Please think of each idea practically, how it would be implemented, how it would feel, and what it would look like. Then try to find a way ruin it. The first step to improving something is knowing what's wrong.
So recently I've started playing Dwarf Fortress 2. Its an excellent game, and I love the water system in it. The water idea is what inspired me to create this Titan of a post.
In this thread I'll be showing my ideas on:
Water
Grasses and Roads
Farming
Fire
Crafting
Steam
Doors/Hatches
Armor and Weapons
Railway Carts
Day/Night/Seasons
Color Tinting
Natural Lighting
Fish
Misc Crafting Ideas
Water
So the water system in DF2 works like this(From the wiki)
0. Not a true value (that is, you will never see it displayed) - there is no water on this tile.
1. A puddle. This is the maximum depth dwarves will build on.
2. Knee deep.
3. Waist deep.
4. Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill. Dwarves never drown in 4/7 water.
Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.
5. Head height. Dwarves are now swimming (or drowning, as the case may be).
6. Over a dwarf's head.
7. The tile is full to the brim of water.
Okay, back on topic. The water in an isometric visualizer (Stonesense) is chopped up into layers to show the water levels more easily.
Here are some screenshots of the water chunks. It looks very nice in motion, too. And I couldn't find a pool with low levels of water for some reason. The one I partially drained earlier must've evaporated.(read on)
My little Dwarves drinking and having a good time.
The water in these two aren't smooth because I dug under them to utilise their water for indoor drinking, which drained water and created some nice visual effects. I even made a little 4/7-5/7 pool and taught some dwarves to swim. It was filled with waves that gave the dwarves some periods of swimming and time for breathing. I imagine if this were added to Minecraft, when you enter 5/7 water you would enter 'underwater vision mode' and the bubbles would appear, and the drowning process would begin.
The pools of water will evaporate over time, but rain will eventually fill them back up. Any water underground higher than 2/7 will not evaporate, but any 1/7 high water will evaporate, underground or not.
Whenever water falls, it makes a neat mist that looks really cool in the top-down view and would make waterfalls a lot more aestetically pleasing and less choppy, like they would look. Or it could be solved by two falling water models, which would just be a half-block's volume and shape (or skinnier), just turned 90 degrees and given a translucent watery texture, but this would take four different blocks/models, and then some.
I have a couple more ideas inspired by DF2.
Grass and Shrubbery Killage By Constant Walking Over and Roads
Look at Mistem heading to the pond I showed earlier for a bit of fishing. What a nice fisherdwarf.
When the map was generated it was covered in grass. Over time my dwarves gathering and storing wood caused the vegetation in their path to die off and become dirt. Small shrubberies (Freshly planted trees in Minecraft) also die if you walk over them continuously.
Roads are also in DF2, even thouh all they do is prevent tree growth which could interfere with bustling area, as shown there near my barracks which is under construction. I would like to see them add a small boost in speed, promoting people to pave high traffic areas and stay off the green, which avoids unnecessary plant killing :tongue.gif:
Mushroom Farms
Cant really put an image that would show anything, the visualiser only shows farm plots and it takes a somewhat trained eye to understand what goes on in DF2.
But anyway, whenever you eat a mushroom(Brown or red) you get a % chance to gain two seeds, % chance to gain no seeds(maybe), and a % chance to regain one seed. This would let you farm mushrooms, since you'd occasionally gain more than what you started with, effectively creating Mushroom Farming!
[Edit]I had this at the back of my mind, but forgot to put that I know Mushrooms give off spores, not seeds[/Edit]
That's what fire looks like in DF2. It spreads from plant-to-plants and (Of course!) damages and eventually kills things inside it, over time. Very fast time.
[Edit again]I've been thinking that smoke could have some physics similar to finite water without the 7/7 layers, only have the gravity reversed so that it goes up, and it's unswimmable and is constantly moving. People would 'drown' over time if stuck inside it, it would cloud vision to the point that it looks like max fog, only black/grayish, and it would block out sunlight similar to how leaves do now.
I don't know how it could occur in Minecraft though, but I have some suggestions on that:
--I saw a magic thread earlier,maybe a by-product of bad aiming skills and accidentally shooting a tree or having the fireball land on grass.
--A by-product of some crafting, like creating things out of stone would cause sparks to jump from you, and if there's wood or any plants around you, they would catch on fire. This would make stone and underground rooms more valuable, as well and having people create 'Crafting rooms'. But it would decrease wood's importance.
