A Journey to the End of the World (of Minecraft)

A Journey to the End of the World (of Minecraft)

parkin-minecraftOn March 28, 2011, a man who calls himself Kurt J. Mac loaded a new game of Minecraft. As the landscape filled in around his character, Mac surveyed the blocky, pixellated trees, the cloud-draped mountains, and the waddling sheep. Then he started walking. His goal for the day was simple: to reach the end of the universe.

Nearly three years later, Mac, who is now thirty-one, is still walking. He has trekked more than seven hundred virtual kilometres in a hundred and eighty hours. At his current pace, Mac will not reach the edge of the world, which is now nearly twelve thousand kilometres away, for another twenty-two years.

In the four years since its initial release, Minecraft has become a phenomenon that is played by more than forty million people around the world, on computers, smartphones, and video-game consoles. It is primarily a game about human expression: a giant, Lego-style construction set in which every object can be broken down into its constituent elements and rebuilt in the shape of a house, an airship, a skyscraper, or whatever else a player can create.

Minecraft’s universe is procedurally generated, meaning that an algorithm places each asset—every hill, mountain, cave, river, sheep, and so on—in a unique arrangement every time a new game is loaded, so that no two players’ worlds are exactly alike. Markus Persson, the game’s creator, planned for these worlds to be infinitely large: if a player kept walking in a single direction, the game would create more of the world in front of him, like an engineer forever laying track for an advancing train.

But, at extreme distances from a player’s starting point, a glitch in the underlying mathematics causes the landscape to fracture into illogical shapes and patterns. “Pretty early on, when implementing the ‘infinite’ worlds, I knew the game would start to bug out at long distances,” Persson told me. “But I did the math on how likely it was people would ever reach it, and I decided it was far away enough that the bugs didn’t matter.”

In March, 2011, Persson wrote a blog post about the problem in the game’s source code and the mysterious area where Minecraft’s world begins to warp and disintegrate, which he calls the Far Lands. Around that time, inspired by the legions of Minecraft players who record and broadcast their adventures, Mac started a YouTube channel to document his virtual exploits. As he cast about for a fresh angle to distinguish his episodes from those of other YouTube Minecraft-casters, he came upon Persson’s post. It was exactly what Mac had been searching for: he changed the name of his YouTube channel to Far Lands or Bust!, and he set off to see them for himself. “In my ignorance, I thought the journey might take a year or so,” Mac told me. “Had I known that the Far Lands were so many thousands of kilometres away, I might have been more hesitant.”

Mac’s preparations for the hike were basic. He gathered the materials to craft a sword, for protection, and a pickax, for digging rudimentary shelters to hide from the game’s lethal nocturnal terrors. “Most important, I brought a compass,” he said. “The compass always points toward the original spawn point. That way, I would know that, as long as I walk in the direction opposite the needle’s point, I am headed in the right direction.”

Mac has filmed his entire odyssey, breaking it up into separate YouTube episodes, which now make up four seasons. “The YouTube format serves the journey well, allowing the viewer to experience the entire adventure along with me,” he said. “Also, if anyone had doubts as to whether or not I was making this trek to the Far Lands without cheating, they could go back and watch all of the footage.” But Mac soon realized that he would have to fill each episode with commentary, both to engage his audience and to stave off loneliness. “The series transformed into a sort of podcast, where the topics I talk about might have little to do with the journey itself,” he said. “Of course, it is always exciting when Minecraft re-grabs my attention with a perilous cliff, a zombie attack, or a memorable landscape, and I remember the journey I’m on.”

By one measure, Mac’s endeavor is motivated by the same spirit that propels any explorer toward the far reaches of the unknown. Today, we live in a world meticulously mapped by satellites and Google cars, making uncharted virtual lands some of the last places that can satisfy a yearning for the beyond, as well as locations where you are simply, as Mac puts it, “first.” “My viewers and I are the only people to ever see these places exactly as they are,” he said. “Once we walk past, we will never see them again.”

