie dev studios out there who want to get their names featured as fictional hardware or software devs in 0x10c? Let me know! :D|April 25, 2012}}</ref><ref>{{tweet|notch|195142322554544128|Please let me know an 80's appropriate exact spelling of the name as you'd want it to appear. :D|April 25, 2012}}</ref><ref>{{tweet|notch|195148473866256385|Dear lord.. Added 100 names so far, still going through tweets. I may have to edit a few to get rid of "games" and similar words.|April 25, 2012}}</ref><ref>{{tweet|notch|195155567956856832|Got 267 names now.. wow.. My fingers are hurting. I'll go over this list later on and pick a bunch that sound spacey. Thanks! :D|April 25, 2012}}</ref><ref>{{tweet|notch|195156200109780993|A few people asked for it, so here's the raw list of names: <nowiki>http://pastebin.com/raw.php?i=Y78N71TM</nowiki>|April 25, 2012}}</ref> and possibly a faction that outlaws open source software.<ref>{{tweet|notch|185417318829010944|I'm actually considering making one of the factions in the game outlaw open source stuff. ;)|March 29, 2012}}</ref> A full time writer for the game was planned.<ref>{{tweet|notch|237896714504241152|Don't know anyone who has any need for any full time writers, but I know we want one for 0x10c|August 21, 2012}}</ref> | ||
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*The LEM1802 (Low Energy Monitor): a 128×96 pixel 16-color CRT monitor.<ref>https://web.archive.org/web/20130905063459/http://dcpu.com/monitor/</ref> Clicking a keyboard or a monitor would lock input, turn the player's view towards the connected monitor, and slightly zoom in. Escape would exit.<ref>{{reddit2|sub=0x10c|id=10xykl|cid=c6hlobx|text=Click a keyboard or a monitor to lock input, turn view towards the connected monitor, and slightly zoom in. Escape exits.|author=xNotch|date=October 4, 2012}}</ref> Screen burn would be present on CRT monitors. Multiple monitors would be able to connect to a single CPU, which can all display the same image, or can be memory mapped to different regions to produce different images on each one. Custom 16-color palettes would be available for computers.<ref name=IRC/> | *The LEM1802 (Low Energy Monitor): a 128×96 pixel 16-color CRT monitor.<ref>https://web.archive.org/web/20130905063459/http://dcpu.com/monitor/</ref> Clicking a keyboard or a monitor would lock input, turn the player's view towards the connected monitor, and slightly zoom in. Escape would exit.<ref>{{reddit2|sub=0x10c|id=10xykl|cid=c6hlobx|text=Click a keyboard or a monitor to lock input, turn view towards the connected monitor, and slightly zoom in. Escape exits.|author=xNotch|date=October 4, 2012}}</ref> Screen burn would be present on CRT monitors. Multiple monitors would be able to connect to a single CPU, which can all display the same image, or can be memory mapped to different regions to produce different images on each one. Custom 16-color palettes would be available for computers.<ref name=IRC/> | ||
*Power generators. Each ship would have a generator capable of producing a fixed wattage, and everything players would connect to it would drain wattage.<ref name=story>https://web.archive.org/web/20140323172842/http://0x10c.com/story/</ref> Each player would only be able to have one generator at a time, but multiple players would be able to place their generators on a single ship to give it more power, encouraging cooperation between players.<ref name=ambition>{{citation|url=https://www.pcgamer.com/new-0x10c-footage-emerges-we-talk-to-notch-about-his-games-interstellar-ambition/|title=New 0x10c footage emerges - we talk to Notch about his game's interstellar ambition|website=PC Gamer|author=Marsh Davies|date=October 12, 2012}}</ref> Generators would not have required fuel,<ref>{{reddit2|sub=0x10c|id=se3x9|cid=c4dc60r|text=They're magical fairy dust generators that don't require fuel. They did last for 0x10c years, after all, somehow...|author=xNotch|date=March 17, 2012}}</ref> would explode when destroyed,<ref name=explode>{{reddit2|sub=Minecraft|id=xfzdg|cid=c5m148n|text=For game design, I usually try to think about what you'd expect things to do, and design from there. And yeah, generators explode. In movies and games, generators explode more than they produce power.|author=xNotch|date=July 31, 2012}}</ref> and would emit light.<ref>{{tweet|notch|183092279014203392|I dreamed about the reactor core, and now it needs to emmitt light. Such an obvious thing, but that means I need a fancy lighting engine. :D|March 23, 2012}}</ref> | *Power generators. Each ship would have a generator capable of producing a fixed wattage, and everything players would connect to it would drain wattage.<ref name=story>https://web.archive.org/web/20140323172842/http://0x10c.com/story/</ref> Each player would only be able to have one generator at a time, but multiple players would be able to place their generators on a single ship to give it more power, encouraging cooperation between players.<ref name=ambition>{{citation|url=https://www.pcgamer.com/new-0x10c-footage-emerges-we-talk-to-notch-about-his-games-interstellar-ambition/|title=New 0x10c footage emerges - we talk to Notch about his game's interstellar ambition|website=PC Gamer|author=Marsh Davies|date=October 12, 2012}}</ref> Generators would not have required fuel,<ref>{{reddit2|sub=0x10c|id=se3x9|cid=c4dc60r|text=They're magical fairy dust generators that don't require fuel. They did last for 0x10c years, after all, somehow...|author=xNotch|date=March 17, 2012}}</ref> would explode when destroyed,<ref name=explode>{{reddit2|sub=Minecraft|id=xfzdg|cid=c5m148n|text=For game design, I usually try to think about what you'd expect things to do, and design from there. And yeah, generators explode. In movies and games, generators explode more than they produce power.|author=xNotch|date=July 31, 2012}}</ref> and would emit light.<ref>{{tweet|notch|183092279014203392|I dreamed about the reactor core, and now it needs to emmitt light. Such an obvious thing, but that means I need a fancy lighting engine. :D|March 23, 2012}}</ref> | ||