--Lightning storms would rarely occur during rain time. If lightning would strike a plant, sparks would fly and light the surrounding plants. But this would be rare.
Wood planks from trees wouldn't be left behind after a forest fire. However, the seeds would be. The fire as a whole would die down over time, as to prevent map-wipage.
The smoke from the fire would also cause suffocation if a person stayed in too long, so if you make a two-story house out of stone with a wooden floor, and it somehow catches fire while you're afk up-top, the fire wouldn't kill you, but the smoke would travel up the stairs and smother you, unless you have open-windows or a holed-roof.
Helpful uses/suggestions for fire:
--Cooking. If a pig or sheep dies by a fire, it would leave behind a mushroom (or meats) that would be twice as powerful as a normal Mushroom, or mushroom-shapes meat.
--Smelting and refining. Setting a fire under a few blocks would heat them up, and possibly create some new, powerful, magical, Notch-ful, alloys. Or maybe this could be crafting:
--You place certain stone blocks, on a new furnace block in certain patterns and light a wood underneath. The furnace would sense the heat and look on top of it for a pattern. This would create an armor or weapon. Heres an example of what I'm thinking, using G=Gold I=Iron. Wood could also be used to make armor, and if they aren't set up correctly the wood would just burn up. Metals wouldn't be affected by a failed attempt.
[ ][ ][ ] <--Desired Furnace shape. 3x3x1, with atleast a 3x3x2 empty space above it to place blocks.
[ ][ ][ ]
[ ][ ][ ]
[ ][ ][ ] [G][ ][ ] [ ][i][ ] Would make a sword with a golden blade a iron hilt. The blocks
[G][G][i] [G][ ][ ] [ ][G][ ] could be facing any way, its only the pattern that it would look for.
[ ][ ][ ] [i][ ][ ] [ ][G][ ] That would be the basic shape of all swords, with a blade made
of one material and a hilt made of another.
[ ][ ][ ]
[ ][G][ ] This wouldn't do anything. The gold would stay the same, you'd only waste wood.
[ ][ ][ ]
[ ][G][ ] This would be the basic armor shape. It's the same as the sword, only armor
[i][G][i] should be customisable. If we cant customize our own, then this would make
[ ][G][ ] armor with a golden body and iron shoulders/arms.
-------------------------------------------------------------
FULL TEMPLATES ADDED! HOORAH!
-------------------------------------------------------------
[ ][X][ ]
[ ][X][ ] Sword Template
[ ][Y][ ]
[ ][X][ ]
[ ][Y][ ] Spear Template
[ ][X][ ]
[ ][W][ ]
[ ][W][ ] Blowgun Template
[ ][W][ ]
[C][W][ ]
[C][W][ ] Bow Template
[C][W][ ]
[C][Y][ ]
[ ][C][W] Crossbow Template
[C][Y][ ]
[ ][X][ ]
[ ][W][ ] Five Arrows
[ ][W][ ]
[ ][C][ ]
[ ][W][ ] Torch Template
[ ][W][ ]
[Y][Y][Y]
[Y][X][Y] Maul Template
[ ][X][ ]
[ ][X][X]
[ ][X][Y] Axe Template
[ ][Y][ ]
[X][X][X]
[ ][Y][ ] Pick Template
[ ][Y][ ]
[ ][X][ ]
[Y][X][Y] Armor Template
[ ][X][ ]
[Y][Y[Y]
[X][Y][X] Helmet Template
[ ][ ][ ]
[W][W][ ]
[W][X][ ] Door
[W][W][ ]
~~KEY~~
X=First type of material, can be Iron, Gold, or Wood.
Y=Second type of material, can be Iron, Gold, or Wood.
W=Wood
C=Cloth
New materials like Steel or Adamantine (Uber-Mythical metal) could be made through forging and creating alloys. This would also give the wiki a couple more pages.
In multiplayer survival, it would be easier to find other player's since they would have a plume of smoke coming out of a the life-saving chimney (Or roof-hole) whenever they craft an item or cook a pig. Unless they're so secluded that they build a smoke-room to trap their smoke.
Steam
Steam would look like mist generated from falling water, but would move upwards like smoke and push possibly light blocks like cloth and adamantine. Cloth wouldnt be able to lift people, but adamantine would be strong enough to lift someone with steam pushing it up, creating effective elevators with fire and water magics.