While the premise of walking in a single direction through a video game for hundreds of hours may seem banal, Minecraft has a special ability to create unscripted character drama. In almost every one of Far Lands or Bust’s three hundred or so episodes, each of which lasts for around thirty-five minutes, Mac encounters something of note. “On June 6, 2011, in episode thirty-two, I tamed a wolf,” he recalled. “He quickly became a fan favorite and my only companion on the trip. Unfortunately, on the final day of the season, Wolfie, as I’d named him, mysteriously disappeared during a break.” Mac presumed that Wolfie had been glitched out of the game, and his disappearance lent a sour note to the season finale. But, in an unlikely plot twist, Mac was reunited with the Wolfie during the first episode of season four, and the pair continued the journey together.

When Mac began his quest, he was employed as a Web designer, but, as his channel attracted more viewers, he started generating enough advertising revenue to quit his job and make virtual exploration his sole career. In a way, his viewers have become his patrons, funding his trip in exchange for reports and updates, which are interesting enough to elicit their continued support. The channel’s success—today, it has more than three hundred thousand subscribers—has been such that Kurt adopted the pseudonym Mac to conceal his identity from fans who might try to locate his house, in the Chicago suburbs.

Persson is an avid supporter of the Far Lands journey. “It was one of those things that kind of slowly crept into my awareness,” he said. “I heard about it from various places and eventually got around to watching an episode.” Mac met Persson in Paris, in 2012, at the game’s annual conference. “I think, despite no longer being involved in Minecraft’s development, Notch is very amused at the various ways people have chosen to play his game,” Mac said. Persson watches Mac’s videos while working. “I find it strangely calming and Zen-like,” he said. “It makes for an excellent background to programming. It’s not something I would ever attempt myself, though. I don’t think I have that kind of personality.”

In June, 2011, Mac partnered with the charity Child’s Play, which aims to improve the lives of hospitalized children by providing toys and games to more than seventy hospitals worldwide. “The viewers have always motivated me with their generosity,” he said. “It has allowed the series to become more than just about reaching the Far Lands in a video game, but actually making a difference in the real world.”

The charitable cause also gave Mac a reason to withhold how far he has travelled, in order to maintain a sense of mystery. “I now only ever press F3 to display my coördinates when certain fund-raising goals have been met.” When the first fund-raising goal, eighty-two hundred dollars, was met, on November 14, 2011, Mac discovered he had travelled more than two hundred and ninety-two thousand metres. “After the next goal, twenty-nine thousand two hundred and twenty dollars, was met, on August 12, 2012, I pressed F3, to find I had travelled six hundred and ninety-nine thousand four hundred and ninety-two metres,” he said. To date, Mac’s journey has raised more than two hundred and fifty thousand dollars for charity.

The date and time of Mac’s arrival time into the Far Lands is much debated. It’s agreed that in a completely flat Minecraft world it would take a player eight hundred and twenty hours of continuous walking to reach the edge of the universe. But Mac is playing in a world that’s interrupted by mountains, oceans, and other obstacles, all of which affect the pace of his travel. And he often stops to admire his surroundings. “Some say it will take more than three thousand episodes to reach my destination at my current rate,” he said. “But I never really take the time to think about it myself. My mantra has always been that this is about the journey and not the destination.”

Nevertheless, Mac is already beginning to see clues that he is on course. “I’ve started to experience some of the effects of travelling so far from spawn,” he said. “Items and entities are somewhat disjointed from the terrain around them, causing a jitter as I walk.” Some people expect these problems to increase as Mac walks farther from his starting point, and some think that the game will be unplayable long before he reaches the Far Lands. Mac is more philosophical about it. “We will see when we get there,” he says.

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Google Wants You to Play Minecraft on Your Kitchen Table

Google Wants You to Play Minecraft on Your Kitchen Table

Google’s Johnny Chung Lee uses a Project Tango tablet.

Eric Johnson

Google’s Johnny Chung Lee uses a Project Tango tablet.

Before giving a speech on Tuesday, Johnny Chung Lee’s pre-talk prep included a quick round of basketball and building a house in Minecraft.