*Gravity generators. When a ship’s gravity generator is unpowered, objects inside the ship would be subject to the same physical forces as the ship itself.<ref name=ambition/> Artificial gravity generators | *Gravity generators. When a ship’s gravity generator is unpowered, objects inside the ship would be subject to the same physical forces as the ship itself.<ref name=ambition/> Artificial gravity generators would recharge when hovering over a planet.<ref>{{tweet|notch|185621764162846720|Considering making the linear higgs boson emitter (for fake gravity) require recharging by hovering over a planet. #doesntworkthatway|March 30, 2012}}</ref> Rotation-produced artificial gravity would also be possible, as well as using magnetic boots to walk on surfaces in zero-gravity.<ref name=gravity>{{reddit2|sub=0x10c|id=smn3g|cid=c4f996j|text=The physics engine supports arbitrary gravity vectors, kind of. By "kind of" I mean there's a bug where your head will get stuck inside a wall if it changes too fast, but that's easily fixed.|author=xNotch|date=March 22, 2012}}</ref> Constant acceleration could also be used to create artificial gravity.<ref>{{reddit2|sub=0x10c|id=126ca9|cid=c6sizxu|text=Or you could put the engines at the bottom of the ship and constantly accelerate at 9.8m/s2|author=xNotch|date=October 27, 2012}}</ref> | ||
*A hyperverse EM array which connects to web servers, a multiverse EM array which connects to other multiplayer games, and a universe EM array which is limited to one game.<ref>{{tweet|notch|185422061794107392|The hyperverse EM array will let you connect to web servers. The multiverse ones, other multiplayer games. The regular one, your game.|March 29, 2012}}</ref> Hyperverse communication would be very slow.<ref>{{tweet|Notch|207930052254507010|Trying to work out if hyperverse communications should be super slow tcp or super slow udp in 0x10c. tcp means BBSes. udp makes more sense.|May 30, 2012}}</ref> | *A hyperverse EM array which connects to web servers, a multiverse EM array which connects to other multiplayer games, and a universe EM array which is limited to one game.<ref>{{tweet|notch|185422061794107392|The hyperverse EM array will let you connect to web servers. The multiverse ones, other multiplayer games. The regular one, your game.|March 29, 2012}}</ref> Hyperverse communication would be very slow.<ref>{{tweet|Notch|207930052254507010|Trying to work out if hyperverse communications should be super slow tcp or super slow udp in 0x10c. tcp means BBSes. udp makes more sense.|May 30, 2012}}</ref> | ||
*Doors, which could be opened into space to put out fires. If doors stopped working, players would need to manually open them by either using blowtorch or hacking into them.<ref>{{reddit2|sub=0x10c|id=zx18t|cid=c68h65k|text=One specific great idea is opening the outer doors to put out fires. A stupidly dangerous move in interstellar space, sure, but very effective. Another thing I thought of is that doors need to be able to stop working, and then you need to be able to manually override them. Either by doing the clichéd blowtorch cutting thing, or by some hacking minigame.|author=xNotch|date=September 15, 2012}}</ref> | *Doors, which could be opened into space to put out fires. If doors stopped working, players would need to manually open them by either using blowtorch or hacking into them.<ref>{{reddit2|sub=0x10c|id=zx18t|cid=c68h65k|text=One specific great idea is opening the outer doors to put out fires. A stupidly dangerous move in interstellar space, sure, but very effective. Another thing I thought of is that doors need to be able to stop working, and then you need to be able to manually override them. Either by doing the clichéd blowtorch cutting thing, or by some hacking minigame.|author=xNotch|date=September 15, 2012}}</ref> | ||
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*Another word for the number represented by the hexadecimal value "0x10<sup>c</sup>" is "Trillek".<ref>http://www.intuitor.com/hex/words.html</ref> | *Another word for the number represented by the hexadecimal value "0x10<sup>c</sup>" is "Trillek".<ref>http://www.intuitor.com/hex/words.html</ref> | ||
*The sound of the weapon seen in some of the videos is taken from the blaster from the game ''Quake 2''.<ref>{{reddit2|sub=0x10c|id=11upoq|cid=c6prpfp|text=I gave the gun the blaster sound from quake 2, and tested a few procedural sounds; a fizz wherever the shot hits, some random tones from the monitor, and a very annoying hum from the SPED-3.|author=xNotch|date=October 21, 2012}}</ref> | *The sound of the weapon seen in some of the videos is taken from the blaster from the game ''Quake 2''.<ref>{{reddit2|sub=0x10c|id=11upoq|cid=c6prpfp|text=I gave the gun the blaster sound from quake 2, and tested a few procedural sounds; a fizz wherever the shot hits, some random tones from the monitor, and a very annoying hum from the SPED-3.|author=xNotch|date=October 21, 2012}}</ref> | ||
