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Hello, My name is TheAngryHermit. I'm working on a recreation of the game A Dark Room by Michael Townsend in Minecraft. The goal of this project is to make the map fully functional using only vanilla data packs and resource packs, so no mods will be required to play it. I will be focused on making sure every part of the game is as accurate as possible to the original, though changes will have to be made to some things to adapt it to Minecraft. I will push out updates and update the progress bar as I get more of the core systems running. You can also follow along with my progress below. Please feel free to leave any messages or questions below and I look forward to your support!
In-Progress:
Original Game Created by: Michael Townsend
CLICK BELOW FOR MORE OF THEIR WORK THEY MAKE AWESOME GAMES!!!!
(https://doublespeakgames.com/)

Gameplay trailer out now! (Some things may change!)====> [size=18px]https://youtu.be/y7CDXTZnJpY[/size]
In-Progress:
- continuing to add in and play test random events
- overall polish and chasing bugs
- the Dusty Trail (this will be the largest phase of development)
- add in more building types
- add in functional occupations for resource generation
- attach more sounds to actions as well as ambient sounds
- built main play area with the dark room and surrounding forest decor
- clean action bar UI showing useful info and a glow effect when looking at certain things
- compiled game accurate messages for all actions and events to ensure max parity
- dynamic scoreboard title (A Dark Room, A Silent Forest, e.t.c.) and resource display
- fire stoking mechanic with custom lighting and particle effects
- added in basic wood gathering
- added scripted builder arrival
- functional builder menu showing price as well as quantity built where applicable
- build-able huts that appear in world around the main room
- functional traps for gathering corresponding resources
- function wood cart mechanic
- added a lectern that displays hut count and population count
- added in a dynamic population growth function with corresponding messages
- created the random event system back end
- added noises in storeroom and noises in walls with its own interaction in the room
- added hut fire with proper hut and population decrease
- added destroyed traps events
- added in the thief event with scripted resource depletion as well as caught dialog with each corresponding outcome
- added in custom advancements for every perk the player is able to obtain in the game
- added beggar event with the proper chance dialog screen
Original Game Created by: Michael Townsend
CLICK BELOW FOR MORE OF THEIR WORK THEY MAKE AWESOME GAMES!!!!
(https://doublespeakgames.com/)
| Credit | Credit to Michael Townsend for creating A Dark Room |
| Progress | 45% complete |
| Tags |
7 Update Logs
4/4/26 (45%) : by TheAngryHermit 04/05/2026 9:24:26 amApril 5 @ 1:24 pm UTC
Hello everyone! It has been about a week and a half since my last update, but I've still been working hard on the map. One of the things I still wasn't happy with was how the random event system was turning out. In its first iteration, things were VERY janky. Everything was hardcoded with its data and timings, and making basic changes to it ended up breaking more things. So I just decided to scrap it and start over. This new system is way more robust, efficient, and most importantly, easy to change and debug. Each event has its own separate module in the event pool, allowing easy development and expansion for all the events. I am very happy with how this has all turned out and again apologize for the delay.
Some other things I also added were a short book with credits and recommended settings, as well as some updates for localization simplicity. I want to possibly add new languages in the future once the project itself is complete. I also continued making polishing changes and squashing bugs I come across. One thing I really focus on is game parity. I created a database of messages and strings from the original game to easily translate those over to my datapack. This way I am sure everything matches, and it's also easier to just scroll through instead of copy and paste from the game itself.
Lastly, I have also been tossing around the idea of releasing a demo map. At its current stage, I have implemented almost everything EXCEPT anything to do with exploring the world outside of the main village. This was intentional, though, because I knew this would be a huge section of time spent on the exploration part. So the demo would include as much progression as possible without being able to explore the dusty trail. Let me know what you guys think, and thank you for your patience!
Some other things I also added were a short book with credits and recommended settings, as well as some updates for localization simplicity. I want to possibly add new languages in the future once the project itself is complete. I also continued making polishing changes and squashing bugs I come across. One thing I really focus on is game parity. I created a database of messages and strings from the original game to easily translate those over to my datapack. This way I am sure everything matches, and it's also easier to just scroll through instead of copy and paste from the game itself.
Lastly, I have also been tossing around the idea of releasing a demo map. At its current stage, I have implemented almost everything EXCEPT anything to do with exploring the world outside of the main village. This was intentional, though, because I knew this would be a huge section of time spent on the exploration part. So the demo would include as much progression as possible without being able to explore the dusty trail. Let me know what you guys think, and thank you for your patience!
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