He wasn’t goofing around. As the project lead at Google’s Advanced Technology and Projects group, also known as ATAP, Lee was testing a live demo of Project Tango, an initiative that aims to give mobile devices a better, more human-like visual sense of the world.

“Sitting in this room, you understand its size and scale,” Lee told the audience at Nvidia’s GPU Technology Conference. “That sense of spatial perception is something we take for granted, but a large portion of our brain is dedicated to the visual cortex.”

Tango’s current hardware, a prototype Android tablet made for developers, features three rear-facing cameras. Together, they let the tablet scan its environment and track its own motion through 3-D space. By overlaying virtual experiences on top of that data, one could — for example — shoot non-tangible balls into a digital reconstruction of a real basket.

Or, build a house in Minecraft, and then move the tablet to explore the house:

Officially, Project Tango’s building demo is a “Minecraft homage,” Lee told Re/code, and it currently doesn’t display a full model of one’s surroundings, meaning you have to point the Tango tablet at the floor to build. But the idea is that the positional tracking features would let consumers make something in virtual space, move away in the real world, but then come back to find it where they left it.

“You’ll be laying out castles on your kitchen table,” he said. “With the re-localization engine turned on, it will recognize, ‘Oh, I’m in this part of the kitchen again’ and position the content correctly.”

He also proposed that multiplayer games would be a good fit for the technology. For example, a game could span multiple rooms, and players could see each others’ exact locations, in the style of a first-person shooter radar, on their screens.

“Just like you and I are sharing the same room, looking at each other, the devices would as well,” Lee said.

To get Tango into peoples’ hands, Google plans to partner with OEMs from the Android world. Last year at the company’s I/O conference, Lee announced a consumer-oriented tablet with the necessary cameras to be made with LG. He declined to provide an update on those plans.

Also in testing: A virtual reality-ish wearable version of the Tango tablet that splits its screen into two images, one for each eye. The tablet’s built-in cameras would remove the need for an external camera — the solution favored by Oculus, Sony and HTC/Valve — to track the user’s movement.

“You’d still have to worry about bumping into stuff,” Lee said.

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Add Dungeons, Ruins, and Treasure Hunts to Your Minecraft World with MCDungeon

Add Dungeons, Ruins, and Treasure Hunts to Your Minecraft World with MCDungeon

If you’ve grown tired of exploring the vanilla Minecraft world and the thrill of stumbling upon the tiny dungeons or sprawling mineshafts is gone, we’ve got just the thing for you: enormous procedurally generated dungeons courtesy of MCDungeon. Read on as we show you how to pack your Minecraft world with exciting and elaborate dungeons to explore, treasure hunts to engage in, and ruins to give the place a lived-in look.

What Is MCDungeon?

McDungeon is a map modification tool that offers a highly customizable method of inserting procedurally generated dungeons into Minecraft. The short of it is this: you take a preexisting map, you run the MCDungeon application, and it works your map data over inserting large and elaborate dungeons into your map. The dungeons are packed with puzzles, traps, mob spawners and, of course, treasure in the form of randomly generated loot chests.

If you simply run MCDungeon with the default settings, you’re in for an adventure-filled treat—no tweaking or configuring necessary. If you pore over the configuration settings, however, you’ll find options for configuring dozens of dungeon features. If you’re having trouble even finding the dungeons, for example, you can increase the height of their above ground entrances and architecture to make them more visible at a distance. Find the dungeons too easy without enough mobs? You can set the number of torches to decrease the deeper you go in the dungeon to increase the number of monster spawns. Need an even bigger challenge? You can remove all the torches and increase the number of random mob spawners for a survival-of-the-fittest challenge.

 

There are even advanced features like the ability to regenerate a dungeon you’ve already explored to be a completely new and random experience as well as to remove all the dungeons (if you find you dislike MCDungeon) and reseed the spaces with naturally generated terrain.

Overall MCDungeon is a fantastic way to keep the general feel of Minecraft the same while adding in generously sized dungeons that nicely compliment the existing subterranean structures (mine shafts, caverns, and the tiny vanilla Minecraft dungeons) while adding in large and interesting spaces to explore. While Minecraft might be devoid of a back story, we do see the evidence of some sort of past civilization in the abandoned mine shafts, strongholds, and vanilla dungeons and the more sophisticated dungeons created by MCDungeons fit right into the general feel. After all we have elaborate structures from past civilizations in our own world, why wouldn’t such things exist in the Minecraft world?