*Some of the videos from the game’s development contain a low-poly model of the Soldier character from the game ''Team Fortress 2''.<ref>{{reddit2|sub=0x10c|id=11d8ih|cid=c6lmdrb|text=Custom engine, the | *Some of the videos from the game’s development contain a low-poly model of the Soldier character from the game ''Team Fortress 2''.<ref>{{reddit2|sub=0x10c|id=11d8ih|cid=c6lmdrb|text=Custom engine, the soldier is an aweome placeholder I found online by some very talented modeler, whose name I've unfortunately forgotten.|author=xNotch|date=October 12, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=11d8ih|cid=c6lmra8|text=It's from Tommy Tallian's low poly TF2 study.|author=exprdebt|date=October 12, 2012}}</ref> | ||
*The game was not planned to use alpha or beta labels,<ref>{{tweet|notch|288756930674061312|Because of that article, I'm not going to use the alpha/beta labels on 0x10c. I'll still be clear about it being in development.|January 8, 2013}}</ref> with the first phase of development being referred to as "Montauk".<ref>{{reddit2|sub=0x10c|id=14f2bx|cid=c7cvzf7|text=It's the project name since classes can't start with a digit. Montauk is the codename for the pre-pre-alpha verion we're working on now|author=xNotch|date=December 7, 2012}}</ref> | *The game was not planned to use alpha or beta labels,<ref>{{tweet|notch|288756930674061312|Because of that article, I'm not going to use the alpha/beta labels on 0x10c. I'll still be clear about it being in development.|January 8, 2013}}</ref> with the first phase of development being referred to as "Montauk".<ref>{{reddit2|sub=0x10c|id=14f2bx|cid=c7cvzf7|text=It's the project name since classes can't start with a digit. Montauk is the codename for the pre-pre-alpha verion we're working on now|author=xNotch|date=December 7, 2012}}</ref> | ||
*According to Notch, 0x10<sup>c</sup> was inspired by ''Firefly'', ''Elite'', ''Alien'', ''The Matrix'', ''2001: A Space Odyssey'', ''FTL'', ''Noctis'', and ''Proteus''.<ref>{{tweet|notch|183585572156219392|Why are everyone focusing on firefly being part of the inspiration? Elite, alien, even matrix, are huge inspirations too. Also, 2001.|March 24, 2012}}</ref><ref>{{tweet|Notch|246905495770767360|Well then, I guess you can officially add FTL to the list of games that inspired 0x10c. GO PLAY FTL RIGHT NOW, it is amazing!!|September 15, 2012}}</ref><ref>{{tweet|Notch|271190437287583744|The noctis games are very interesting, and definitely an inspiration for 0x10c!|November 21, 2012}}</ref><ref>{{tweet|Notch|189679143875641344|proteus is actually part of the inspiration for this game. Is it a game? Not sure. Does it need to be?|April 10, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=s6yzi|cid=c4brfx6|text=Oh god, Noctis. Such a wonderful experience! I spent so much time understanding so little, but loving every second of it. I'd say that Proteus probably comes closer to capturing that magic than I think I will be able to, but Noctis is definitely a big inspiration. I wish I was that talented at making the player feel so involved.|author=xNotch|date=April 13, 2012}}</ref> | *According to Notch, 0x10<sup>c</sup> was inspired by ''Firefly'', ''Elite'', ''Alien'', ''The Matrix'', ''2001: A Space Odyssey'', ''FTL'', ''Noctis'', and ''Proteus''.<ref>{{tweet|notch|183585572156219392|Why are everyone focusing on firefly being part of the inspiration? Elite, alien, even matrix, are huge inspirations too. Also, 2001.|March 24, 2012}}</ref><ref>{{tweet|Notch|246905495770767360|Well then, I guess you can officially add FTL to the list of games that inspired 0x10c. GO PLAY FTL RIGHT NOW, it is amazing!!|September 15, 2012}}</ref><ref>{{tweet|Notch|271190437287583744|The noctis games are very interesting, and definitely an inspiration for 0x10c!|November 21, 2012}}</ref><ref>{{tweet|Notch|189679143875641344|proteus is actually part of the inspiration for this game. Is it a game? Not sure. Does it need to be?|April 10, 2012}}</ref><ref>{{reddit2|sub=0x10c|id=s6yzi|cid=c4brfx6|text=Oh god, Noctis. Such a wonderful experience! I spent so much time understanding so little, but loving every second of it. I'd say that Proteus probably comes closer to capturing that magic than I think I will be able to, but Noctis is definitely a big inspiration. I wish I was that talented at making the player feel so involved.|author=xNotch|date=April 13, 2012}}</ref> | ||
Latest revision as of 11:00, 31 May 2026
0x10c was a space sandbox game that was being developed by Markus "Notch" Persson and Minecraft:Mojang AB during 2012 and 2013 as a followup to Minecraft:Minecraft. It has since been cancelled.
"0x" is a prefix used in several programming languages to indicate a hexadecimal number. "0x10c" (ten to the power of C) is a hexadecimal number equivalent to 1612 in decimal, which equals 281,474,976,710,656, which was the number of years that had passed since 1988 in the game's story.
On January 30, 2024, Notch tweeted,<ref>https://twitter.com/notch/status/1752358057185780005</ref> wondering if the name 0x10c went under Microsoft's name when they acquired Mojang.
