INTRODUCTORY NOTE: This is the original script for the video "I Made Minecraft as an RPG Game" It contains both parts that have not been used in the final cut, as well as all extra additions and changes that I've made to it to better fit the style and pacing of the video. It also contains my personal comments on it (marked with // at the start of the line), which explain why I made a specific choice with a line, either in why it's said in a certain way, or why I choose to remove or alter it in the final script! For the best use of this document it is recommended that you keep the final Youtube video open in another tab, and have it play while you read along, so you can compare the original script with the comments to the final product! I hope this can give you some cool insight into the creative process that I use for my work! Enjoy! ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ INTRO Minecraft is usually either played in First Person, which everybody uses, or Third Person, which oh my god why would you do this to yourself. But I wasn't satisfied with any of those. Today I'll be making my own way to play Minecraft as an ISOMETRIC TOP-DOWN RPG. And since there's no REAL way to make this work well in Minecraft, I'll just have to make everything... from scratch. My objective for is to make a cool first level with working mechanics, throw in some cave exploration, and add a working quest to tie everything together! // the intro ended up being completely changed, and most of it was scrapped for the sake of showing as much content as possible in the first few seconds. // I also wanted the guests to appear as early as possible in the video, so they would be visible in Youtube's autoplay feature from the home page. // This allowed me to not have to use Tommy or Fundy in the thumbnail for the clickbait factor, but instead focus on delivering the actual cool concept of the video in the thumbnail, // since the guests would most likely be seen by a lot of people trough autoplay anyway My objective is gonna be to make a cool first level, throw in some cave exploration, and add a working quest to tie everything together For this HUGE project I'll be using RPG in a box, which is a pretty intuitive game engine made for RPGs like this // These last two bits were added in later to complete the cut-down intro and give some decent context. // I thought saying the name of the engine that I used in the literal first 10 seconds of the video would stop people from asking what engine I used in the comments, but alas, it SOMEHOW did not work. ━━━━━━━━━━━━━━FIRST DAY FOOTAGE━━━━━━━━━━━━━━ The first thing I wanted to get done was Steve's model, because his scale would basically dictate the scale of everything else in the game, so that he can interact with everything. // the second part of that was completely scrapped because it was basically still part of the intro and it dragget out too much To give everything a unique and different style that didn't just look like normal Minecraft, I decided to go with a steve model that was only a block tall, making him look like kind of a chibi character. // same as above comment I immediately moved on to animations, and gave him a nice walk cycle to use in the game. I tried the little man in a test map and it actually looked pretty nice considering this was literally the first time that I was doing anything like this. // scrapped this part to make it flow smoother. I wanted more doing and less saying in the first minute of the video to keep attention up. The first important goal was to make an actual custom map for steve to move around in, but for that we needed some assets. I started working on Grass, Path, some oak Stairs to make house roofs, cooblestone for the walls, and oak wood so I could add trees, while making sure to maintain a consistent, plain style, kind of inspired by the Minecraft cinematic trailers. // a few mistakes here, like oak wood actually being oak planks. I ended up patching this up in the final edit with some extra recorded lines I went ahead and loaded the test map with my new custom assets, and honestly I couldn't believe how well it was working! // scrapped this since I figured I could just show the clip without introducing it first Filled with excitement, I immediately moved on to making oak slabs, fences, doors, signs, and a chest, which all looked really nice in game. I also decided to work on a little draft of steve's house, which would eventually be the spawnpoint for the player. I was feeling really good about this! Looking back, to me this looks like a happy clueless child that has no idea how the harshness of adulthood will crush their soul in a few hours of developing this thing. Going back for some more assets I started making the Villagers, which would be the main NPCs that you'll be able to talk to in the game. I also converted the grass and path models to full blocks to actually give the world floor some height, and that kinda caused a little bit of a problem... I also made dirt, which honestly looks more like mud, and water, completely normal water. // water was actually made earlier, but I didn't realize it while writing the script, so I scrapped the last part later on. At this point, I felt confident. I was ready to just DELETE everything that came with the demo map I had downloaded as a test, and start from scratch with the assets I had prepared. I started placing everything around, and crazy to say, everything just kinda worked. The map looked great! I wanted to see how steve moved around in the newly made world, but I didn't really like the movement he had, it looked sort of clunky. So I decided to add a third movement frame to make the animation look smoother, and I also made MY Steve... well, better. And after working on Steve's ASS for about 20 full minutes, I was finally satisfied with the result, and it was time to make the world a little livelier. // changed "ASS" to "BUTT" cause the clip ended up being at the third minute af the video and I'd rather not have cursing in the first quarter of any Youtube video considering the recent policy changes. // at this point I had no idea I would be separating the video into the 4 different days that it took to make the game, but in the end I figured it