After the recent falling apart of Re-Logic which resulted in Terraria’s development being permanently halted, the staffers all went their own ways. Chief coder Redigit is taking time off to concentrate on family life, and graphics artist Tiy is working on an interesting new game, but there’s one other fellow we grew to knew the name of on Terraria Online as he frequented posted exciting updates. Former Terraria Production Manager Jeremy Guerrette (more commonly known as Blue) has made an interesting decision recently. What is that decision? He wants to make an RPG development engine that will require no coding knowledge to use.
Blue is currently searching for coders to assist him in bringing his vision to life. He has reached out to a site I frequent, RMN (RPG Maker Network), and has asked for assistance there. Click here to head on over to RMN and hear from the man himself.
Terraria is shaping up to be a very thorough game after the 1.1 update. Unfortunately, a lot of the new content only unlocks after you defeat the Wall of Flesh. This seems to promise that the early game (first several hours) will be the same ol’ Terraria as ever for the most part. This is a problem with me, as I usually only play multiplayer with friends and we always play on large worlds, rarely getting beyond the gold gear/weapons phase as it seems everyone loses interest or something (except for me, I could play forever).
Here are a few ideas I have for Terraria to broaden the scope of the game a little bit more. These are things I’ve always wished for and, hopefully, one day they may be added.
Why not? There are becoming a lot of monsters in Terraria that have projectile attacks, and we’re not always fortunate enough to have accessories that help us dodge the attacks. A new button would have to be mapped to block, and what would be better suited than the right mouse click?
I’ve never checked out PvP in Terraria, but I’m sure that there could be some usefulness for shields there as well. Overall, it just seems like a great missed opportunity for the game thus far.
5. Wandering NPCs
The problem I have with Terraria’s worlds is that they feel so artificial and dead. You’ll just keep bumping into slime after slime after slime until reaching the corruption or ocean. Why not break up the repetitive journeying by adding in a few randomly spawned NPCs. There could be lost merchants, minstrels who will play music for you (could affect the behavior/mood of nearby monsters), aggressive bandits, or why not knights and/or mercenaries who will be your companion for a modest sum of gold coins?
If there were NPCs to interact with, at least non-essential ones that we haven’t worked hard to lure into our towns, wouldn’t exploring feel a little more entertaining? Imagine if you were digging underground and you randomly found a miner… Or a fisherman at the ocean or along a lake. The world doesn’t have to be completely barren and devoid of life and I think this would really spice things up a bit.
4. Earlier Magic
As it stands now, it can take a bit of time to get magic. I haven’t even found any spells yet myself. This is a little awkward because the game let’s us essentially play as archers and warriors off the bat, but not mages? Why not? There should be a few accessible spells at the start, or even give each character a tiny bit of mana and a basic spell at the start. Maybe a weak fireball or something.
What I’m saying is that Terraria should cater to the crowd who will want to play as magicians. As it stands now, it takes too much time to even get any spells. Something should be done about this in my opinion.
3. Snakes & Spiders
I’ve been clammering for snakes and spiders to be added ever since I first played Terraria. Snakes could come in several varieties, each with their own helpful drops such as snake fangs, scales, or venom. There are a lot of possibilities here. Cobras in the jungles, rattlesnakes in the deserts, vipers underground or in the corruption… Snakes would be a great addition.
As for spiders, I’d love to see them underground. They could jet around like the worms do only they obviously wouldn’t pass through walls. It would be cool to see them leave web in their wake as well that they could try to trap the player in. Of course, the player could just harvest the web instead. Spiders could kind of be farmed in this regard, and it would make the whole hunt for cobweb a little less annoying.
2. Snow Biome
I’ve been dying to see this! The only new biome in the 1.1 patch is one that appears after you beat the Wall of Flesh and enter the so called “hard mode” of the game. It doesn’t even sound like a terribly exciting biome, as all it does is serve as a counter to the spreading corruption. Woohoo.
A snow biome could be available right at the beginning and could have high peaks, dangerous monsters, and new ores. Imagine being on a snowy cliffside in the middle of a blizzard as you’re trying to mine titanium ore. While you’re doing this, you have to simultaneously fend off a harpy in the sky and a yeti behind you. Wouldn’t that be great? If anything, it would just be cool to see and would also fulfill what I want most in Terraria, and that is…
1. Weather Effects
You know you want this too. Random rain storms, lighting flashes, blizzards… Maybe even hurricanes that affect gravity and will push the player backwards if they are standing idle above ground. Hurricanes could also randomly spawn debris flying through the air (I’d expect to see a lot of slimes).