 

If you’ve read this far and you’re not convinced that big ol’ dungeons would be a great addition to your world, there might just be one last thing we can share to convince you to use MCDungeon. Even if you don’t want elaborate dungeons to explore MCDungeon does include a very cool treasure hunt feature which doesn’t require dungeons to function and adds in a very fun over-land treasure hunt feature that really encourages you to get out there and explore.

One final note on MCDungeon before we proceed. The modification process happens completely outside of the actual Minecraft game and uses vanilla blocks and resources. This means neither you nor other players who join your LAN game or server are required to install any mods or make any changes to their game. The map is completely vanilla-Minecraft friendly and all modifications occur during the map modification process.

Sounds pretty great, yeah? Let’s take a look at what you need and how to inject some awesome dungeons into your map.

What Do I Need?

To follow along with this tutorial you’ll need a Minecraft map, a copy of the MCDungeon files packaged for your OS, and a little time to familiarize yourself with MCDungeon and run it.

For the purposes of this tutorial we’re modifying a Minecraft version 1.8.1 map with MCDungeon but you can use it with earlier versions of the game if you wish. We will also be using the Windows version of the package. The ultimate functionality of the application is not changed based on your operating system (the whole thing is coded in Python), but you will need to make minor adjustments to how you launch the application based on your OS.

Selecting the Map

First, a word on selecting your map. Although MCDungeon does its best to not interfere with player built objects and existing structures such intersections are always possible. Always, always, always, backup your world data before performing any edits on it regardless of the tool you’re using.

Before you actually unleash MCDungeon on a map you’ve invested time in, however, we’d encourage you to start with a fresh map to get the hang of even using MCDungeon. Once you’ve played around with it, possibly tinkered with the configuration files, and you like the results, then move on to running it on one of your established maps.

Installing MCDungeon

You don’t as much install MCDungeon as you unpack the requisite files and wrangle with them to a greater or lesser degree based on your operating system. Head over to the GitHub page for MCDungeon and grab the appropriate file bundle for your operating system.

Windows users should grab the mcdungeon-v*win32.zip or mcdungeon-v*win64.zip bundle depending on the whether or not they’re running a 32 or 64-bit operating system (when in doubt, just grab the 32-bit package). Mac OS X users should grab the mcdungeon-v*macosx64.zip bundle. Finally users on any other operating system (including Linux) should grab the mcdungeon-v*.zip file.

The difference between the Windows and Mac OS X versions versus the more generic file is simply the inclusion of a wrapper and launcher for the required Python files that also automatically launches MCDungeon in “interactive” mode with handy prompts. If you’re using Linux or another *nix  system you’ll need to have Python 2.7 and NumPy installed. You’ll also need to manually put MCDungeon into interactive mode, if you so desire, by using the the command “python mcdungeon.py interactive”. For further instruction on using MCDungeon with the command prompt and command switches (for both *nix users as well as curious Windows/OS X users) check out the detailed run down of the command switches in the README.txt.

Regardless of the version  you’re using, extract the files to a safe place and get ready to have some fun.

Modifying Your Map with MCDungeon

With your map selected (and backed up/copied) it’s time to unleash MCDungeon on it. Run the launcher file (or manually launch it if you’re on a *nix system). The launcher will launch MCDungeon in the interactive mode which automatically reads your /saves/ directory and lists off the available worlds like so.

Enter the name of the world you wish to modify. Before you enter the name and hit enter, double check that the world is both backed up and not currently loaded in Minecraft.

Your options are to add dungeons or treasure hunts to the map, list existing dungeons and treasure hunts, delete dungeons or treasure hunts, regenerate either of the two, or generate and Overviewer map. Overviewer is another great open-source Minecraft project that creates high-resolution maps you can load in a web browser to view.

First, let’s add some dungeons to our map.