gave it a good flow, so I decided to add some in between extra lines to clearly define the separations between each day. ━━━━━━━━━━━━━━SECOND DAY FOOTAGE━━━━━━━━━━━━━━ For the next steps, I noticed a little issue with the door model, which, being one block tall, looked REALLY weird... // removed this bit beacuse it was literally just about me fixing a one pixel issue that nobody cared about // in this part I completely forgot to talk about me making the leaves and wood for the trees, so I added an extra voice clip later to fix it. I then moved on to the actual map design. I started off by making a tree in the corner here, started adding fences, and signs, for which we'll be making a little script to add text to them I went ahead and removed the darkness of my soul from the background skybox, and instead making it sort of simulate the minecraft Sky. I'd be changing this later on into the actual Minecraft sky color // last part would be explained later anyway. Since there was no need for a preview of what was coming next, I scrapped it At this point I decided that the houses needed a little more decoration, and started working on glass panes I added the glass panes to the houses, and they looked pretty good! Since the map in general was a little bit too flat, I sprinkled some hills around the place, which aren't really climbable yet I also removed the perfect straight edges so the map would look a little rounder Doing a bit of a back and forward between the map and the houses, I went ahead and used solid oak wood for the supporting pillars at the edges I then cleanded up the paths that make up the main road in the village, stated making an entrace to a cave, which would later become our main combat area where we find monsters, and then I added the most important part of the village, the POND I went back and added some starting text to the signs around the level // I ended up adding some more pond clips later cause it was funny enough I figured the villagers had to eat to survive, so I made a little farm, for which I would NOT model another asset just for the crops, genuinely there is no way // I originaly forgot to talk about the addition of dialogue to the farmer, but I added it as an extra in the final video with some really good clips from Tommy and Fundy and then I jumped in, for the first BIG test of the new and improved village map. Since everything worked perfectly, I decided to work on a little easter egg for the players to find, by making a little island far away from the map, and an invisible path that led there. Or... not. I could not for the life of me get this invisible path to work. I tried making an invisible block, but that failed really quickly. I realized that if the block was first placed, and THEN made invisible, the walkable path lines would not go away! Aaaand... it still didn't work. I also changed the sky to a solid color, then tried to make the blocks of the bridge that same color, but the game shaders didn't really agree with that technique. So I just left this whole invisible bridge thing for later and worked on other stuff, no time to waste here. // the whole invisible bridge bit was pretty well thought out so I didn't really need any major changes to it I made a sign telling people to ABOLUTELY not go past that point, which I knew would immediately get the opposite effect. // this bit was replaced by a clip of Fundy reading the text on the sign instead, since it broke the continuity of my explanation with some gameplay pretty well This whole easter egg thing would later become literally the most CRUCIAL part of the game, but we'll work on it in a little bit. // scrapped beacuse useless // the part about the house was moved here from later on in the script, you'll find it in a few lines I dediced the water needed a little animation, so I just made it so that the texture flipped every few frames. I then wanted to make some item to add to the initial chest outside the house here. I decided to make an iron sword for Steve to use against zombies. I made the item texture pretty quickly, and then just turned that 3d and attached it to steve's arm. With... a great result, I would say. I made a smaller model that would actually fit in steve's hand and called it a day, aaand look at that, now he has a little stabby stick I also figured out that there was a debug mode so I could move my camera around freely and get some cool shots // this part was completely scrapped because it was useless to the actual progression of the game Since we were working on the whole game starting zone, I started giving a little clean up of steve's house I also added some dialogue to the little farmer there, just to test dialogue out, since I had never done anything like that and had no idea what I was doing, but honestly that probably applies to this entire thing, so, you know. // this part, even tho it was originally made at this point in the process, was moved later moved right after the part where I made the farm, since it made more sense thematically I also tried to make a little combat option in the menu for later... // this part was cut cause it was completely out of place And then I tried to make the most frustrating and haunting thing up to that point. I wanted Steve's house to be made of two floors, and whenever you went up the stairs, the second floor would appear, and then if you go back fown it would become invisible again to allow you to see the floor you are on. I eventually figured out I could add blocks together into groups that I could make visible or invisible whenever I wanted. This pretty quickly solved the invisible bridge problem, as I figured that all I had to do was just make a bridge out of literally any block, make that into a group, and just make the group permanently invisible. Yeah, it was that easy, I just didn't know what I was doing. The issue is I still could not figure out why the second floor would remain hidden when going up the stairs, instead of just staying invisible forever like the bridge, so I set that one aside and moved onto some more stuff. // the ENTIRE above part was moved up by a few lines, because if it stayed in this position it would just be in between making the various items and it didn't really make sense Since I already