The chipper happy day time theme that we have now could become the “sunny day” music, and the developers could add themes that would play when it’s a rainy day (similar to the sunny day theme but a little more subdued). It could really help add to the immersion if there’s about a ten percent chance of it raining each day and/or night. Blizzards could appear in the above snow biome and sandstorms could show up in deserts. As for hurricanes? They would probably be most common near the shore.
Anyway, those are my ideas. Hopefully the developers decide to eventually add one of these ideas. While adding a post game “hard mode” and levers/switches were good ideas in their own right, they just don’t feel like mandatory additions. Rather than making some kind of super boss in the underworld that activates a hard mode, the developers should be working on adding new areas for players to work through for progression. There’s a lot of overworld and underworld that could be utilized, so why not take advantage of it all?
Here’s a bunch of very nice looking screenshots from Terraria’s upcoming 1.1 update patch. Since 1.1 is still in the works, some of what you see may not be final. It still looks pretty exciting though, doesn’t it?
We also get unicorns. Awesome.
No word on when patch 1.1 will be dropping, but the dev team have been making serious progress since June so hopefully it shouldn’t be too much longer.
Version 1.05 of Terraria has been released, and it’s most likely the biggest and most extensive patch yet! Here are the patch notes for the new version, provided by developer Tiy and expanded upon by myself.
New Enemy: Antlion
New Enemy: Blue Jellyfish
New Enemy: Crab
New Enemy: Demon
New Enemy: Hellbat
New Enemy: Lava Slime
New Enemy: Pink Jellyfish
New Enemy: Shark
New Enemy: Vulture
Changed the way worm enemies spawn.
Bats, Hornets, and Eyeballs no longer enter water
Slimes now float in water.
Only one giant slime will appear at a time.
The Guide now seems quite knowledgeable in what an item can be made into if you show it to him.
NPC shops now sell some items on certain nights, or after certain events.
Devourers should no longer gain random other enemies as its head.
The Nurse now charges the correct amount for healing.
Bats now have a death sound effect.
Talking to the old man at night will give the player a warning now before summoning the dungeon boss.
Entering the dungeon before defeating Skeletron now spawns a new NPC instead of Skeletron’s head. This should fix several issues with that event.
Enemy coin drops have been adjusted.
Man Eaters and Snatchers are no longer effected by knockback and can attack through walls.
Eater of Souls’ and Hornet AI has been improved.
Enemies now take up different amount of *slots* depending on AI style and strength. This will help balance conditions when there are lots of strong monsters spawned at once, such as Imps and Bone Serpents.
Fish are no longer upside-down when out of water.
Green slimes have been weakend so that start players can deal with them more easily.
Slimes and Flying enemies no longer make a splash sound when hitting water.
Items of “Blue Rarity” or higher no longer burn up in lava.
Burning Skull has been renamed to Cursed Skull, and given different AI.
Enemy caster’s have had their rate of fire slowed down.
Meteor heads have less health, do more damage, and move slower.
There are now slight size variations to the Eater of Souls and the Angry Bones.
Skeletron has less defense and health.
Blowpipe + Blowpipe Seeds
Doctor Armor Set (Vanity Armor)
Familiar Armor Set (Vanity Armor)
Guide Voodoo Doll
Illegal Gun Parts
Magic Power Potion
Mana Regeneration Potion
Night Owl Potion
Obsidian Skin Potion
Water Walking Potion
New Feature : Buffs activated by Using Potions. Right click a buff to remove it from yourself.
The Silver Short swords recipe has been corrected, it is now craftable.
Torches and candles no longer work when wet.
Destroying a placed sign while you are reading it will no longer cause your character to become frozen.
Rocket boots no longer require mana. They will provide lift for 1 second and recharge every time the player touches the ground or uses grapple. Lift speed has been slightly increased to offset loss of long flights. This makes the boots more viable for caster Characters.
The explosion animation for bombs is now correctly displayed in multiplayer.
There is now a message pop-up when the player receives an item.
Filled Buckets may no longer be emptied into solid ground.
Pots in the underworld now have a chance to drop new items
Handgun and Phoenix Blaster have been reduced in size.
Lowered the knockback of Muramasa.
Reduced the damage of the Blue Moon.
Flintlock Pistol and Musket have increased damage.
Only normal trees drop acorns.
Falling sand clumps are no longer carried by magic missiles/flamelash.
Jungle armor is no longer a drop. It is a craftable set.
Magic Mirror now requires mana to be used.
Harpoon and Maces now correctly show the player’s arm animation.
The arms dealer will sell unholy arrows at night after the Eater of Worlds has been defeated.
