

Notch gave examples of such items as: Wand of Healing, and Hot Meal.

Multi Use Items - These would have been similar to normal items, except rendered as single items with more than a single use.Notch gave examples of such items as: Healing Potion, Crossbow Bolt, and Dragon Hide. They would have mostly been collectibles and materials. Normal Items - These would have been carried, stackable, and have a single use (disappear when used).It is unknown if there were any sprites for them. The only known creatures implemented were the bunny and the hero. In this game there was coding implemented for the player to fight enemies, fire heroes, and hire new ones, shown with text on the screen. The player could also construct better headquarters. The player would gain experience points to level up, and the player's level determined the size and the number of the groups one could have. When they returned, a replay animation of the quest would show, and the player would get to distribute/sell/equip any loot gathered. A local town would provide quests for the heroes, which the player could send them on. This game was going to be a group manager where you would assemble, equip, level up, and pay heroes, in which some progress had been made.

RubyDung would likely have reused some gameplay elements from a related unreleased project by Notch, Rubylands. Most notably, the same grass block and cobblestone block textures that appear in the screenshots of the later versions of RubyDung would also appear in the earliest builds of Minecraft. In a screenshot of an earlier version of the game, there was also a dirt material which formed maze-like dirt paths, and an alternate, earlier grass texture less resembling the one seen in Minecraft.Īfter the game was canceled early in development, the codebase would later be reused for Minecraft. There were trees using billboarded sprites present in the game as well, which there are a lot of in the screenshots that they are present in. Unlike the blocky nature of Minecraft, there appeared to be many sloped surfaces. The terrain generation was quite varied, containing many bumps, hills, and monoliths. It also included a 3D texture mapper, and grass and cobblestone textures which were randomly colored on the fly. The game featured a 3D isometric perspective, as opposed to Dwarf Fortress 's 2D ASCII tile-based graphics. Since the game was in an early development stage, no GUI, text, or any other such features appear in any of the existing screenshots of the game. It would have been easier to play with a heavy focus on accessibility, unlike the former game which has been remarked for being quite complicated and unfriendly to beginners. While most of the gameplay features and mechanics are unknown, as the game was canceled during a pre-alpha state, the game was meant to be a clone of Dwarf Fortress had it been finished.
