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