Choppy movement would look a bit strange, possible fix from MD3, maybe?
Doors and Hatches
Doors would be blocks that would open when a person walked up against it, allowing passage. But this would also let liquids and gases through it that would otherwise have been blocked. Doors would close automatically, preventing mobs and other things from passing through it. If there's another thing already inside a door space, it won't close
Hatches would be like doors, only vertical. Whenever a person would jump into it or walk on it, the hatch would open and allow passage. Hatches would stop liquids and gases from moving down, and wouldn't open if a liquid is on top.
They would be placed ontop of the hole you wish to go through. Otherwise, you wouldn't be able to get ontop of the floor.
I.E. Hatches would have to be larger than one block type to function properly with stairs.
HHH
BB B
B
B
Or, with additions of ropes:
H
BBRBB
R
R
R
Armor and Weapons
I know that I have another post with a system drastically different from this, but seeing some heart-like armor symbols changed my point of view.
So, here it is. Armor would be like an additional health, only for each armor you have your speed would be reduced by 5, and for every 4 the penalty would increase by 5.
Let's say you have a base speed of 100:
0 AP(Armor Point): Speed 100
1 AP: Speed 95
2 AP: Speed 90
3 AP: Speed 85
4 AP: Speed 80
5 AP: Speed 70
6 AP: Speed 60
7 AP: Speed 50
8 AP: Speed 35
9 AP: Speed 20
10 AP: Speed 5
So even though your more powerful, your a lot slower when you pack on more armor. If you manage to get 0 speed, you'll be effectively immobilized. Every time you lose an armor, the speed modification would go away. Might cause for some long chunk updates.
Weapons would simply remove more points when you hit someone. Right now I'm not sure but I think this is how it works:
From analyzing skeletons and other mobs, a punch does around 2 to 3 Hearts, and an arrow does about the same, but I'll just say they each do 2.5 for the purpose of simplicity.
So armor would basically add more hearts, but at the cost of speed. A weapon would let you take out the enemy's hearts faster. Weapons should modify your abilities in fighting or in other things.
I'm also proposing that the Blowgun is the new starting weapon, besides the bow, due to the simplicity. Blowguns, Bows, and Crossbows would all use arrows, to get rid of the tedious work of adding and creating distinct darts, arrows, and bolts. Most of these weapons probably will never be implemented, though.
Railway Carts
Posted a long time ago in a long forgotten thread, I put my two cents into an idea about railway carts.
The carts would travel back and fort on allocated railway tiles, in loops, and act like platforms that would carry blocks from point A to point B, although much faster than the average miner. The blocks wouldn't be dropped off, but would have to be mined off, or as a fresh idea I just thunk up while typing. The cart would only move if a person were ontop of it. A 'Conductor' would stand ontop of the train holding the blocks they wish to move. Whenever the Cart would get from point A to point B, he would hop off and place the blocks for the recieving miner to dig up, and repeat.
However, many flaws are with this idea such as: Which way would the train go? How would it look moving? How would it go uphill?
Day/Night/Seasons
I believe Minecraft has matured enough for this suggestion, with dynamic lightning.
Over a spawn of minutes the entire visual of minecraft would shift. It would slowly grow darker and ominous as night would creep in. This might be done by a giant transparent 'sheet' above the clouds that would block sunlight and slowly move 1 x-level at a time until it completely blocked out the sun. The zombies and skeletons would get excited, and reproduce (Eugh) more quickly. If possible, some certain mobs could also only come out at night. Torches would be invaluable here, as would a good bunker.
The one thing I can't seem to be able to find a surefire solution to is that grass would be mapwiped after the first night.
Three possible solutions to this, that I'm not even faithful in:
The giant 'sheet' would emit a certain type of darkness that wouldn't kill the plants
Grass's expiration date extended dramatically.
Dirt would eventually sprout grass on it's own once light touches it if a grass block was once there, but killed by darkness.
After a few nights, the seasons would shift (Say 5, or 10). You would start out in Spring, the fairest of all seasons where flowers would run rampantly and bloom from the grass. It would rain a lot in this season.
After Spring comes Summer, where water would evaporate more hastily and grass may turn a parched yellow-color. It wouldn't rain at all in this season.
After Summer come Autumn, where tree's leaves would change colors and commit suicide over time and drop any seeds they may have in their possession. If a seed falls on a fair place, it would grow by itself.It would rain a lot in this season.
