Hello my fellow forum goers! Getting right to it, I have come up with a new way to play Minecraft SMP. It is an idea me and my friend have been avidly discussing for the past 30 minutes or so and we're getting really pumped about this and wanted to share this great idea.
There is so much to explain about Hexcraft so sorry if this post is very unorganized.
The basic idea of Hexcraft is that instead of playing in an infinite world, players will play on a Hexagonal map consisting of many tiles with a surface area of 612 each. Each tile will have its own specialization. Tiles we have come up with so far consist of: Farm Tile Forest Tile (No name Tile - Has resources such as clay, dirt, sand, gravel) * Mining Tile * Dungeon Tile Free-Build Tile
(*Non renewable resources)
When I say each tile will have its own specialization I mean these things: You can only farm on a Farm Tile and do nothing else You can only plant and chop trees on a Forest Tile and do nothing else You can only gather resources on a (No Name Tile) and do nothing else You can only mine resources on a Mining Tile and do nothing else You can only fight monsters and loot chests on a Dungeon Tile and do nothing else You can do anything on a Free-Build Tile
The whole purpose of Hexcraft is to gather/farm your tile's resources and sell or trade them to the bank or other players. Selling/trading resources will get you gold and with that gold you can upgrade your tile so it is more efficient. Then you can buy new land, get armor and weapons for dungeon raids, or get/trade resources so you can build whatever you want on a Free-Build Tile. That is what Hexcraft is all about but in a much cooler way than I described it.
If more is asked I will add more to the Original Post
Current problems
The most prominent problem I have right now is balance between tiles. Because each tile will cost the same, I need to balance how much the resources on each tile will cost. (Ex clay might sell for 2 gold but iron might sell for 5 gold) I know that I can just calculate how much "gold" is in each tile but the main problem is balance between renewable resources and non-renewable resources. I'll have to do a bunch of tests to see resource gain over time and find a balance like that.
I got this idea from a Warhammer Campaign Variant, http://i.imgur.com/NNaFt.jpg <<< this image from Jeb's blog and Travian. But yes, that is exactly how I envisioned it.
If anyone would mind responding I ask you this.
Would you rather get a lot of resource like iron but it sells for cheap or little resource but it sells for a lot. Thanks if your reply.
There is so much to explain about Hexcraft so sorry if this post is very unorganized.
The basic idea of Hexcraft is that instead of playing in an infinite world, players will play on a Hexagonal map consisting of many tiles with a surface area of 612 each. Each tile will have its own specialization. Tiles we have come up with so far consist of:
Farm Tile
Forest Tile
(No name Tile - Has resources such as clay, dirt, sand, gravel) *
Mining Tile *
Dungeon Tile
Free-Build Tile
(*Non renewable resources)
When I say each tile will have its own specialization I mean these things:
You can only farm on a Farm Tile and do nothing else
You can only plant and chop trees on a Forest Tile and do nothing else
You can only gather resources on a (No Name Tile) and do nothing else
You can only mine resources on a Mining Tile and do nothing else
You can only fight monsters and loot chests on a Dungeon Tile and do nothing else
You can do anything on a Free-Build Tile
The whole purpose of Hexcraft is to gather/farm your tile's resources and sell or trade them to the bank or other players. Selling/trading resources will get you gold and with that gold you can upgrade your tile so it is more efficient. Then you can buy new land, get armor and weapons for dungeon raids, or get/trade resources so you can build whatever you want on a Free-Build Tile. That is what Hexcraft is all about but in a much cooler way than I described it.
If more is asked I will add more to the Original Post
Current problems
The most prominent problem I have right now is balance between tiles. Because each tile will cost the same, I need to balance how much the resources on each tile will cost. (Ex clay might sell for 2 gold but iron might sell for 5 gold) I know that I can just calculate how much "gold" is in each tile but the main problem is balance between renewable resources and non-renewable resources. I'll have to do a bunch of tests to see resource gain over time and find a balance like that.
Screenshots:
http://i271.photobucket.com/albums/jj14 ... xagons.png
Hexagons are epic shapes which attach perfectly to one another in a cool way.
SETTLERSCRAFT
I got this idea from a Warhammer Campaign Variant, http://i.imgur.com/NNaFt.jpg <<< this image from Jeb's blog and Travian. But yes, that is exactly how I envisioned it.
Would you rather get a lot of resource like iron but it sells for cheap or little resource but it sells for a lot. Thanks if your reply.
Side view of 1 of the Mining Tiles. I still have to add depth.