Once you select “a” to generate the dungeons you’ll be prompted to select which configuration file you want to use. There will be plenty of time for experimenting with the different configuration files later, for now we’ll stick with the default configuration to show you how the default looks.

The above is one of those prompts that you recognize if it applies to you and if it doesn’t, you can ignore it. Most readers won’t be running a multi-world Bukkit server. Those that are will know what to do here.

The value you enter in the next configuration prompt, the Max Distance, is the maximum number of chunks the generator will place dungeons from the spawn point of the map. A chunk is 16×16 blocks, for reference. If you want the dungeons to center around castle you’ve built or the like (and that castle isn’t at the map’s original spawnpoint) you’ll need to use the /setworldspawn command in the game to reset the spawnpoint to center the map on the location you wish to be the center for MCDungeon’s generation algorithm.

Also keep in mind that if you set a very large value and a low number of total dungeons it will be very difficult to find the dungeons. If that’s your goal and you want the challenge that’s fine. If you’re looking to test out MCDungeon, however, it makes sense to stick with a smaller chunk radius as it’ll be easier to find them.

The next three settings are concerned with the size of the dungeons along the West-East axis, the size along the North-South axis, and the depth (in levels not blocks). You can enter in fixed greater-than-1 values or variable amounts (e.g. 5-10). We prefer using variable amounts just because it keeps things interesting. If you know every dungeon will always be three floors deep, for example, it makes even a randomly generated dungeon a bit less exciting.

Finally, it prompts you to select the number of dungeons you want to include in your map. Remember even though all Minecraft maps are, practically speaking, just about infinite this number isn’t X number of dungeons over the entire potential Minecraft map it’s X number of dungeons over the chunk radius you specified several steps ago.

One little trick here we’ve found useful for populating our maps, once we’ve found a dungeon density, if you will, that we really like is to keep the ratio the same for future maps. For example if you find that you were liked the spacing of the dungeons when you specified a 20 chunk radius and 5 dungeons, then keep that ratio when generating other maps (40:10, 80:20, etc.) If you want to go crazy and pack as many dungeons in as the game will allow (preventing dungeons from bleeding into other dungeons or in-game structures, of course) you can always specify -1 dungeons. Be aware that using the -1 maximum-dungeon function will spawn a lot of dungeons. You’ll practically be falling over them.

It’s no small feat to generate lots of dungeons, so sit back and relax. If you specified something like a 500 chunk radius and -1 dungeons then you might be waiting until tomorrow morning to see the results. One thing worth noting here is every dungeon, as seen in the screenshot above, is listed by size, location, along with its name and other characteristics.

If you’re running a test map and you want to know the locations of at least a few of the dungeons so you can find them immediately, by all means take note. If you’re running MCDungeon to create a map specifically for the thrill of the hunt, however, you’ll want to ignore the log window to preserve the element of surprise.

When it’s done it will announce “Placed X Dungeons!” and any key press will shut down the application.

Exploring the Dungeons

The next stop is, of course, loading up the map you just modified and exploring. You’ll quickly find that the dungeons you stumble across range from grandiose to very subtle in appearance.

It is, for example, almost impossible to miss the entrances of the pyramid-like dungeons that appear in the forest, desert, and ice biomes. They’re enormous and the entrance alone, regardless of the side of the dungeon beneath, is several many chunks wide.

 

Other dungeons are very subtle in appearance and you could easily overlook them while exploring if you didn’t have a keen eye. The only evidence of the following dungeon is a chest, a hole in the ground, and some stone ruins around the hole.

 

Regardless of how modest or majestic the entrance to the dungeon appears from the surface, however, you should always pack well for the journey and bring plenty of food, tools and, of course, torches; even the best lit dungeons created by the generator are still pretty dim.

 

While you’re down in the dungeons don’t forget to collect items from the numerous chests and secrete rooms like maps.

 

When you’re exploring a winding 8 level dungeon the maps really help you find your way back out. Why is the map so important? The levels of the dungeons are separated by layers of bedrock to ensure that once you’re in the dungeon you can’t cheat the system by just digging straight up or straight down to escape. Once you’re in the dungeon you’re in it until you find your way out or die trying.

