0:03 and post. Finally, I can forget about this.
0:10 It's been a year, Daddy. What do you
0:12 want? Pool
0:15 levels. No.
0:18 I really, really miss [Music]
0:22 [Music]
0:24 you. If you're unaware, Plants Versus
0:26 Zombies is a game where you use plants
0:27 to defend your house from attacking
0:29 zombies. In my last video, I created the
0:31 day and night levels of Plants vs.
0:33 Zombies in Minecraft. And in this video,
0:34 I'm going to expand that by creating the
0:36 entire game from the pool levels through
0:38 the fog and even all the way to the
0:41 final boss of the game. The first step
0:43 was making all the plant models. They
0:44 included, but we're now limited to
0:46 having back problems, this helpless
0:49 thing, and this guy is just meing. I
0:50 then needed to make this pool area
0:52 playable. But there was one slight
0:54 issue. Currently, the game is coded to
0:56 make the plants face this way and the
0:57 zombies face that one. And since the
0:59 pool faces the other direction, just
1:01 putting them down here wouldn't end well for
1:02 for
1:04 anybody. Wait, wait, where are you
1:06 going? But the solution is simple. Just
1:08 change the code. No, I copied the house,
1:11 turned it 180°, and dropped it down the
1:13 road. See, now the pool area is facing
1:14 the same direction. The house didn't
1:17 seem to like it, but with a quick
1:20 fix. Okay, I then just copied the code
1:21 for placing plants onto the new plants
1:23 and changed it up a little to make it,
1:25 you know, not put the wrong stuff in the
1:27 water. Speaking of water, there's this
1:29 little plant called the lily pad. Look
1:31 at it. So cute. Anyways, this little guy
1:33 required not small but medium adequately
1:36 sized changes to the code. Not okay. I
1:37 also decided to whip up some custom
1:41 model decorations to spice up the
1:43 atmosphere. Since I was already making
1:45 models, I decided to keep going with the
1:47 new zombies, making their accessories,
1:49 and having no worries whatsoever. And
1:51 then it dawned on me, these zombies need
1:53 to have their texture changed. The way
1:54 I've done this in the past is use other
1:56 mobs. more specifically the husk and the
1:59 drowned which worked really well. But
2:01 now I have run out of mobs to retexture.
2:02 At first I thought I might be able to
2:04 use a zombie villager since it has so
2:07 many variations. It has a nose. Not only
2:09 that, but it has a long head. I had
2:11 three options. One, give up. It was
2:14 really tempting. Two, don't retexture
2:16 them. It'll look fine with just the
2:18 accessories, right? Three, make an
2:20 entirely new animation system that
2:21 sports an infinite amount of zombie
2:22 textures, which will require me to
2:23 change like all the code I've written
2:26 for the zombies. Yeah, this new system
2:27 isn't all bad news, though, since the
2:29 zombie parts now all are separate,
2:31 meaning I can do pretty much exactly
2:33 what I want with them, and I want to add
2:34 new animations. It was actually
2:36 something that was suggested on my last
2:38 video, and back then I was like, silly
2:40 you. I can't change the animation, but
2:42 as it turns out, I can. And I must say,
2:44 these new animations are looking so much
2:46 better than before. I can't believe I
2:48 didn't think of this earlier. I also
2:49 actually gave these two guys their
2:51 proper textures, cuz I kind of just
2:53 ignored that in the last version. At
2:55 this point, I was already a week in and
2:56 zero new levels had been added. And at
2:58 the end of this video, I'm going to be
2:59 playing the game with my friend. And I
3:01 therefore decided to start working on
3:09 again. That looked a lot cooler in my
3:11 head. But yeah, I finished animations
3:13 and coated all the pool and fog zombies.