Announcement
In March 2011, Notch was asked in an interview if Mojang had any plans for another game, and Notch expressed his desire to create an "extremely nerdy" space trading simulator.<ref>Template:Reddit2</ref><ref>Template:Citation</ref> Later, in December 2011, Notch announced he would be stepping down as lead developer of Minecraft, and that he would begin working on another project.<ref>Template:Citation</ref> Mojang CEO Minecraft:Carl Manneh said in an interview with Edge Online in January 2012 that Mojang was committed to supporting a new project that Notch was developing.<ref>Template:Citation</ref> In March 2012, he revealed that there were three different projects he was working on, but he had yet to decide which one he was committed to.<ref>Template:Citation</ref> On March 13th, he announced he would begin prototyping a space game,<ref>Template:Tweet</ref> and on March 21st, in an interview with PC Gamer magazine, he announced that he was working on a space-themed game that was inspired by the television show Firefly and the video game Elite.<ref name=firefly>Template:Citation</ref>
On April Fools' Day 2012, instead of a typical Minecraft Minecraft:April Fools joke, as was the case the prior year and every year since, Mojang launched a satirical website for a space game entitled Mars Effect,<ref>Template:Tweet</ref> citing a lawsuit with Bethesda regarding the title of the Mojang game Minecraft:Scrolls as an inspiration.<ref>Template:Citation</ref> However, the gameplay elements remained true, and on April 3, 2012, Mojang revealed it as an actual space sandbox title, 0x10c.<ref>Template:Citation</ref>
The game's backstory, as told by Notch on the website, was this:
The game was to feature:
- Hard science fiction
- Lots of engineering
- Fully working computer system
- Space battles against the AI or other players
- Abandoned ships full of loot
- Duct tape
- Seamlessly landing on planets
- Advanced economy system
- Random encounters
- Mining, trading, and looting
- Single and multi player connected via the multiverse
Of particular interest was the in-game computer, the DCPU-16. This was a fully functioning emulated 16 bit CPU that could be used to control the entire ship, or just to play games on while waiting for a large mining operation to finish. Full specifications of the CPU were released soon after the game's announcement, so the more programatically advanced of the playerbase could get a head start.<ref>Template:Citation</ref> These specifications, along with the specifications for several pieces of in-game hardware that would be able to interface with the DCPU-16, can be found here.
0x10c was planned to require its players to pay a monthly subscription fee in order to access the global multiplayer server that was planned to exist, due to the computational cost of simulating the trajectories and onboard systems of all the players' ships, even when the players piloting those ships weren't logged in.<ref name=pc1/> A recurring fee would not be required to play singleplayer, and it's likely there would be the option to play on smaller, privately hosted servers for free, as in Minecraft.<ref name=multiplayer/> The initial cost of buying the game was planned to start out small and increase as the game was developed, similarly to how Minecraft's price increased during the first few years of its development.
Development
Soon after the announcement of 0x10c, Notch began posting on Twitter about his plans for the game, and began putting images of the prototype versions on his website.<ref>Template:Reddit2</ref> A forum, Reddit community, wiki, and numerous other fan-made websites were created, and Notch began communicating with fans about the game on the Reddit community as well.
On April 16, 2012, Notch posted an image on the 0x10c website containing a puzzle.<ref>Template:Reddit2</ref> When decoded, it revealed the word "Montauk", which was the password to get into another page on the website, which contained 99 codes which could each be redeemed once on the Mojang website to add 0x10c to the user’s Mojang account, which would have allowed them to play it as soon as the game was eventually released.<ref>Template:Reddit2</ref> 0x10c remained part of these users' Mojang accounts until it was eventually removed from the Mojang account system in 2020.
On May 2, 2012, Notch launched an ARG to promote the game. A secret page on the 0x10c website read "insufficient power" along with a power percentage. The more people visited this page, the higher the power percentage became until eventually reaching 100%, whereupon a large amount of garbled code was revealed, which the community determined represented radio signals from a pulsar.<ref>Template:Reddit2</ref> Discrepancies in the repeating pulsar signals were eventually decoded and revealed to be garbled text taken from Isaac Asimov's short story Template:W, which, like 0x10c, also takes place in the extremely distant future of the universe.<ref>Template:Reddit2</ref><ref>https://gist.github.com/rmmh/2599184</ref>
Notch also began livestreaming himself coding 0x10c on Twitch.<ref>Template:Twl</ref><ref>Template:Twl</ref> One of the results of this was that viewers were able to copy significant amounts of the code and create a reverse-engineered version of the game.<ref>Template:Reddit2</ref> Notch asked that this not be publicly released, as the game was not yet close to a state he felt comfortable releasing.<ref>Template:Reddit2</ref><ref>Template:Reddit2</ref> However, a prototype version of the game was accidentally leaked anyway, when Notch uploaded it to a private page on his website but forgot to disallow users from viewing all the site's files.<ref>Template:Reddit2</ref> This prototype, featuring a dark room with a computer, can be found here.
Originally, Notch intended for the art style of 0x10c to be mostly textureless, citing the 1993 game Frontier as inspiration.<ref>Template:Citation</ref> However, he later changed his mind, and in September 2012, Minecraft:Jonatan Pöljö, also known as Eldrone, was hired as an artist for the game, and created most of the textures and models seen in the later footage.<ref>Template:Tweet</ref> According to Eldrone:
Progress continued, and eventually, in October 2012, Notch released several videos on YouTube and the 0x10c website showcasing the progress he had made,<ref>Template:Ytl</ref><ref>Template:Ytl</ref><ref>https://web.archive.org/web/20131219192521/http://0x10c.com:80/category/video/</ref> including two physics test videos, an art test video and a multiplayer test video. Eventually, a semi-playable version, featuring a fully modeled and textured spacecraft with an interior and exterior, functional multiplayer and PVP, and the basics of the in-game computer systems, was created, and Notch livestreamed himself battling other Mojang employees onboard the ship.<ref>Template:Citation</ref>
On October 20, 2012, it was announced on the game's website that three 0x10c-themed shirts were available to purchase from JINX.<ref>Template:Citation </ref> One of these shirts had a string of numbers on it that was revealed to be a phone number.<ref>Template:Reddit2</ref> When called, it played back a distorted sound clip, which, when enhanced, was revealed to be a message relating to the software error from the game’s backstory.<ref>Template:Reddit2</ref><ref>https://soundcloud.com/asteriskman/0x10c-cleanup</ref>
Later, on January 21, 2013, Eldrone released a "Facebuilder" demo as a preview of 0x10c's player customization system, created in Unity.<ref>Template:Tweet</ref> This can be found here.