After Autumn comes Winter, the deadliest season. By now you should have a decent fort and be protected from the cruel outdoors with a suitable mushroom farm and clothing/armor. The rain effect would be replaced by snow, and it would snow a lot in this season. The snow would cover the ground similar to Snowman's mod. Being caught in the snow would cause damage over time, say a heart every few seconds from the refrigeration.
Rain and Snow would also put out torches outside.
Color Tinting
The torches in the indev are a great sneakpeak. And how the lava glows! It's so insidious that you almost think you're not alone. Perhaps we could have different tints made from different light sources, such as yellow light from torches and orange lights from lava. Natural (Sun) light would overpower any tint, though, and they would only appear underground or in the shaded recesses of a fort.
Mainly visual. Only impact on gameplay may be on Survival Multiplayer where you could tell the difference from torches and lava from a distance. Though not that helpful.
I'm not quite up for glowing moss, although I am up for glowing shrooms. Simple enough, really. They would produce enough light to be visible in dark caves and deal damage if eaten, like red mushrooms. They would glow a green color if tints were ever added and and a lot of visual pleasure to caves along with dynamic lighting.
Fish
I am obliged to give this my thirty-five cents, due to my title.
With MD3 support, anything is possible! Fish could be a mob that's has a simple constant animation to show it off as a school of fish making their way about. They'd not dare venture into shallow 1-block deep parts of the island for they would surely die eventually somehow (Fish are smarter than that), so they would only appear in deeper areas, thus found more along the oceans. Instead of spawning in large groups, they'd spawn solitarily and have their motion limited to water with their 'breathing' system reversed for them, so if you drained a lake out that's brimming with fish you could watch them slowly choke away on their last fishy breaths, or be a good samaritan and allow them to live. Creatures would need to have air bubbles like you do, and I'm not sure if that's already in, or if it's coming right now (Will check later). As with pigs and sheep, fish would be killable and release mushrooms upon death. The mushrooms would then plummet to the bottom of their aquatic domain for you to gather; the sheer amount of fish in the school, adding with the facts that they spawn alone and in dangerous terrain, with the after-effect of you having to dive, would make it a bit more balanced for fish to drop a bit more mushrooms (2-4)
Re-skinning them should be extremely easy for even a dabbling skinner to achieve. I imagine it as being a single skin, no larger than needed (Perhaps 20x20) with extra space if you wish to add fancy things. The skin would repeat for every fish body, or if we take into accounts of various sea life, it could be a single template repeated over and over, each taking over the skin for a single fishy body.
[Edit] Now, with fire in the indev I'm sure this is possible :biggrin.gif:
Misc Crafting Ideas
For the purpose of crafting we'd have to add a few new block types, just to get the general materials. For example, to be able to make concrete we'd need one new block (Limestone), an item block for cement made from processing said limestone block, and then we'd have to have another new block (Concrete). All in all, for a single new block we'd have to have three new block types. Concrete is made from sand and gravel (Coincidentally), water, and cement. If your going to take the more complicated path and have to include a bucket of water, which we don't have yet, we'd have to add two more blocks. The end result would be a recipe like these:
So, in the end we've added five new block types. Empty bucket, full bucket, cement, limestone, and the Concrete block itself. Concrete, of course would be much harder than normal stone, and a healthy choice for those who like to live near the coast since gravel and sand are abundant and here, and limestone should be found in island regions easily. Maybe perhaps also in mountainous areas.
Will be updating the Misc Crafting Ideas when I get struck by an idea. It will be expanded on in the future.
I love these ideas, and I adore the idea of smoke, but I think fire should be very limited. It would burn down forests, but it wouldn't burn down grass, perhaps. Also, if thre's fire magic there ought to also be water magic toput it out.
BTW, mind posting a link for those isometric DF tiles?
It's very helpful but doesn't show some things like stone or wood.
[Edit] Also, your post for water magics gave me another idea for steam, which would look like a mist generated by waterfalls but would rise like smoke, without hurting people. It would happen when water/ lava or water/fire touch, and it would move lighter blocks, like adamantine blocks, up until the steam could get out from under it, and then whenever This could create a working elevator system!
While I am still digesting this conglomerate, I'd like to preemptively say, this is a very good suggestion thread.
But a stern and unalienable no on the ridiculous speed drain of the inaccurate AP system.