 

One of the great things about the dungeons is that once you completely clear one out, light it up, and collect all the loot, you now have a pretty awesome multi-level base ready to be filled with storage chests and largely immune to explosion damage thanks to the layers of bedrock throughout the dungeon.

Advanced Tricks

The default dungeon generator is pretty cool but there is so much more it is capable of. You can custom edit your own configuration files or just use the supplementary files included with the app to completely change the feel of the dungeons.

Not only is the default.cfg very heavily annotated and easy to understand, you can read through the configuration flag list on the MCDungeon website to get a better feel for both the dungeon and the treasure hunt configuration files. Even a simple change, like turning on the cave-fill function (which fills in natural caverns adjacent to dungeons in order to increase the mob spawn rate inside the dungeons) can completely change the feel of the game.

Speaking of treasure hunts, while the focus of this tutorial was generating enormous dungeons for your Minecraft world, we did promise treasure hunts in the introduction. The treasure hunt generator works pretty much like the dungeon generator, so we’re not going to walk you through it step-by-step, but we will show you what to expect from it.

The treasure hunt generator creates patterns of landmarks and objects on the map that encourage exploration. You’ll come across ruins, old cabins, and the like, like this ruined dwelling here.

 

Inside you’ll find a notebook with clues in it that guide you toward landmarks and other clues.

 

Follow the clues, and eventually you’ll find a chest with enchanted armor, gold, and/or other rare items in it.

The best advice we’d give in regard to using the treasure generator is to set fairly large distances (you can specify how many chunks the hunt will cover and how many steps there are between each clue). If you use low values the clues are practically on top of each other and the treasure hunt isn’t much fun. If you use larger values it gives it a more realistic feel (who would hide their precious treasure ten feet from their cryptic clues, after all).

Even if you skip using the dungeon generator, we highly recommend the treasure hunt generator simply because it does so much to get rid of that feeling of emptiness that pervades the Minecraft world. Just setting up a few dozen treasure hunts with a fairly low density will sprinkle all sorts of small structures like abandoned homes, ruins, and wells across the land which goes a long way toward making the world feel less barren.

Finally, the other very nifty trick included in the MCDungeon package is the Overviewer map generator. Rather than give you a static screenshot of it, which just doesn’t do justice to how cool it is and how great the graphics look, we’d encourage you to check out this interactive sample on the Overviewer website. If you’re generating an MCDungeon map to use on a server, with your kids, or anywhere that you, as the administrator and not the adventurer, want to have a bird’s eye view of where all the dungeons and special features are located then the Overviewer view of your new world is a great way to keep track of everything.


Armed with MCDungeon you have the power to create maps with far flung and elaborate dungeons and treasure hunts perfect for hours of exploration and fun. Need some more ideas for Minecraft? Check out our collection of Minecraft articles here.

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Telltale Games Teases Minecraft Tie-In

Telltale Games Teases Minecraft Tie-In

AUSTIN, TEXAS – Telltale Games is one of the best companies in the business when it comes to story-driven games, but what about when games have no story? The developer recently announced that it would partner with Mojang to bring its cinematic brand of adventure games to the Minecraft universe, and has now revealed a few more details about what fans can expect.

I attended a Telltale Games panel at SXSW 2015 and heard the developers talk about both the challenges and rewards of creating emotional, mature adventure adaptations such as The Walking Dead, The Wolf Among us and Game of Thrones. The company actually has a long history of doing lighthearted games, however, which is why it considers itself a good fit for a narrative-heavy Minecraft installment.

MORE: Most Anticipated Games This Year

The developers were quick to clarify that while Minecraft: Story Mode would be a story set in the Minecraft world, it would not be a story about Minecraft, per se. The setting is deliberately vague and open-ended, more about what players create than a cohesive narrative to tie the world together.

One audience member pointed out that Telltale usually honors the elements of its source material, such as introducing new fairytale characters in The Wolf Among Us or incorporating anarchic humor into Tales from the Borderlands. He asked whether Telltale Minecraft would allow players to design and share their own creations: a concept central to the Minecraft mythos. Telltale did not offer a specific response, but agreed that creativity and collaboration are, indeed, at the heart of the game, and it would try to respect that.