3:14 I just got to pray that everything works
3:16 as intended. Speaking of working, the
3:19 plants really don't. But I just snapped
3:21 my fingers in Minecraft. What you going
3:22 to do about it? Now that the plants and
3:24 zombies were working, I had to create
3:25 all the spawning patterns for the
3:27 zombies. Just like last time, I whipped
3:28 up a contraption that simply allowed me
3:30 to place the right block when I saw a
3:31 zombie appear in my second monitor. And
3:34 everything went very smoothly until I
3:36 remembered something. The fog levels
3:39 have fog. Since my method relied on
3:41 seeing the zombies entering the level,
3:42 it became a pretty big issue when this
3:44 part of the screen now was covered. So,
3:46 I did the only sensible thing I could
3:48 and played PVC for an hour where I
3:50 prioritized using lanterns to get rid of
3:52 the fog. Easy enough, but then came
3:55 level 410. In this level, you can't see
3:57 anything. The screen is black except for
3:58 when lightning strikes. This makes it
4:00 even harder to see the zombies entering
4:02 the level, but I think I might have a
4:04 solution that would require me to update
4:06 to the latest version. Hey there, I see
4:08 you're updating to 1.21. Yeah, I was
4:10 planning to use the attributes and all
4:13 that, you know. Oh, cool. Well, uh, we
4:14 actually also added a whole new system
4:16 for how items work. So, the old one
4:18 doesn't work anymore. But you weren't
4:20 using that anyways, right? No, I I
4:21 definitely was. That's like a major part
4:23 of my game. All right, I have to go now.
4:24 But good luck with everything. Wait,
4:25 what? Where are you going? So, nothing's
4:29 going to work anymore. Oh, no. I'm sure
4:31 someone on the internet has solved this
4:35 issue. Here we go. From 1.20 [Music]
4:37 [Music]
4:40 to Uh, apparently updating the
4:42 data pack wasn't as easy as I had hoped.
4:43 But I found a way to convert one command
4:45 at a time. So, while a bit slower, I
4:47 eventually got everything working as
4:48 normal. Now, all the components for the
4:50 pool and fog levels were complete. And
4:52 all that was needed before the levels
4:53 became playable was a way to start the
4:55 levels. So, I expanded the level
4:56 selection graveyard with three new
4:58 sections and a portal, making it so that
5:00 you don't have to run all the way from
5:01 the pool levels to the fog levels.
5:03 Speaking of starting levels, the plant
5:05 selection screen is not only broken
5:07 after the update, but would also require
5:09 another chest if I kept this layout,
5:10 which I didn't. I changed it to look
5:12 like this. Pretty neat if you ask me.
5:14 Okay, anyone want to guess what happens
5:16 next? I found another thing broken after
5:18 the update. Why is he small when he
5:20 dead? It turns out that the cause was
5:22 that item displays no longer scale when
5:24 you rotate them. This would have been
5:26 truly amazing to have like 2 months ago.
5:28 So, I just realized I totally forgot to
5:30 even mention what you're looking at
5:31 right here. So, when I was making the
5:33 animations for the zombies, I decided
5:35 that doing it like this manually for the
5:37 hundreds of animation frames I was going
5:38 to have to make maybe wasn't the
5:40 smartest idea, especially for my own
5:42 sanity. So, that's when I took some time
5:44 to create my own animation maker. Simply
5:46 allowing me to load in the zombie
5:47 models, move their body parts around,
5:50 preview the animations, and even export
5:51 them into the data pack with just a
5:53 click of a button. Anyways, just thought
5:54 I'd mention that at this point, all I
5:56 needed to finish the pool levels were
5:58 the special levels, number five and
6:00 number 10. Both of these levels have an
6:01 item conveyor, so I quickly adapted the
6:03 code I had for previous special levels
6:05 to fit in with that. But level five was
6:06 special in the way that all the zombies
6:08 are tiny and apparently twice as fast.
6:10 The twice as fast part was pretty easy.
6:12 I just made the movement function run
6:14 twice as often. And for the tiny part,
6:16 I'm not 100% sure, but I think I can
6:23 smaller. I got it done at least. They
6:24 look way too cute. I also added these
6:27 back to lobby text because to be honest,
6:28 I'm not sure anyone even realized there
6:30 was a way to go back to the lobby in the
6:32 last version. And this actually means
6:34 that the pool levels are done. And for
6:36 the fog levels, we aren't actually that
6:37 far away either. The only thing we're
6:40 missing is fog. There are a few ways I
6:41 could make this. So, the first place I
6:43 checked for ideas is, of course, my
6:46 comments. Dragon Panda suggests I use a
6:48 static cloud in place of the fog. See, I
6:50 like the way this guy is thinking. Lacy.
6:52 I made this in 30 seconds, but that
6:55 doesn't mean it's ideal. Instead, I'm
6:57 gonna set the render distance to half a
6:59 chunk. Just kidding. But we're gonna
7:01 like slap some particles on it. That's
7:03 fog for you. Then the special levels.
