So yeah to the people who don't know what it is, Dangan Ronpa is a japanese murder mystery game. The setting is 15 students are locked in a high school with a psycopathic stuffed Monobear. Monobear tells the kids that the only way they can leave is if one of the students murders another student and gets away with it. When a murder happens, everyone is whisked to a trial where they discuss and then vote for who murdered the latest victim. Finally, the murderer is executed (unless they get away with it, in which case everyone ELSE is executed)
In the story, 6 of the students eventually survive and escape, but in this mode, there can only be one victor. When a murder happens, a one minute timer occurs, after which the players are notified of the murder and are allowed to teleport to the scene of the crime. A monobear mob is there, and hands out "reports" that include time of death and sources of damage (e,g 10 damage taken from diamond sword.) Another helpful ability people get to determine the killer is a "frisk" ability that lets you reveal a player's entire inventory. After an additional 4 minutes, everyone is teleported to the trial chamber, where they reveal the information they have gleamed, and vote for who they think did it.
A few new items are also needed, such as ways of defending yourself from a would-be killer without killing them in self-defense (self-defense kills count as murder!). Health does not regen naturally, but there are no mobs (other than mob spawn eggs in various locations). There also needs to be a way to check to see who activated TNT, or who pushed someone into lava.
And that's pretty much all that's needed to make an effective Dangan Ronpa mod for Minecraft.
I mean if nobody wants to make this mod I guess that's okay... I mostly just wanted to get this idea out.
It seems kind of OP, because with duel diamond swords you can slaughter anything within 1-2 hits. Make some kind of penalty/drawback, and I will fully support this.
1) All enemies need windup animations. Especially the zombie and skeleton. Let the skeleton pull back its arm when preparing a shot, and the zombie raise it's arms and thrust forward. Bumping into an enemy does not deal damage normally.
2) All weapons and tools swing slower when not being used to break blocks, but deal more damage. Two and half punches a second, one and a half sword swings a second. Axes are incredibly slow. The bow is currently fine
3) Weapons sweep in an area of effect. Swinging a sword should hit all enemies about a block away in a 120 degree arc. Pickaxes are swung vertically meaning they only hit a small arc in front of you. These basic attacks have virtually no knockback (except the axe)
4) Double tapping left or right should do a quick strafe jump. Double tapping backward should do a jump away.
5) When dashing, your attack are slower but deal more damage as well as knockback. Dashing with fists causes you to deal an uppercut that launches foes upwards.
6) Give various item stats to be used as weapons. The stick and the skeleton bone could be halfway decent weapons.
7) Allow some way of letting the player learn special techniques, especially unarmed ones, such as a flurry of sword swings, a spinattack, or a five point palm exploding heart technique. Overall, melee weapons and fists have the same final overall power, but fists are harder to master to make up for the fact that you don't have to craft weaponry.
All this would add is a button on the main page that lets the game automatically download the latest beta screenshot and install it, or uninstall it and go to the latest stable release. I realize that it's lazy and easy to do on your own, but some people are idiots, and it's also convenient.
It's not sarcasm. The idea of using meat for mining is a totally great and original idea, plus even if using meat on itself isn't that great, it forces you to think strategically and use it in addition to better picks in order to search for the elusive meatite (Could come from meatiors?), in a similar vein to how gold is useless on it's own, but better at mining hellstone than even diamond!
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In the story, 6 of the students eventually survive and escape, but in this mode, there can only be one victor. When a murder happens, a one minute timer occurs, after which the players are notified of the murder and are allowed to teleport to the scene of the crime. A monobear mob is there, and hands out "reports" that include time of death and sources of damage (e,g 10 damage taken from diamond sword.) Another helpful ability people get to determine the killer is a "frisk" ability that lets you reveal a player's entire inventory. After an additional 4 minutes, everyone is teleported to the trial chamber, where they reveal the information they have gleamed, and vote for who they think did it.
A few new items are also needed, such as ways of defending yourself from a would-be killer without killing them in self-defense (self-defense kills count as murder!). Health does not regen naturally, but there are no mobs (other than mob spawn eggs in various locations). There also needs to be a way to check to see who activated TNT, or who pushed someone into lava.
And that's pretty much all that's needed to make an effective Dangan Ronpa mod for Minecraft.
I mean if nobody wants to make this mod I guess that's okay... I mostly just wanted to get this idea out.
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but I like the concept and appearance!
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You wouldn't be able to use a shield.
Also shields would work great with this.
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2) All weapons and tools swing slower when not being used to break blocks, but deal more damage. Two and half punches a second, one and a half sword swings a second. Axes are incredibly slow. The bow is currently fine
3) Weapons sweep in an area of effect. Swinging a sword should hit all enemies about a block away in a 120 degree arc. Pickaxes are swung vertically meaning they only hit a small arc in front of you. These basic attacks have virtually no knockback (except the axe)
4) Double tapping left or right should do a quick strafe jump. Double tapping backward should do a jump away.
5) When dashing, your attack are slower but deal more damage as well as knockback. Dashing with fists causes you to deal an uppercut that launches foes upwards.
6) Give various item stats to be used as weapons. The stick and the skeleton bone could be halfway decent weapons.
7) Allow some way of letting the player learn special techniques, especially unarmed ones, such as a flurry of sword swings, a spinattack, or a five point palm exploding heart technique. Overall, melee weapons and fists have the same final overall power, but fists are harder to master to make up for the fact that you don't have to craft weaponry.
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(warning: thread from 2010 also I was younger and dumber at the time but its still a good idea shut up)
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Haters to the left.
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