Cancellation
0x10c was eventually put on hold in April of 2013 because Notch had found creative blocks. However, at the time, he was still interested in expanding the development staff to push the game toward release.<ref name=past>Template:Citation</ref>
Eventually, on August 13, 2013, Notch announced in a Team Fortress 2 livestream that 0x10c was indefinitely shelved, but Notch added that it could be made in the future if another Mojang employee was interested in developing it.<ref>Template:Citation</ref>
On August 19th, Notch wrote on his blog "Minecraft:The Word of Notch" about his reasons for the game's cancellation:
He then expressed his desire to not become "another under delivering visionary game developer", and said he would instead focus on making "smaller games that can fail" in the future. Regarding 0x10c, he said that "I want to play this game so much, but I am not the right person to make it. Not any more. I’m convinced a new team with less public interest can make a vastly superior game than what I would make."
On September 15, 2014, following Mojang's acquisition by Microsoft, and Notch's departure from the company, the soundtrack for 0x10c was released by Minecraft:Daniel Rosenfeld.<ref>0x10c by C418 on Bandcamp</ref> He stated:
Eldrone would later release images of additional art assets created for 0x10c on his Twitter and website.<ref>Template:Tweet</ref><ref>http://www.jonatanpoljo.com/pages/new_9.html</ref>
Gameplay
0x10c was planned to have "Minecraft in space" style gameplay.<ref>Template:Tweet</ref> Players would be able to build their own ships using a ship editor. Players would first build the external part, and then go into a room mode with a cutaway view of the ship, in which players would be able to carve out rooms with custom dimensions.<ref name=pc1/> Using the ship editor, players would be able to make convex rooms with 45-degree walls, to keep it simple to use, and to encourage the use of multiple rooms. Rooms could have variable height and be placed on different heights.<ref>Template:Reddit2</ref> The ship editor would create a more or less empty frame of a ship, and players would then have to place panels and other things manually in the actual game.<ref name=panel>Template:Reddit2</ref> It would be impossible to design a ship that isn't airtight, as a bounding volume would be made first, then rooms would be dug out after.<ref name=IRC/> Things like stripes and names could be placed on the outsides of ships.<ref>Template:Tweet</ref>
While inside a ship, players would always be oriented upright, even in zero-gravity. Outside ships, players would be able to rotate freely in any direction.<ref>Template:Reddit2</ref><ref>Template:Reddit2</ref> Everything’s position would be measured relative to the center of the player’s current ship, with the rest of the universe moving around it from the ship’s point of view.<ref>Template:Reddit2</ref> Explosions in space would be realistic.<ref>Template:Tweet</ref> When a ship explodes, it begins to leak air and spin around before popping apart.<ref>Template:Tweet</ref> There would be no sound transmission through vacuums,<ref>Template:Tweet</ref><ref>Template:Tweet</ref> but sounds from ships getting hit by things such as debris from explosions would be audible from inside those ships.<ref>Template:Tweet</ref><ref>Template:Tweet</ref> Players would keep their ships after respawning.<ref name=pc2/>
Spacecraft would be "smaller than the nostromo, larger than a tie fighter."<ref>Template:Reddit2</ref> Smaller ships could be docked inside of and launched from larger ships.<ref>Template:Reddit2</ref> Hyperspace travel would also be present.<ref>Template:Tweet</ref> Ships would have sometimes gone dark for various reasons such as power failures, technical problems, and trying to avoid visual detection through windows.<ref name=dark/> Ships would receive and lose heat from thermal radiation. Passive stealth through minimizing a ship's emitted energy would be possible.<ref name=IRC/> Crashing into asteroids or planets would damage onboard systems and require players to scavenge for parts to repair their ship.<ref>Template:Citation</ref><ref name=ambition/> Ships could have specialized rooms, such as medical bays,<ref name=pc1/> and mess halls for food. Oxygen would "magically last forever", unless there was a hull breach.<ref name=food>Template:Reddit2</ref>
There would be a large selection of different devices and other objects players would be able to place on their ship. Devices would be able to be overclocked, which may cause them to catch fire.<ref name=ambition/> Underclocking devices would let them use less power at the cost of being less efficient.<ref name=IRC/> Players would be able to map controller inputs to ingame hardware.<ref>Template:Reddit2</ref> There would be electrical and mechanical engineering,<ref>Template:Tweet</ref> rotating rooms,<ref>Template:Tweet</ref> and machines built using the physics engine.<ref>Template:Tweet</ref> It would be possible to build computer-controlled ground vehicles with wheels, batteries, mineral sensors and digging modules. Hardware would be memory mapped to connected computers. For example, an engine would have its power and rotation mapped to a memory region. Players would control the engines, not the ship, which would then push the ship around. Computers would translate the position of enemy ships from sensors into angles for the ship's cannons to use in aiming. Cheap turrets and sensors would have built-in inaccuracy.<ref name=IRC/>
There would be a large selection of different tools and other items players would be able to use. There would be player XP and skills.<ref>Template:Tweet</ref> There would be a leveling system in which players would level up in specialized skills. Dying would reset the player’s levels.<ref name=pc2/> There would be sounds from the player’s body.<ref>Template:Tweet</ref><ref>Template:Tweet</ref> There would be a player-driven economy system, and building ships and space stations would cost resources. Singleplayer would have optional cheats.<ref>Template:Reddit2</ref> Transferring information would be possible through floppy disks and radio arrays.<ref>Template:Tweet</ref> There would be a credits system and an ingame program store. Large bases and structures built by players such as space stations would be shared between games and could be encountered in singleplayer. There would also be randomly generated abandoned ships floating in space, with aliens and robots inside, and loot such as screens and CPUs.<ref name=IRC/>