IF YOU WEAR A HELMET ( +3AP ) , AND THEY HIT YOUR ASS, DO YOU THINK IT'LL BE MITIGATED BY THE HELMET?
Same with a chest plate, it only guards the chest, not the back.
I know what your saying Foe, my other thread on an equipment/battle system works like that. But it's much more complicated. I'll edit in a link to this post for you to go look at it.
Grass and Shrubbery Killage By Constant Walking Over
This idea is unnecessary, makes no sense, and would be sort of annoying.
Unnecessary: It doesn't really add much in terms of tactic or depth, does it?
Makes no sense: This happens in Dwarf Fortress because its timescale is grossly increased. Years pass by very (relatively) quickly.
Annoying: Worrying about wrecking grass (especially in a place where grass is scarce, like a small inner courtyard), or destroying tree sprouts.
Other stuff looks interesting but I haven't thoroughly read it yet.
Rollback Post to RevisionRollBack
"I want to see forum posts saying "how do i kill dragon" with replies reading "lol"."
---> vede claimed Notch said this (and it is awesome).
You play Dwarf Fortress, you should know that fish could be problematic. One word, and a very difficult word to say. "Carp." *Shudders* Curse them, how many lives they have taken. Don't let them migrate to another game too.
Rollback Post to RevisionRollBack
I like making tools for Minecraft. Here are a few of the ones that I have made so far:
MazeGen (Version 1.0) --- An automatic maze generation tool ModelGen (Version 1.0) --- A 3D model import tool
When you get to the next floor, the steam goes out a hatch so it doesn't push you up anymore but keeps you at that spot. Pulling a level on certain floors would close steam escape hatches and open others, moving the elevator to different floors.
Steam that got clustered up would solidify into a water block again.
I would absolutely go batshit insane for minecraft if complex systems like this could be created with steam.
Fish would make sense as it would give bridges more of a purpose rather than clean, faster land travel.
I love the smoke idea too, it would give fire a reaslistic effect and add a reason to put smoke holes in your buildings.
The grass disappearing idea is really neat too, it could almost add a player tracking sort of element.
I think that the particles that shoot out of magma should also be dangerous. If they touch you you would jump back a little due to burns, but it would only do a half heart of damage. If they land on something, it catches fire, which would give the land around lava a scorched look rather than all nice and grassy.
Also, notch said something about block interaction in his to-do list, so I assume that means that placing hatch pieces next to eachother will cause them to interact and open at the same time as eachother. Like how chest merge togethor when you place them next to eachother.
Hey, I actually think Notch may have added a slight 1/10 glow to mushrooms. I notice their squares are a bit brighter than others.
It doesn't look as good as I had hoped.
Also, I had a really wicked idea. Like REALLY wicked.
Smoke gas chambers. Put someone in, pull a lever to open a hatch and smoke pours in to suffacate the captives.
Really freaking evil. I hope that it's implemented so that I can do it.
Added a new category for crafting ideas, first one is concrete and sandstone, just in case anyone cares :tongue.gif:
Feel free to post any recipes you may have thought up or possible additions, and remember:
Quote from Eztuzt »
Please think of each idea practically, how it would be implemented, how it would feel, and what it would look like. Then try to find a way ruin it. The first step to improving something is knowing what's wrong.
So recently I've started playing Dwarf Fortress 2. Its an excellent game, and I love the water system in it. The water idea is what inspired me to create this Titan of a post.
In this thread I'll be showing my ideas on:
Water
Grasses and Roads
Farming
Fire
Crafting
Steam
Doors/Hatches
Armor and Weapons
Railway Carts
Day/Night/Seasons
Color Tinting
Natural Lighting
Fish
Misc Crafting Ideas
Water
So the water system in DF2 works like this(From the wiki)
Okay, back on topic. The water in an isometric visualizer (Stonesense) is chopped up into layers to show the water levels more easily.
Here are some screenshots of the water chunks. It looks very nice in motion, too. And I couldn't find a pool with low levels of water for some reason. The one I partially drained earlier must've evaporated.(read on)
The water in these two aren't smooth because I dug under them to utilise their water for indoor drinking, which drained water and created some nice visual effects. I even made a little 4/7-5/7 pool and taught some dwarves to swim. It was filled with waves that gave the dwarves some periods of swimming and time for breathing. I imagine if this were added to Minecraft, when you enter 5/7 water you would enter 'underwater vision mode' and the bubbles would appear, and the drowning process would begin.
