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Alphy

@Alphy

Joined August 8th, 2026

  • 6Devlogs
  • 3Projects
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6h 14m 27s logged

Mini-Games(Animation is Here 🎴Devlog #3)


Summary:

  • Finally, Throwing Card isnt anymore plain and boring as now gets a Wrist Flicking animation. Any other person in Server/multiplayer can now see player holding cards and throwing em. Made Commands such as /minigames help and /minigames config and its further commands to set desired variables!

Breakdown

1. Server Side Visibility

  • Player in F5 mode or other players can see the following actions:
    ✅ Cards Fanned in hand like a map
    ✅ Player Throwing A card
    ✅ Player Taking the Stance to Throw the card
    ❌ Private shuffled deck of a player(can only see the back as the front too)

2. Config System for Server OP’s

/minigames help or /minigames for help
/minigames config and its further uses as:
/minigames get, /minigames reload, /minigames reset, /minigames set [option] [val]

  • despawn <seconds> (or -1 for never)
  • damage <amount>
  • pickup <true/false>
  • gambler <true/false>
  • crafting <true/false>
  • maxcards <1-9>

3.Client Side Animation For Throwing A card

  • Player throwing Card can see the card pulling back and the wrist flick at the impact of throwing card!(animation is perfect, just the card positioning is irritating me, so leaving that for now) There is a FOV zoom and shaking just like the bow too!

4.Controls & Minor Tweaks

  • Toggle Hand: Press [O] (customizable in Options → Controls → Key Binds) or Shift + Right-Click while holding Tavern Cards.
  • One can fan his cards by shift + right clicking the stack of cards available in their inventory and same for exiting the state
  • Card Stack is capped at 9 cards so it can fit in hotbar directly!
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7h 4m 58s logged

Mini-Games (Throwinggg Cards 🃏Devlog #2)


Like For Even What??

Playing Cards is cool, but cooler when thrown! :yayayayayay:


What was added:

  • Now cards can be thrown with holding right click, and have different appearance 🤔on how it hit the block, more holding means more power to go far
  • Thrown cards SPIN while in air :spinning-parrot:
  • Fixed card Despawn time at 5 mins which can be tweaked later on
  • Fixed lighting flicker on thrown card which took several time to find problem
  • Cards centering mechanism in hotbar and rest items are preserved but cant be seen in card state
  • Just Right Click makes the card lie flat on ground while in range
  • Sitting mechanism for next upcoming thing 🤫
  • Entity to play with, just the mechanism of approaching to play to the playing table
  • Thrown cards can be picked via right click and breaks when the supporting block is broken

I’ll love more suggestion from y’all onto the different ranks of cards as its difficult to make 52 different to manage and on what games could be played with it??

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5h 2m 56s logged

Mini-Games (Devlog #1) ♣️♦️


Whats This??

  • A Minecraft Mod which adds bunch of different mini games(yayyyyy) like dice games 🎲, cards🃏 and much moreee….

Breadown

  • Made Initial Card Texture for its Back
  • Developed a command to temporarily view cards fanned in hand
  • Made Rendering System where cards can be seen held in hand as in item and upto 9 cards can be seen
  • While in card held mode, one can scroll to select a card out of it while the regular hotbar items vanishes and only appears when this mode is exited!
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10h 29m 40s logged

Ancient Craft - Making City’s Tavern 🍻 (Devlog #3)


Summary

Started working on a gigantic city, firstly making its heart - the Tavern 🍻 Did environment upliftment with huge villager additions, custom AI, and props. Also published our previous spyglass addition as a standalone mod live on CurseForge & Modrinth!
Took this much Time as implementing new mechanics in vanilla villagers were tough and full of debugging so at last created a new entity with same model and most of it was learning creating 3d models🫡


Breakdown

  • Town Guard Model: Started learning developing 3d models so its a basic model inspired from KCD just starting so its gonna be improved
  • Interactive Talking Tavern Villagers: Added an overhead comic-style speech bubble system with custom audio dialogs (.ogg) for greetings, being attacked, and drawing weapons near them! Kept normal villagers vanilla so the tavern locals feel unique.
  • Ambient Tavern Banter: Seated tavern folks periodically gossip about beer prices, weather, blacksmith rates, and suspicious adventurers.
  • Intelligent Sitting AI: Tavern villagers now seek out benches, sit down, face adjacent tables, and stay seated naturally before standing up to roam around.
  • Connecting Furniture: Added modular Tavern Benches and Tables with dynamic multi-block connectivity (single, left, middle, right parts).
  • Clean Dismount & Sit Heights: Calibrated sit heights for both players and NPCs, plus added smart floor dismount detection so you never clip or sink into furniture. (Also enabled sitting on vanilla stairs & slabs!)
  • Gambling Mini-game Prep: Added the Gambling Stool and functional Gambling Table (currently refining the model & mechanics).