There were to be "very pretty" stars and planets.<ref>Template:Tweet</ref> Asteroids and planets were "icosahedrons (20 sided dice) fed to a make-surface-from-arbitrary-triangle-mesh code that subdivides, colorizes and offsets the polygons based off various parameters tweaked per body type". There may also be "orbitals and halo worlds" with planetary terrain on their interiors.<ref>Template:Reddit2</ref> Planets would be big enough that 32 players on a planet would "pretty much never see each other".<ref>Template:Reddit2</ref> There would be planet gameplay,<ref>Template:Tweet</ref> liquid water on planets,<ref>Template:Tweet</ref> and planetary ecologies, though most life would be dead.<ref>Template:Tweet</ref> There would also be many different planet types. Planets would be realistically sized, and there would be realistic orbital mechanics, and rogue planets. The game would not show any planet or star names.<ref name=IRC/> Players would be able to mine for gold and other metals. Terrain was not planned to be modifiable, in order to reduce world file sizes.<ref name=pc2/>
Space was to be very dark, with most surviving stars being fairly dim and small.<ref name=dark>Template:Reddit2</ref> The number of stars would be "large enough to feel large, but small enough so that players could map them all if they wanted to."<ref>Template:Reddit2</ref> There would be an "explorable number" of stars, about 100,000.<ref name=IRC/> Star positions would be static, but planets would orbit and spin.<ref>Template:Reddit2</ref> Stars would be closer together due to the big crunch.<ref>Template:Tweet</ref> Some areas of the universe would have a lot of radiation.<ref name=IRC/> There would be neutron stars,<ref>Template:Tweet</ref> and black holes with gravitational lensing around them.<ref>Template:Tweet</ref> Most solar systems would be a brown dwarf with very few surviving planets, though there would be an extremely small number of young stars.<ref name=IRC/>
Lighting was planned to be more complex than in Minecraft, which was because Minecraft focused on many blocks and polygons that could all change at any time, whereas 0x10c focused on modern lighting with very few polygons that rarely changed.<ref>Template:Reddit2</ref><ref>Template:Reddit2</ref> For example, computer monitors would illuminate their surroundings with the same colors being displayed on the screen.<ref>Template:Reddit2</ref> The game would have a "this is what we thought the future would be like in the 80's"-look,<ref>Template:Tweet</ref> and a wireframe graphics mode.<ref>Template:Tweet</ref> Music would take a long time to build up, and there would be a lot of ambient sound effects.<ref>Template:Reddit2</ref> The sound engine supported samples, procedural sounds and effects.<ref>Template:Tweet</ref>
A monthly subscription fee would be required to access a global multiplayer server called the multiverse, due to the computational cost of simulating the trajectories and computers of all the players' ships, even when the players owning those ships were offline.<ref name=pc1/> Private multiplayer servers would be free to use, have IP-based and LAN options, and could be run on older versions.<ref name=multiplayer>Template:Reddit2</ref> The game would run on a local server even in singleplayer.<ref>Template:Tweet</ref> VR support was planned.<ref>Template:Citation</ref> There were to be a large number of fictional hardware and software developers,<ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref> and possibly a faction that outlaws open source software.<ref>Template:Tweet</ref> A full time writer for the game was planned.<ref>Template:Tweet</ref>
Features
Some of the known devices and items that were planned for the game include:
Devices
- The SPC2000 (Suspension Chamber): a deep sleep cell containing a ZEF882 Time Dilation Field Generator.<ref>https://web.archive.org/web/20130905061002/http://dcpu.com/sleep-chamber/</ref> If a player's generator was intact, they would be able to respawn in a sleep chamber powered by the generator. If a player's generator wasn't intact, a friend would need to revive them, or they would have to wait for everyone to die to respawn the ship.<ref>Template:Reddit2</ref> The deep sleep cell is a highly illegal device that can accelerate a sphere of matter through the fourth dimension very close to the speed of light. Movement in the fourth spatial dimension will move the traveler between adjacent universes. It speeds up to very high speeds, then counts a number of ticks to calculate how far it's traveled, then slows back down. If the device isn't activated in a vacuum, the result is a large vacuum bubble in each dimension it passes through that implodes very rapidly, causing immense destruction, thus all of the devices come with built-in vacuum detectors and will not work when the ship is docked or in an atmosphere. The chamber is configurable to accelerate to speeds that cause milliseconds, minutes, hours, days or years to pass every few nanoseconds. The players in the game were the first to use this device in active use, and they all wanted to travel for 1 year to reach a star about a lightyear away, but due to an endianness error, they traveled for 0x10c years. Nobody found out the problem for two years, so a lot of travelers ended up in this situation. Actual time passed for the traveler was supposed to be a few minutes, but ended up being 10 hours, resulting in them missing their intended target by many miles.<ref>Template:Reddit2</ref>
- The DCPU-16: a fully functioning emulated 16 bit CPU that could be used to control a player's entire ship, or just to play games on while waiting for a large mining operation to finish.<ref>https://web.archive.org/web/20130905082541/http://dcpu.com/dcpu-16/</ref> The DCPU-16 would still function while on fire, but slower and with the RAM changing randomly.<ref>Template:Reddit2</ref> The ingame computers would crash if their interrupt queue was overflowed, if a specific undocumented code was called, or if the box was physically harmed. When it crashed, it would go into a state where sequential areas of ram would get overwritten with random noise, and the opcodes would take a lot longer to process. Since the monitor was memory mapped, it would blindly display this garbage data.<ref>Template:Reddit2</ref> Computers would poll hardware 60 times per second, the same as the game's tick rate.<ref>Template:Reddit2</ref> Computers would run at 100 khz.<ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref> A single ship would be able to support about three computers.<ref>Template:Tweet</ref> An open-source community-made operating system would be on the default computers.<ref>Template:Tweet</ref> Updated versions of the DCPU would be available as new computers. More efficient computers could be found in abandoned ships, such as one that does 112 khz at 94% power usage. Flying in highly radiated areas would cause random bits in a computer's ram to flip.<ref name=IRC>Template:Reddit2</ref> Computers could have text-to-speech software.<ref>Template:Tweet</ref><ref>Template:Tweet</ref> Computers would come with a basic bootloader for loading and running programs.<ref>Template:Reddit2</ref> DCPU emulation would run on separate server threads, with multiple DCPUs per thread.<ref>Template:Reddit2</ref> Multiple computers could be networked together.<ref>Template:Reddit2</ref>