had the sword item in place and I now knew how to make them, I went on to create some sticks and iron, an iron, which the player should be able to make into an iron pickaxe, a diamond, which would be our main objective for the game, and an emerald that you can give to a Villager as a secondary quest. At this point we had most of everything we needed to construct the main quest in place, so it was time to start developing the actual dungeon where the action would start. I started making a separate cave map that the player gets teleported into whenever you access the blocks at the front of the entrace in the village map, and I started to plan out how this little dungeon of ours would work. I tested out the little cave map for the first time and it was looking pretty spectacular The only issue was the map being a bit too big and slow to traverse, so I fixed that rather quickly by making the character run faster on stone compared to normal grass. I also made steve just a little faster on paths as well, to sprinkle in a little bit of detail. I also decided this game needed a super important element that is always very appreciated when present, SOCIAL COMMENTARY. So I added a homeless man south of town and made him a little shed. Lastly, with the cave and the weapons in place, I had to decide between two combat styles: classical turn-based RPG, or strategic combat. I let the chat vote, and I ended up going for the turn-based system not only because it held the majority vote, but also because it was generally simpler to make, and because it held a pretty special place in my heart, as all I was doing as a kid was playing every single pixely dragon quest and final fantasy games I could get on my nintendo DS. I closed everything for that day, pretty satisfied with the results. // around this part of the script I decided to start to separate the video into the four different days //overall, the second day's footage was very messy, and definitely the most long and difficult to edit because of how much I jumped around between different things. In the final edit, I put together everything that fit together well temathically even if it wasn't in chronological order anymore, and I'm sure you can tell how in the final video it ended up flowing MUCH better because of it. ━━━━━━━━━━━━━━THIRD DAY FOOTAGE━━━━━━━━━━━━━━ The following day, I was fresh, and I was ready to literally finish the game. Oh what a fool I was. I started out by introducing a little capybara model that I had made way before I started recording, as a first test of this game engine. //second part wasn't needed cause it's just a repetition of the line below I had originally made him as a player character to test out a walk animation before starting with the minecraft project, and also because my girlfrind Roberta really, REALLY, wanted me to make a pixely Capybara. // I added in Roberta's voice line because she had never appeared in a video of my main channel before and I felt like it was a pretty light and cute introduction to her as a character in the Toiu lore. I decided I liked the little guy and that I would absolutely not DARE waste a single voxel, and placed him in the top part of town. As with everything else that might seem secondary or just a little easter egg, this little man ended up literally becoming the most important part of the game. // I added an initial talk recapping the whole intent I had with the quests later on With the secret island, and the capybara, a third, secret quest was coming together... But I didn't know that yet, so I moved on to making the main enemies in the game: zombies. I just modeled them after Steve, removed the absolute PAYLOAD of a butt that he had, and made them green. I went on to adding some ambient fog to the cave map to make it a little more mysterious and actually feel like a dungeon I then rememberd I had left the capybara completely LOOSE in town (sirens from smash bros), so I made a group of a few blocks there and made him walk in that zone specifically. // I intended to add the siren sound effect from when a new smash bros character is announced in the trailer, but I just now am realizing that I completely forgot to do that. oops. I also placed the zombies I had just made in the first cave zone here, which would be the place where you get iron later on I also finally managed to figure out why the second floor of steve's was just invisible the whole time, and it was literally just because the stairs themselves needed to not be part of any group. Goddamit. At this point, I hopped into the game so I could test out the second floor, which worked really well, and the combat, which looked AMAZING. I felt like I was 10 years old again, with my terrible dusty PC connected to the living room TV because I didn't have a monitor, and making custom maps for my pokemon emerald hack rom. // this part, even tho it was very cool to me, was useless and broke the rythm of the video, so I scrapped it. After I was done with the emotional flashback, I started working on the HUD to make it as close as possible to Minecraft's HUD. I used the Minecraft font, and made everything sort of grey. I kept some things a little different to give them a little personality, and also because I had literally zero idea how to change them. I then worked on the secondary quest for the game, finding emeralds. I made a dialogue for this villager, with multiple choiche. I made the game check for emeralds in the players inventory, so you would only get the option to finish the quest if you had them, and then I had to think of a reward for the quest. So I started making a GUN. In much higher resolution that anything else in the game. You know the saying, the more pixels it has the deadlier it is. ??? This further element of absolute chaos would also tie in in a really unexpected way into our third, secret quest, which at this point was still a secret to me as well because I hadn't thought of making it yet. Completely ignoring that, I added these zones from the cave into groups for the zombies to spawn in, I added the option for the player to pet the capybara because, you know, come on, people are gonna wanna be able to pet the damn capybara. I then worked on making the ore blocks that would give us