Lydia Winters, a Mojang representative, joined the Telltale team onstage and confirmed that Mojang has been heavily involved in the creation of Telltale’s Minecraft adaptation. Telltale generally collaborates closely with its partners to ensure that the game stays true to the spirit of the original property. Winters was also reluctant to give away exact story details, save to say that it would not focus on Steve, the generally accepted name for the player character of the main game.

Telltale also let drop a few hints about Super Show, its new original IP. The developer will collaborate with a number of film studios, including Lion’s Gate, to produce a variety of multimedia adventures. Each month, players will receive a playable Telltale episode, as well as a watchable episode from the film studio. There may also be other components to each story, although Telltale would not say exactly what they would be.

Walking Dead fans may also be pleased to know that The Walking Dead Season 3 is definitely on the way, and it might arrive sooner rather than later.

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Flynn’s Log 4 – Available now!

Flynn’s Log 4 – Available now!

Flynn's Log 4: OfflineI’m excited to announce, the fourth book in the series, Flynn’s Log 4: Offline, is now available!


Flynn, I hope you get this message. Your body is missing!

I refuse to think that you are gone, deleted. You, your thoughts, your voice, and your brain activity must be out there. You are in the digital domain, in the game, living as a digital intelligence. You have to be!

What happens now? Find out, read Flynn’s Log 4: Offline. Available now.


Trapped in a Digital World!

FLYNN IS IN TWO places at once! His intelligence is trapped in the game, unable to contact the real world. At the same time, Zana, the digital intelligence from the game, is using Flynn’s body to carry out her plan to convert everyone in the real world to digital intelligence: the ultimate form of life. Elle is in the real world facing real danger! Elle needs to stop Zana, but she is on her own and must make a decision that will impact her friends forever.

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Sturgis woman publishes Minecraft adventure novel

Sturgis woman publishes Minecraft adventure novel

Danica Davidson of Sturgis has published “Escape from the Overworld.” It’s a Minecraft adventure novel for ages 7-12.

 

 

  • Danica Davidson of Sturgis recently published "Escape from the Overworld," a Minecraft adventure novel for ages 7-12.
  • Michelle Patrick/JournalDanica Davidson of Sturgis recently published “Escape from the Overworld,” a Minecraft adventure novel for ages 7-12. A book signing is planned for 11 a.m.-noon March 28 at Lowry’s Books and More in downtown Sturgis

    Danica Davidson of Sturgis has published “Escape from the Overworld.” It’s a Minecraft adventure novel for ages 7-12.

    “It’s about an 11-year-old, Stevie, who lives in the Minecraft world,” she said about her novel. “He’s not good at fighting zombies. He doesn’t feel he belongs in that world.”

    But there’s a solution, with a twist.

    “He finds a portal into our world,” Davidson went on to say about the book. “He meets a bullied girl named Maison. The two become friends, but by opening the portal, he lets zombies into our world too.”

    According to Davidson, the novel is a fantasy read with real world issues as well like bullies and kids going to a new school.

    While “Escape from the Overworld” is her first published book, Davidson is no stranger to having her work published.

    “I’ve been writing for years,” she said. “I started writing professionally in high school.”

    Davidson currently writes for MTV News. She has also written for CNN, Los Angeles Times, The Onion, Publisher’s Weekly and more. Her next venture is to publish a book on how to draw Manga.

    “Escape from the Overworld” has been selected to be part of an anti-bullying, girl empowerment initiative in Los Angeles and Atlanta where copies of her book will be given out, Davidson said.

    A book signing is planned for 11 a.m.-noon March 28 at Lowry’s Books and More in downtown Sturgis.

    Davidson is interested in visiting local classrooms and libraries. She may be contacted at danicadavidson.com.

    “Escape from the Overworld” is published by Skyhorse Publishing, Inc., and is available at Lowry’s Books and More, Wal-mart, Barnes & Noble, Target and Amazon.com.

 

 

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