- The LEM1802 (Low Energy Monitor): a 128×96 pixel 16-color CRT monitor.<ref>https://web.archive.org/web/20130905063459/http://dcpu.com/monitor/</ref> Clicking a keyboard or a monitor would lock input, turn the player's view towards the connected monitor, and slightly zoom in. Escape would exit.<ref>Template:Reddit2</ref> Screen burn would be present on CRT monitors. Multiple monitors would be able to connect to a single CPU, which can all display the same image, or can be memory mapped to different regions to produce different images on each one. Custom 16-color palettes would be available for computers.<ref name=IRC/>
- Power generators. Each ship would have a generator capable of producing a fixed wattage, and everything players would connect to it would drain wattage.<ref name=story>https://web.archive.org/web/20140323172842/http://0x10c.com/story/</ref> Each player would only be able to have one generator at a time, but multiple players would be able to place their generators on a single ship to give it more power, encouraging cooperation between players.<ref name=ambition>Template:Citation</ref> Generators would not have required fuel,<ref>Template:Reddit2</ref> would explode when destroyed,<ref name=explode>Template:Reddit2</ref> and would emit light.<ref>Template:Tweet</ref>
- Gravity generators. When a ship’s gravity generator is unpowered, objects inside the ship would be subject to the same physical forces as the ship itself.<ref name=ambition/> Artificial gravity generators would recharge when hovering over a planet.<ref>Template:Tweet</ref> Rotation-produced artificial gravity would also be possible, as well as using magnetic boots to walk on surfaces in zero-gravity.<ref name=gravity>Template:Reddit2</ref> Constant acceleration could also be used to create artificial gravity.<ref>Template:Reddit2</ref>
- A hyperverse EM array which connects to web servers, a multiverse EM array which connects to other multiplayer games, and a universe EM array which is limited to one game.<ref>Template:Tweet</ref> Hyperverse communication would be very slow.<ref>Template:Tweet</ref>
- Doors, which could be opened into space to put out fires. If doors stopped working, players would need to manually open them by either using blowtorch or hacking into them.<ref>Template:Reddit2</ref>
- Cloaking fields. These would have required almost all the power from the generator, forcing players to turn off all computers and dim all lights in order to successfully cloak.<ref name=story/>
- Wires and other attachments that hang from the ceiling.<ref name=ambition/> Wires would run electricity from the generator to other devices.<ref name=past/>
- Landing gear, which may break if a ship lands too hard.<ref name=ambition/> Landing gear would need to be powered for it to work.<ref>Template:Tweet</ref>
- Lights, which could be very bright, but would need to be dimmed to free up power or decrease visibility.<ref name=dark/><ref name=story/>
- The SPED-3 (Suspended Particle Exciter Display): a device that creates line-based holographic images.<ref>https://web.archive.org/web/20130905084712/http://dcpu.com/3d-vector-display/</ref>
- Buttons and knobs, which could have midi inputs mapped to them.<ref>Template:Tweet</ref>
- Cooling systems, necessary for putting out fires.<ref name=firefly/>
- 3D printers, used for making other devices.<ref name=pc2/>
- Oxygen containers and graviton emitters.<ref>Template:Tweet</ref>
- 1.44 megabyte 3½ inch floppy drives.<ref name=floppy>https://web.archive.org/web/20130905072724/http://dcpu.com/floppy-drive/</ref>
- 400 square kilometer maps.<ref>Template:Tweet</ref>
- 10 megabyte hard drives.<ref name=IRC/>
- Automated turrets.<ref name=ambition/>
- Decorative panels.<ref name=panel/>
- Shield generators.<ref name=shield/>
- Digging modules.<ref name=IRC/>
- Switch panels.<ref>Template:Tweet</ref>
- Refrigerators.<ref name=pc1>Template:Citation</ref>
- Laser guns.<ref name=pc1/>
- Keyboards.<ref>https://web.archive.org/web/20130905061706/http://dcpu.com/keyboard/</ref>
- Windows.<ref name=dark/>
- Sensors.<ref name=pc2>Template:Citation</ref>
- Wheels.<ref name=IRC/>
- Robots.<ref>Template:Reddit2</ref>
- Radars.<ref>Template:Tweet</ref>
- Clocks.<ref>https://web.archive.org/web/20130905080349/http://dcpu.com/clock/</ref>
Items
- Components. Devices would have their own inventory, into which interior components could be placed. The devices themselves would be craftable from various materials using 3D printers, but the interior components would have to be scavenged from abandoned ships. Each of these components would come in many variants with different attributes.<ref name=ambition/> Things such as guns, refrigerators, computers, and shield generators would have an inventory with specific slots. Rifles and fridges, for example, would both be able to use cooling units, so players would have to choose whether to put their "titanium extravagant alien cooling unit" in their fridge to save generator power, or in their gauss sniper rifle to save cooldown time.<ref name=shield>Template:Reddit2</ref><ref>Template:Reddit2</ref>
- Modular guns, with cross compatible modules which could be found as loot,<ref>Template:Tweet</ref> with a total of "100 bazillion" guns.<ref>Template:Tweet</ref> These would include sniper rifles,<ref name=shield/> plasma pistols, and laser guns. Laser guns would cause the target to heat up before taking damage.<ref>Template:Reddit2</ref> Weapons would consume power or ammunition when fired.<ref name=explode/>
- 1.44 megabyte 3½ inch floppy discs.<ref name=floppy/> Players would be able to use other people’s programs on their ship’s computer by using these floppy discs.<ref name=ambition/>
- Batteries, which would store power produced by generators, and could be traded between players.<ref>Template:Reddit2</ref>