iron, emerald, and diamond, essentially ending two quests of the game just by being obtained. I then attempted to make UI for an actual crafting menu, but gave up almost instantly because I could NOT be bothered to potentially add another day of work just for a dumb little stupid menu. Instead I just made a crafting table model, and made it remove two sticks and two iron bars from your inventory when used, and give you the iron pickaxe as a result. I went to test the crafting table, and it worked alright, and then I walked steve's absolute unit of an ASS over to the cave to test out mining the ores. // I kept the evil bad spooky word here because it was 13 minutes into the video and I figured nobody cares. And... the cave was loading infinitely. Something had happened within the cave level which caused the game to go into a permanent loading screen that would force you to quit the game. // I later added another reference to steve's dumptruck just because it was funny to make it the general theme of the video After HOURS of tries to fix it... I just had to remake the whole thing from scratch. This was the absolute WORST and most frustrating part of the entire thing. After a day of high productivity, I felt like I was actually close to finishing everything, but I HAD to waste a few hours just carefully remaking the cave, which I ended up making a little more linear since the last one had an uncomfortable diagonal traversal to it. Once that was pretty much done, I closed the program, and begrudgingly went to bed, for an unexpected fouth day of work the next morning. // the third day was easier. Everything I worked on was pretty straight forward, and most of the actual recording time went into the final timelapse where I was remaking the cave // the cave timelapse was sped up so much that I reached the actual speed up limit in premiere, compressing almost two hours into a few seconds ━━━━━━━━━━━━━━FOURTH DAY FOOTAGE━━━━━━━━━━━━━━ On the fourth day, I was READY to finish this thing. Everything was in place, and I had done a few bugfixes and details off camera, making a few things work, and finishing up the new cave, finally getting back to the place we had reached with the previous one. Since I had a whole extra day, I decided to go overboard. I made a level for this villager house, and moved the whole emerald quest prompt inside there. I then worked on an idea that I had. The game had to have a nice, proper, final secret boss. So I got to work and modeled a fully functioning, butt having, among us impostor, that would spawn whenever you interacted with the sign on the secret island, play a vine boom sound, and start a secret boss battle, too difficult to be beat with normal weapons... but thankfull, our emerald quest added another weapon... I also figured out how to make character portraits, and I made it so they would show up during dialogue I finished up the amongus final boss, fixed the house doors which for some reason had stopped working, guess they just needed some lubrication. // scrapped this other part about doors because nobody cares about the damn doors I also made a stone pickaxe for steve to find in his house, so he'd have something to mine the initial iron with. Taking down a tree with punches is fine, but I felt like being able to obliterate literal rock with your fist would put him on a godly level that I'm honestly kind of afraid to imagine. Once that was done... EVERYTHING was finally ready and in place. I tested the game out a few times to absolutely DECIMATE the remaining bugs and missing features. I then decided the game needed a real ending. Sure, finding diamonds was the main quest and all, but the game needed a proper sendoff after finishing all the side content and beating the secret final boss using a literal firearm. So I made an apple, assigned it as a drop for the impostor, and added an interesting little description to it... and you'll find out quite soon what that means. Now everything was actually done. We had a working main quest to find diamonds, a secondary quest to get emeralds, and the gun, the amongus, and the capybara tied into a final, insane third quest. The world was lively, full of little jokes and stuff, and I was ready to let my dear fellow creators and friends, try it out... // these final two lines where shortened because they just repeated a lot of the earlier stuff // the fourth day was by far the easiest to work with, simply because it was the shortest, and it was all extra stuff that was added on top of an already functioning game. ━━━━━━━━━━━━━━FINAL ADDITIONS━━━━━━━━━━━━━━ This is what I was able to make in about 4 days, having honestly never touched this program before in my life. If you'd like to see me make an update to this, making the game bigger, maybe turning it into a seriously cool game, let me know! Well, there it is! If you'd like to have a copy of the game you can find that over on my Patreon! It's gonna be SLIGHTLY different, in the sense that all assets that looked like too much Minecraft have been changed, so that Mojang doesn't sue me into the ground Over there you can also find the extend gameplay cuts with tommy and fundy, and some other really cool stuff! For the FULL background on how the game was made you can go over to my Twitch channel where I streamed the entire process And right now the coolest thing you can do is watch another video of mine so Youtube is happy :D // This was the original outro. Most of it was cut, since keeping the outro short is almost as important as keeping the intro short. An outro that's too long makes people click away since the video is essentialy over, and it lowers watchtime %. // An ideas outro is abrupt and almost unexpected, so that people watch until the literal final second of the video. In this case I chose to sacrifice that to promote the Patreon content since it is pretty crucial to my survival in this harsh reality :) THAT'S IT I hope this document was an interesting read, and that it gave you some insight into creator's creative process, and perhaps some inspiration on how to work on your own projects! Generally, never expect a script like this to be perfect from the start. Edits, revisions, and additions are crucial to making the final product the best it can!