Space Gun does more damage, but only penetrates 2 enemies.
Spam detection is less aggressive.
Increase multiplayer security.
Fixed a bug that could crash the server when the max amount of clients are connected.
Added an option to enable additional cheat protection for servers.
Servers now hibernate when no players are connected.
Blood Moons now stop correctly if time is changed to day by the server.
Upon death, A more specific death message will appear for other players, so they know how you died.
The crafting and armor interface text will fade out when an item tooltip is in front of it.
The Hot Bar now shows the name of the selected item.
PVP now requires 5 seconds between Activation and Deactivation and visa versa to prevent PVP spam. The same cooldown is in effect for Team Changing as well.
Added hotkeys for quickly drinking healing, mana, and buff potions.The healing/mana potion you use is based on the same principle arrows are. Top-Left most item first. The buff potions are all used at once.
Holding right click on an empty space in the inventory will no longer make a sound effect as if something was there to be picked up.
Defense totals are now shown in your inventory.
Tweaked the way sand is created during world gen. (Requires new world.)
Oceans are now slightly larger and generation layout has been improved. (Requires new world.)
Cactus now grow on sand.
Coral now grows in the ocean.
Chests can now spawn near the surface of the world. They will contain treasure that new players may find useful. (Requires new world.)
Chests and pots now contain loot based on the level they spawn in. (Requires new world.)
Gold chests will now spawn in some parts of the world. (Requires new world.)
Corrupt chasms have less of a chance to spawn on jungles. They also now have a cave connecting most of the chasms. (Requires new world.
Traces of demonite are created during world gen. (Requires new world.)
Surface jungles have been enlarged, and will override deserts. (Requires new world.)
Corrected some spelling and grammar mistakes.
Lighting code has been optimized to increase performance.
Mud and ash now have a chance to fall like sand when struck.
World update rate has been reduced slightly.
Water now evaporates when it reaches the underworld.
Slowed the rate of plant growth.
Hardcore is now an option when creating a new player. Hardcore players are gone for good after dying.
The Jungle now has its own music track.
Vines that refused to grow longer than 1 tile in length while underwater, will now grow correctly.
Pot graphic was brightened to make it more visible.
Plants growing out of a clay pot can no longer be cut with a weapon. The new alchemy plants can be grown in these pots.
Gems, ore, and gold chests now have a sparkle effect.
Giant glowing mushrooms will now grow back over time.
The player now starts out with a copper shortsword.
Dungeon bricks and walls have had their brightness reduced.
Hope onto Steam and check out this awesome update!
Terraria is a creative new action/adventure sandbox game by Re-Logic that encourages players to explore and be creative. While Terraria is often compared to Minecraft by many people, I won’t be making many comparisons between the two games because I feel that they are vastly different from one another. So, let’s dive on in and talk about Terraria.
First off, there is no story. After you make your character (picking a hairstyle, adjusting colour sliders, and slapping a name onto the sprite), you are just dumped into a randomly generated world with no indication as to what you need to do. Terraria does not hold your hand, so it is likely that anyone who didn’t properly research the game before buying it will immediately feel lost. Thankfully there is a “guide” NPC who will at least give players a few semi useful tips when he is right clicked.
The object of Terraria, right from the get go, is to harvest lumber and gather resources from subterrane locales so that you can outfit yourself with forged materials while also constructing a proper house or shelter for your character as well as the guide NPC. This must be done relatively quickly at the beginning of the game because, when night comes, flying eyeballs and zombies prowl the randomly generated landscape and they will not hesitate to tear you a new one due to the fact that players are grossly unprepared to take on either of these creatures upon first starting out.
To protect yourself for the nights, the game implies that you should use your hatchet to cut down trees and build a house. This is pretty easy to do. The hatchet, along with many other tools such as the hammer and pick, can be used by selecting them in your inventory and just holding the left mouse button down over whatever it is you wish to chop or cut. When you fell a tree, it will turn into about a dozen pieces of wood that you can pick up. Each piece of wood is a single block that can be used for building. If you want to make a square home, you’d need about forty pieces of wood (approximately five pieces for each side).
The wood you harvest can also be used to make objects such as chairs, work benches, and doors. Making the right objects and placing them in your constructed abodes can attract NPCs to live in your settlement. All NPCs have their own special requirments that must be met before they show up (as an example, a merchant will not come to settle unless your currency is equal to or greater than 50 silver coins) but beyond that, all they need is a room with a door, chair, table and sufficient lighting. Make a room with these elements and chances are you’ll eventually have an NPC living there.