7:05 For level five of fog, we're actually
7:06 out of the pool for the vase breaker
7:08 level. I modeled some vases and
7:10 randomized their do loot and implemented
7:13 a lot more Dave dialogue. The final fog
7:14 level features even less visibility,
7:16 only allowing you to see when lightning
7:18 strikes. With a custom font, we can get
7:19 this really nice effect that makes the
7:21 level way too hard. But I was still able
7:23 to beat it on the first go, so I'mma
7:25 call it good enough. Finally, we're
7:27 through both the pool and fog, only
7:28 leaving the roof. The first problem with
7:30 the roof was figuring out the direction
7:32 the roof is facing. Like, is this the
7:34 front or is that over here? I tried to
7:36 use the day and pool photos to cross
7:38 reference it, but like this hang, what
7:40 even is that word in
7:42 English? Oh, gutter. The gutter is going
7:44 this way, but that wouldn't make sense.
7:46 This this is going the other way. And my
7:47 final conclusion is that I already
7:49 messed everything up. You'd expect the
7:50 other part of the house to be stitched
7:52 together like this. But after looking at
7:54 it for a while, I'm pretty sure it's
7:55 just mirrored and actually looks more
7:56 like this. Does this help me with the
7:58 placement of the roof? Absolutely not.
8:00 This chimney would be placed like right
8:01 here if it actually made any sort of
8:03 sense. Anyways, on to the zombies. The
8:05 roof level definitely features the most
8:06 unique zombies with this guy who
8:08 straight up kidnaps your children. And
8:10 thanks to the new animation system, even
8:12 this guy, he was huge since the zombies
8:14 no longer rely on the vanilla zombie.
8:15 However, the trickiest one to add was
8:17 the catapult zombie because this one
8:21 shoots basketballs into plants.
8:22 Thankfully, I could use some clever
8:24 tactics to make it follow a smooth path
8:26 by first manually animating to fly up
8:27 and down and then using Minecraft's
8:29 teleport duration to smoothly make it go
8:30 to the correct plant. Now, for the
8:32 cabbage bolt, you'd think it'd be the
8:34 same as the catapult zombie. We can use
8:35 the same movement technique to get it to
8:38 work. But no, the zombies, unlike the
8:39 plants, can actually
8:42 move and therefore the cabbage will miss
8:44 the zombie. There are many solutions
8:46 such as making the hit radius really big
8:48 or trying to predict where the zombie is
8:49 going to be. But that still has problems
8:51 as unforeseen circumstances could make
8:53 the cabbage get absolutely
8:57 jked. There was only one real answer.
8:59 Homing rocket powered cabbages. Except
9:00 the rocket part. I kind of just wanted
9:02 to look like a regular cabbage. As it
9:04 turns out though, teleport durations
9:06 don't work as I want them to. This
9:09 required me to use math. I don't want to
9:11 go back to school yet. I'm not done with this
9:13 this summer.
9:14 summer.
9:17 Nope. Kind of
9:19 closer. Okay, that just disappeared. But
9:23 then finally, yes, everything was going
9:27 great. A little too great. So, this is
9:30 currently what my PC looks like. It says
9:33 preparing automatical repair. I don't
9:35 know. I let it sit like this for like 2
9:38 hours and it didn't do anything. So, so
9:39 what I thought had happened was that a
9:41 file in my Windows had been damaged on
9:43 my main drive, meaning the computer
9:45 couldn't start. This also happened to be
9:46 the drive that I store my Minecraft
9:48 files on. And this entire map that I
9:52 never thought to make a backup of
9:54 Yo yo, could you save all my files from
10:02 [Music]
10:04 The other drive isn't working. So, it
10:06 turns out that somehow my other drive
10:08 that I used to store all my recordings
10:10 was the one that I broke. And for some
10:12 reason, that was enough to make the PC not
10:13 not
10:15 start. This means that the map is fine.
10:17 Everything is still there. But my
10:19 recordings, on the other hand,
10:20 everything in this video you saw up to
10:22 this point was faked and actually
10:24 recorded after I finished the map. Oh
10:26 well, back to Plants vs. Zombies. Next,
10:28 it was time to add all the new Dave
10:30 dialogue. But halfway through making it,
10:31 I realized that the text really didn't
10:33 fit, and none of this looked good at
10:35 all. This was apparently a good enough
10:37 reason for me to spend hours just making
10:39 PNG textures out of every single thing
10:41 Dave says in the game. I don't even know
10:43 why I put myself through this anymore.
