Some of this has probably already been mentioned, but hither we go.
Server
I am all for stopping the various hacks plaguing the servers. However, these hacks prove that there are people who want certain things in their gameplay experience. While some of these I wouldn’t suggest this in any other mode, in creativity mode, I would suggest that you put in the ability for the server staff to, somewhere in the configuration, do the following:
- Allow average users to use the teleport command, if the server admin allows.
- Allow usage of a noclip command, at least a limited noclip (not one that would allow users to go outside the map). Possibly a universal noclip command as well. Universal noclip would be staff-only, but the server owner should be able to allow average users to use the noclip command for themselves if desired. A no clipping thing might also be considered for single-player creative mode.
- Something like infinite double jump (I think I read of this suggestion somewhere for creative mode) or some other type of flying should be allowable by the server staff. Though the users should have the option of turning it off for themselves if the server has flying/double-jump on. You might also consider enabling this in single-player, though you should have an off switch there too. Some people might not want that on all the time (for example, those who want a more realistic exploration experience, or those who are playing one of my javascript creations along with Minecraft, which essentially creates challenges that the player must meet in Minecraft).
- Also, why not allow the player to initiate a "running" mode by holding shift (or similar key) while moving? I myself don’t like the slow moving speed at times, so I think a run command would really make gameplay much more enjoyable.
Survival Mode
- Stamina. There should probably be a stamina stat. Running (if you decide to impliment that in survival mode) takes up stamina. Standing still or walking will restor stamina (though standing still restores it more quickly). The type of armor you’re wearing can also influence how fast stamina recharges. If you end up deciding to impliment spells or skills of some sort (such as pickpocketing), they should also take up stamina. And of course, destroying tiles should take up stamina. You might also consider making it so the player can go negative on their stamina, and is stunned until the stamina is positive again.
- Multiplayer survival revival. Obviously, in single player, if your HP falls to zero, you lose. However, it would really, really stink if you lose early in a multiplayer game and have to wait for an hour or so as the rest of the party plays. So a player should only be able to lose if the entire party falls below 0 HP. So if a party member is falls to or below 0 HP, they slowly regain HP. Once they are back to positive HP, they are restored. You might also consider a (very rare) revival item, which kicks in automatically in single-player, but can also be used on an unconscious ally.
- Multiplayer scaling. When in a team, the party members will be stronger in their numbers. So you might consider scaling up the monsters to match. Increasing their HP, for example.
Other Modes
- Treasure hunt mode. Treasures are scattered throughout the map and the player must find them. Treasure can be found by a sort of hotter-colder technique.*
- Golf. You might consider a golf mode of some sort, maybe with a sort of minecraft twist.
- Adventure. In this mode, players are not allowed to create or destroy blocks. This is like survival mode, except player find items instead of creating/harvesting them. So it’s more combat-oriented. These will each be small or medium maps with monsters, secrets, and a big boss. When the big boss is defeated, a new map is made and the next, harder map must be played. There are eight ‘worlds’ in all, and at the end, you get a rather cheesy (preferably parodic) ending. Each of these worlds has a special trait. For example, the first world can be normal, the second world can have mostly stone with some water and no lava, the third world can be almost entirely water, et cetera. The eighth world should have a lot of lava. You must admit, after survival mode is made, adventure mode won’t take too much more coding to make, since it would mostly make use of things already coded into the game. This game cannot be played competitively, at least not in any way I can think of.
- Deathmatch. Multiplayer only (unless you’re willing to program in AI enemies in single-player). All-out combat between players using combat similar to survival mode. Players respawn instantly when killed. For ten seconds after respawning, they cannot attack or be attacked.
- Tag. After all this combat stuff I suggested, time for something innocent. Blocks may be destroyed or created, but doing so takes time. Once a player tags someone, they have 5 seconds of tag immunity. It would be fairly easy to create bot AIs for tag on single-player. Also, one might be able to play hide and seek in tag mode, if everyone follows the hide and seek rules. You wouldn’t need to include a seperate mode for this.
Blocks
- Rubber blocks. Bouncy!
- Sticky blocks. Reduces walking/running speed. Not sure how it would appear, though.
- Slime blocks. Like lava in viscosity, but like water in visibility.
- Quicksand blocks. Self-explanitory.
- Flower blocks. Purely scenery, like shrubs.
- Thorn-bush blocks. Like the bush, but hurts the player in modes where HP is present. Also slows the player in any mode while walking through it.
- Jump blocks. If the player jumps while on this, they are launched high into the air.
Other
- Compass. A must-have navigational tool. As mentioned by someone (I forget who), we should also have coordinates.*
- You might consider, in some mode or in all of them, making it so that the world loops (the western edge of the world links up to the eastern part, for example), as it would in any round world. However, if this is put in, it would have to be optional somehow, because rendering it could be detrimental for older computers. This is probably a bad idea, but since this is kind of a brainstorm, I’m putting this in anyway.
- Weather and times of day.*
- Monsters and animals will be block. So to keep in the Minecraft style, in survival mode, when a monster/animal is killed, the creature should fall to pieces (their individual block components).
* This was already mentioned in chat, but for completeness sake, I shall mention it here too.
lots of good suggestions, some of which have been mentioned MANY times and should go for serious consideration including the compass/coordinates and more block types.