There are several NPCs which all serve different purposes. The merchant will buy your goods and sell you various pieces of gear and miscellaneous items while the nurse NPC will heal your wounds. There are approximately six or seven different NPCs who can come to your settlement, and it feels really wonderful to have them show up and settle in your constructed buildings.
Beyond building houses and attracting NPCs, you can use the resources you gather to upgrade your equipment. Your tools (axe, hammer, pick) can all be upgraded, and you will also be able to forge armor and weapons as well. What you can forge depends on what kind of ores you have mined. Low tier ores such as copper or iron will give you pretty average armor and weapons that should enable you to stand up to creatures a little better, while higher tier ores such as gold or hellstone will definitely enable you to stand up and overpower most monsters with ease.
While Terraria’s surface world gameplay is mostly about building structures and staying safe, the underground gameplay is vastly different. With your trusty pick and torches, you will dive deep into caves and catacombs in search of ores and treasures. Terraria is fairly generous when you are close to the surface, giving you an ample amount of copper and stone while throwing relatively few enemies at you, but as you dig down deeper you will begin to encounter many new monster types that will force you to change your combat tactics often.
The underground areas of Terraria are actually far more interesting than the overworld. There are many different “regions” underground such as mushroom forests, underground jungles, dungeons, and rivers of molten magma. The environments that you come across depend upon how far down you are (except for underground jungles which are placed in any random underground location).
Now for a bit of technical aspects. How are the building/movement controls and the combat? They may feel a little peculiar at first since the game handles very much like a retro Super Nintendo game, but it is not hard to adjust. Placing blocks and building is extremely easy as it is just all point and click, while combat pretty much comprises of just pointing your character in a direction and clicking repeatedly until whatever you are fighting dies. It’s not a revolutionary combat system and it’s not at all deep, but it’s good enough and is fun at times. However, sometimes it feels as if monster respawn times are far too fast and you may be bombarded by upwards of half a dozen enemies at once. When this happens, combat may become frustrating or tedious.
Ingame menus can also be a little frustrating to navigate. While the overall presentation is pretty simplistic, the inventory screen is pretty cluttered and gets messy in a hurry. The crafting menu is nothing more than a column that you click through with your mouse. Clicking on an item will craft the item, but if you click even slightly off of the item’s icon, you’ll move the column to highlight another item, which can be a little annoying at times. The health bar is also confusing, as your life is depicted by a series of hearts like in Zelda… However, hovering over your hearts will present you with a numerical value for your life. Since whenever damage is inflicted in combat it is visually displayed in numerical format, wouldn’t it make more sense to just use plain text to display life rather than hearts? It is not always easy to judge how much health you are at. It’s an odd system, but it doesn’t put too much of a damper on the gameplay.
The graphics are pretty admirable as a whole. Terraria looks a lot like a Super Nintendo game, which may partially be due to the fact that the creator of the game previously worked on the freeware Super Mario Bros. X game. The creator seems to have a deep love for retro gaming, and it really shines through Terraria’s graphics. Enemies are simplistic but nice looking, and environments all look like standard 16-bit platforming fare. Anyone who appreciates 2D graphics should feel right at home in Terraria. 3D enthusiasts, however, are less likely to enjoy Terraria’s worlds.
The sound effects are mostly generic noises that won’t sound too new to anyone. Most of the sound effects in Terraria are bumps, clunks, and thuds. The music is a whole different story. It seems to be widely agreed upon that the music in Terraria is exceedingly pleasant to listen to. Like the graphics, Terraria’s music seems to have come straight out of the 16-bit gaming era. The day time music sounds cute and cheerful while the night theme is spooky and really evokes a feeling that you need to get to safety before the flying eyeballs make quick work of burying you six feet under.
So how much of a sandbox game is Terraria? Well, even though there is the goal of building a settlement and expanding it while keeping it safe, there is no time limit to it and you’re basically free to do whatever you want at any time you desire. For example, rather than working at upgrading gear and attracting NPCs, a friend and I have instead been focusing on turning a floating island into a stronghold that we can live in and store our resources and supplies in, and it’s taking several hours to do this!
Terraria is $10 on Steam and is a real steal at such a price. Free updates over time have been confirmed, promising that this already entertaining and open game will become even better with time. If you like dungeon crawlers or sandbox games, then Terraria is definitely worth checking out.
PROS: + Building is simplistic but very satisfying.
+ Insane amount of craftable items.
+ Multiplayer is loads of fun.
CONS: – Too much time is spent underground.
– Crafting menu and inventory are not user friendly.
– Combat could’ve been fleshed out more.