What’s Next

Will finish the dice gambling mini-game mechanics and build a full tavern structure before moving on to the rest of the city. Will also add tabletop props like mugs, food, or Farmer’s Delight integration!

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8h 32m 7s logged

Ancient Craft- Devlog 2


Summary

Idk how to tell😭but porting from fabric to others like neoforge is painful . Really took vanilla spyglass to a new level and made unnecessary additions to previous weapon- slingshot. Imma bundling this spyglass addition into a separate mod - Insight Glass, u can checkout at Modrinth . Its a client side mod(under review at time of posting) and is made for vanilla, for its usage in my ULTIMATE mod, its gonna be modified and implemented with more stats and new item.


Changelog

Added- Spyglass

  • Creature tracking via ray casting in vanilla spyglass(will make custom spyglass for this).Also made a custom but simple HUD Overlay to display stats.
  • Detailed stats along with armor(showing dmg reduction too), hp, effective hp(combined with armor), owner name for all mobs and jump height and speed for horses. HP have dynamic progress bar too.
  • Glowing boundaries as the spectral arrows give but w different colors, red for aggressive mobs, white for neutral, green for passive and pink for tamed ones.
  • Miniature 3d rendered portrait of creature along with its armor and held item.(had to check almost every creature from ghast to tadpole to make everything fit in frame😖)
  • Spyglass Zoom ranging from 0.5x to 2.0x. Can detect creatures within 100 blocks. 🫡
  • Can represent model of any player too along with creatures from any Mod.

Updated

  • Now pebbles thrown from slingshot can destroy crops, grass, flowers and similar items while travelling in air.(Extraaa Realism🗣️)
  • Now Poison Pebble is obtainable from ground having a chance of 30% of being a poison pebble instead of normal one. It can be multiple drops too(btw Poison pebble name is so weird to me, please suggest a good one)
  • Now one can throw vegetables too from slingshot 🫡specifically beetroot, potato, carrot and poisonous potato, ofc poisonous one has special effects
  • Now can also throw clay ball, snow ball too.
  • Now pebbles can break glass windows, not the tinted ones(Double Extraaa Realism 🗣️)

Im open to suggestions, help to make this a popular one and any suggestion for name of poison pebble, its model is there in my previous devlog, the one with lush cave texture. Btw this wasn’t all i done as i m making a server type thing where users can actually test my mod without any setup and directly on browser so i will soon update when it will be done!

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6h 17m 52s logged

Ancient Craft-Devlog 1(making slingshot and pebbles as first weapon)


Summary

Started the project with lots of wasting time in tweaking code, downloading stuff and figuring how mods in Minecraft are made. Still the logic is clear and is done with textures being left which is the the harder part. Added functional slingshot mechanics, realistic projectile arcs, custom ammo variants, and natural world generation for ground pebbles


Breakdown Of What’s Done

  • Made Custom Pebbles along with few having textures and few placeholders.
  1. Normal pebble: Obtainable from ground.(model done)
  2. Poison pebble: Pebble giving poison(model done)
  3. Soporific Stone and Fire Stone with placeholder Models.
    NOTE: Recipies and Text are pending and now only available through creative and command
  • Implemented Logic where pebbles can be found on ground and right-clicking it will give 1-3 pebbles of normal type in overworld.
  • Implemented Slingshot Logic and physics with placeholder texture for now.
  • White Streak trail for throwing normal pebble(those of end rod, will make a custom soon).

Next Plans

  • Pending Textures of pebbles and Slingshot and model for pebbles found on ground
  • Recipes for other pebbles and there effects on impact such as poison.
  • Custom Trail while throwing different pebbles
  • Sound Effects for landing
  • Breaking grass and crops on Interaction with pebbles

Please Drop any suggestions to make this mod more enjoyable and giving out more ancient vibes!

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