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My Darwin fish evolved and ate your jesus fish.
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Server
I am all for stopping the various hacks plaguing the servers. However, these hacks prove that there are people who want certain things in their gameplay experience. While some of these I wouldn’t suggest this in any other mode, in creativity mode, I would suggest that you put in the ability for the server staff to, somewhere in the configuration, do the following:
- Allow average users to use the teleport command, if the server admin allows.
- Allow usage of a noclip command, at least a limited noclip (not one that would allow users to go outside the map). Possibly a universal noclip command as well. Universal noclip would be staff-only, but the server owner should be able to allow average users to use the noclip command for themselves if desired. A no clipping thing might also be considered for single-player creative mode.
- Something like infinite double jump (I think I read of this suggestion somewhere for creative mode) or some other type of flying should be allowable by the server staff. Though the users should have the option of turning it off for themselves if the server has flying/double-jump on. You might also consider enabling this in single-player, though you should have an off switch there too. Some people might not want that on all the time (for example, those who want a more realistic exploration experience, or those who are playing one of my javascript creations along with Minecraft, which essentially creates challenges that the player must meet in Minecraft).
- Also, why not allow the player to initiate a "running" mode by holding shift (or similar key) while moving? I myself don’t like the slow moving speed at times, so I think a run command would really make gameplay much more enjoyable.
Survival Mode
- Stamina. There should probably be a stamina stat. Running (if you decide to impliment that in survival mode) takes up stamina. Standing still or walking will restor stamina (though standing still restores it more quickly). The type of armor you’re wearing can also influence how fast stamina recharges. If you end up deciding to impliment spells or skills of some sort (such as pickpocketing), they should also take up stamina. And of course, destroying tiles should take up stamina. You might also consider making it so the player can go negative on their stamina, and is stunned until the stamina is positive again.
- Multiplayer survival revival. Obviously, in single player, if your HP falls to zero, you lose. However, it would really, really stink if you lose early in a multiplayer game and have to wait for an hour or so as the rest of the party plays. So a player should only be able to lose if the entire party falls below 0 HP. So if a party member is falls to or below 0 HP, they slowly regain HP. Once they are back to positive HP, they are restored. You might also consider a (very rare) revival item, which kicks in automatically in single-player, but can also be used on an unconscious ally.
- Multiplayer scaling. When in a team, the party members will be stronger in their numbers. So you might consider scaling up the monsters to match. Increasing their HP, for example.
Other Modes
- Treasure hunt mode. Treasures are scattered throughout the map and the player must find them. Treasure can be found by a sort of hotter-colder technique.*
- Golf. You might consider a golf mode of some sort, maybe with a sort of minecraft twist.
- Adventure. In this mode, players are not allowed to create or destroy blocks. This is like survival mode, except player find items instead of creating/harvesting them. So it’s more combat-oriented. These will each be small or medium maps with monsters, secrets, and a big boss. When the big boss is defeated, a new map is made and the next, harder map must be played. There are eight ‘worlds’ in all, and at the end, you get a rather cheesy (preferably parodic) ending. Each of these worlds has a special trait. For example, the first world can be normal, the second world can have mostly stone with some water and no lava, the third world can be almost entirely water, et cetera. The eighth world should have a lot of lava. You must admit, after survival mode is made, adventure mode won’t take too much more coding to make, since it would mostly make use of things already coded into the game. This game cannot be played competitively, at least not in any way I can think of.
- Deathmatch. Multiplayer only (unless you’re willing to program in AI enemies in single-player). All-out combat between players using combat similar to survival mode. Players respawn instantly when killed. For ten seconds after respawning, they cannot attack or be attacked.
- Tag. After all this combat stuff I suggested, time for something innocent. Blocks may be destroyed or created, but doing so takes time. Once a player tags someone, they have 5 seconds of tag immunity. It would be fairly easy to create bot AIs for tag on single-player. Also, one might be able to play hide and seek in tag mode, if everyone follows the hide and seek rules. You wouldn’t need to include a seperate mode for this.
Blocks
- Rubber blocks. Bouncy!
- Sticky blocks. Reduces walking/running speed. Not sure how it would appear, though.
- Slime blocks. Like lava in viscosity, but like water in visibility.
- Quicksand blocks. Self-explanitory.
- Flower blocks. Purely scenery, like shrubs.
- Thorn-bush blocks. Like the bush, but hurts the player in modes where HP is present. Also slows the player in any mode while walking through it.
- Jump blocks. If the player jumps while on this, they are launched high into the air.
Other
- Compass. A must-have navigational tool. As mentioned by someone (I forget who), we should also have coordinates.*
- You might consider, in some mode or in all of them, making it so that the world loops (the western edge of the world links up to the eastern part, for example), as it would in any round world. However, if this is put in, it would have to be optional somehow, because rendering it could be detrimental for older computers. This is probably a bad idea, but since this is kind of a brainstorm, I’m putting this in anyway.
- Weather and times of day.*
- Monsters and animals will be block. So to keep in the Minecraft style, in survival mode, when a monster/animal is killed, the creature should fall to pieces (their individual block components).
* This was already mentioned in chat, but for completeness sake, I shall mention it here too.
My Darwin fish evolved and ate your jesus fish.
Support The Pirate Bay!