10:44 Eventually, I had implemented the
10:47 dialogues up until level 3, four, where
10:49 you unlock the shop. This sadly means
10:57 It looks absolutely amazing. But that
10:59 isn't even the best part. You see, this
11:01 half second long useless animation that
11:03 previously was used a total of one time
11:07 in the game is now used two times. Thank
11:14 you. You're actually joking. And there
11:16 goes another 30 minutes of my life I'm
11:18 never getting back. Anyways, back to the
11:20 shop. This thing offers all the upgrades
11:21 from the real game like pool cleaners
11:23 and seat locks. And it even has all the
11:26 upgrade plants except these two. You can
11:27 complain about the cop cannon if you
11:29 want, but this coin magnet, just pick it
11:31 up. Dave's dialogue also introduced the
11:33 sand garden, which is essentially an
11:35 entire game mode in itself where you can
11:36 raise plants that then reward you with
11:38 some money to spend in the shop. Now, I
11:40 don't know about you, but I want this
11:42 map to get released this year. While I
11:43 perhaps didn't make the entire game
11:45 mode, you can still grow some flowers in
11:47 a few different colors, and they look a
11:49 little cute, I guess. I then actually
11:50 finished all the roof levels with these
11:52 zombie dropping bunggees. And then there
11:54 was only one level
11:56 left. But before moving on to the final
11:58 level, I want to address the fact that
12:00 there really isn't much to do after you
12:01 beat the final
12:04 level. But of course, I planned ahead
12:05 for this. And just like with the first
12:07 two stages, there are three new endless
12:09 modes that are going to be added. These
12:10 work just like the first two ones, where
12:12 the amount of zombies increase by one
12:14 every wave. And hopefully these can all
12:15 offer a unique challenge as both new
12:17 plants and new zombies are unlocked with
12:19 each stage. All right, I'm not going to
12:29 [Music]
12:33 introduce Dr. Sombos. Okay, yeah, he
12:35 might be a little smaller than expected,
12:36 but I just thought making him smaller
12:38 would allow you to develop a deeper
12:40 connection before it inevitably kills
12:42 you. This guy can do some cool stuff
12:44 like dragging zombies out of the ground,
12:46 throwing camper vans, and straight up
12:48 balling. But before I show the boss
12:50 fight, I think it's time I finally
12:53 invite Strange to play the rest of the
12:56 game. Yes. Oh my god. Can I jump down?
12:57 Can I jump down? Oh my god. Jumping
13:02 down. What? There's water. What? I can't
13:04 go down. There's so many zone bays.
13:06 Okay, but we should be good if this is
13:08 the final wave. Hey, guys. We beat it. I
13:11 think we got uh we got see a What is
13:14 What the What the What the heck is that? [Music]
13:16 [Music]
13:20 Oh my god, there is fog. I I can't even
13:23 see. So, the balloon is red like the
13:25 subscribe button, which you should
13:27 click, by the way. Don't forget to click
13:29 the subscribe button. Let's go. Wait,
13:31 how is this Why did it get dark on? It's
13:35 not dark. It always was dark. Oh my god.
13:37 Oh my god. But this is actually so much
13:38 harder in Minecraft cuz like you don't
13:40 know where you are standing as well. I
13:43 think we're going to push this one. No,
13:46 he blew up. He blew everything up here.
13:48 Wait, what? I got a
13:50 pumpkin. Oh my god. Go. Clutch. Clutch. Clutch.
13:52 Clutch.
13:55 Nice. What do we do? What's that? Cabbage.
13:56 Cabbage. [Music]
13:58 [Music]
14:02 Ankus. After 50 levels, we haven't lost
14:06 a single time. But now, Ankus, level 10.
14:08 Are you ready? I'm ready. I'm ready.
14:10 Here we go. Let's go. Level 10. Level
14:14 10. Oh my god. Where? Where is he? Oh my
14:17 god. Oh my god. It's a lot smaller than
14:19 I thought it was going to be. Where?
14:20 Wait. Is that Is that Is that his
14:22 health? Is he Is he Is he about to die
14:24 at the top? No, it's the other way
14:26 around. So, you see the black part?
14:28 What? How? How are we stuck this bad?
14:31 Oh, he's throwing a truck. Oh. Oh my
14:32 god. But that's fine cuz we're going to
14:38 anyway. Please.
14:45 Yes. Yes. Oh my god. Oh my god. And it
14:47 died. You're still watching the video,
14:48 which means you enjoyed the video, which
14:50 means you should click that subscribe
14:51 button. And then after that, you can