- Walkmans, for playing music, which would slow down when their battery is low.<ref>Template:Tweet</ref>
- Duct tape, which would be able to fix anything for a limited amount of time.<ref>Template:Tweet</ref>
- Flashlights, which could be used for spelunking and fixing broken ships.<ref>Template:Tweet</ref>
- Magnetic boots, for walking on surfaces in zero-gravity.<ref name=gravity/>
- LP copies of Rick Astley's Never Gonna Give You Up.<ref>Template:Tweet</ref>
- Metals, such as gold and titanium.<ref name=pc2/><ref name=shield/>
- Food.<ref name=food/>
Trivia
- According to Notch, the game’s name was "intentionally bad" as a marketing experiment to see if Mojang could get away with naming their next game "pretty much anything".<ref>Template:Reddit2</ref>
- According to Notch, the original name for 0x10c was Dusk, referring to the dark, dying galaxy.<ref>Template:Tweet</ref>
- "Mackapar Media", a fictional company that produced some of the in-game hardware, was the company credited on Mojang's Minecraft:Pig Tales website, and is also mentioned in a video advertising the original LEGO Minecraft set.<ref>Template:Ytl</ref>
- Another word for the number represented by the hexadecimal value "0x10c" is "Trillek".<ref>http://www.intuitor.com/hex/words.html</ref>
- The sound of the weapon seen in some of the videos is taken from the blaster from the game Quake 2.<ref>Template:Reddit2</ref>
- Some of the videos from the game’s development contain a low-poly model of the Soldier character from the game Team Fortress 2.<ref>Template:Reddit2</ref><ref>Template:Reddit2</ref>
- The game was not planned to use alpha or beta labels,<ref>Template:Tweet</ref> with the first phase of development being referred to as "Montauk".<ref>Template:Reddit2</ref>
- According to Notch, 0x10c was inspired by Firefly, Elite, Alien, The Matrix, 2001: A Space Odyssey, FTL, Noctis, and Proteus.<ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Reddit2</ref>
- The game was originally planned to use an emulated 6502 processor before Notch decided to create a fictional custom computer.<ref>Template:Tweet</ref><ref>Template:Tweet</ref><ref>Template:Tweet</ref>
Gallery
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A player model.
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A weapon model.
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Mockup of a spacecraft cockpit.
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Another view of the same cockpit.
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A weapon being held backwards.
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A weapon being held correctly.
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A dark room filled with test geometry.
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Another view of the same room.
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A room without textures.
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The same room with Minecraft wood textures.
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A drably lit room with a floating cube in it.
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A colorfully lit room with floating cubes in it.
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Alternate version of the main menu.
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Main Menu, from the documentary Minecraft: The Story of Mojang
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Gameplay scene, from the documentary Minecraft: The Story of Mojang
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Credits, from the documentary Minecraft: The Story of Mojang
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A "hello world" program on an in-game computer.
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A computer monitor.
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A random face in the facebuilder.
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Some faces created with the facebuilder.
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A preview of some facebuilder faces.
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A demonstration of exporting facebuilder faces as images.
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A photo being used as a face in the facebuilder.
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A custom robot face in the facebuilder.
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The boot-up screen of the in-game computers.
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The start screen of the in-game computers.
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The font of the in-game computers (from the leaked build).
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The font of the in-game computers (from Notch on Reddit).
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The font of the in-game computers (from Notch on Twitter).
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The puzzle Notch posted that let users obtain free accounts.
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A test image from the files of the leaked build.
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A drawing by Notch explaining how multiplayer would work.
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Design from an official 0x10c shirt, depicting a microcontroller with numbers on it.
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Design from an official 0x10c shirt, depicting circuits in a galaxy pattern.
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Design from an official 0x10c shirt, depicting the game's logo.
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Logo from the first version of the website.
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Logo from the second version of the website.
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The Mojang logo as seen in-game.
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The Mars Effect logo.
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Icon from the Mojang account site.
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0x10c on Minecraft:Dinnerbone's Mojang account.
Videos
Music
Template:Infobox album 0x10c is the soundtrack released for 0x10c by Minecraft:C418, which features several songs created for the game before its cancellation. It was released on September 15, 2014 on Bandcamp.
Track listing
| Template:Tooltip | Title | Length |
|---|---|---|
| 1. | "0x10c" | 1:54 |
| 2. | "0" | 1:14 |
See also
External links
References
Template:Navbox Minecraft (franchise) Minecraft:es:0x10c Minecraft:pt:0x10c Minecraft:zh:0x10c