The pools of water will evaporate over time, but rain will eventually fill them back up. Any water underground higher than 2/7 will not evaporate, but any 1/7 high water will evaporate, underground or not.
Whenever water falls, it makes a neat mist that looks really cool in the top-down view and would make waterfalls a lot more aestetically pleasing and less choppy, like they would look. Or it could be solved by two falling water models, which would just be a half-block's volume and shape (or skinnier), just turned 90 degrees and given a translucent watery texture, but this would take four different blocks/models, and then some.
I have a couple more ideas inspired by DF2.
Grass and Shrubbery Killage By Constant Walking Over and Roads
When the map was generated it was covered in grass. Over time my dwarves gathering and storing wood caused the vegetation in their path to die off and become dirt. Small shrubberies (Freshly planted trees in Minecraft) also die if you walk over them continuously.
Roads are also in DF2, even thouh all they do is prevent tree growth which could interfere with bustling area, as shown there near my barracks which is under construction. I would like to see them add a small boost in speed, promoting people to pave high traffic areas and stay off the green, which avoids unnecessary plant killing :tongue.gif:
Mushroom Farms
Cant really put an image that would show anything, the visualiser only shows farm plots and it takes a somewhat trained eye to understand what goes on in DF2.
But anyway, whenever you eat a mushroom(Brown or red) you get a % chance to gain two seeds, % chance to gain no seeds(maybe), and a % chance to regain one seed. This would let you farm mushrooms, since you'd occasionally gain more than what you started with, effectively creating Mushroom Farming!
[Edit]I had this at the back of my mind, but forgot to put that I know Mushrooms give off spores, not seeds[/Edit]
Fire
http://mkv25.net/dfma/movie-55-wizardto ... gupinsmoke
That's what fire looks like in DF2. It spreads from plant-to-plants and (Of course!) damages and eventually kills things inside it, over time. Very fast time.
[Edit again]I've been thinking that smoke could have some physics similar to finite water without the 7/7 layers, only have the gravity reversed so that it goes up, and it's unswimmable and is constantly moving. People would 'drown' over time if stuck inside it, it would cloud vision to the point that it looks like max fog, only black/grayish, and it would block out sunlight similar to how leaves do now.
I don't know how it could occur in Minecraft though, but I have some suggestions on that:
--I saw a magic thread earlier,maybe a by-product of bad aiming skills and accidentally shooting a tree or having the fireball land on grass.
--A by-product of some crafting, like creating things out of stone would cause sparks to jump from you, and if there's wood or any plants around you, they would catch on fire. This would make stone and underground rooms more valuable, as well and having people create 'Crafting rooms'. But it would decrease wood's importance.
--Lightning storms would rarely occur during rain time. If lightning would strike a plant, sparks would fly and light the surrounding plants. But this would be rare.
Wood planks from trees wouldn't be left behind after a forest fire. However, the seeds would be. The fire as a whole would die down over time, as to prevent map-wipage.
The smoke from the fire would also cause suffocation if a person stayed in too long, so if you make a two-story house out of stone with a wooden floor, and it somehow catches fire while you're afk up-top, the fire wouldn't kill you, but the smoke would travel up the stairs and smother you, unless you have open-windows or a holed-roof.
Helpful uses/suggestions for fire:
--Cooking. If a pig or sheep dies by a fire, it would leave behind a mushroom (or meats) that would be twice as powerful as a normal Mushroom, or mushroom-shapes meat.
--Smelting and refining. Setting a fire under a few blocks would heat them up, and possibly create some new, powerful, magical, Notch-ful, alloys. Or maybe this could be crafting:
--You place certain stone blocks, on a new furnace block in certain patterns and light a wood underneath. The furnace would sense the heat and look on top of it for a pattern. This would create an armor or weapon. Heres an example of what I'm thinking, using G=Gold I=Iron. Wood could also be used to make armor, and if they aren't set up correctly the wood would just burn up. Metals wouldn't be affected by a failed attempt.
[ ][ ][ ] <--Desired Furnace shape. 3x3x1, with atleast a 3x3x2 empty space above it to place blocks. [ ][ ][ ] [ ][ ][ ] [ ][ ][ ] [G][ ][ ] [ ][i][ ] Would make a sword with a golden blade a iron hilt. The blocks [G][G][i] [G][ ][ ] [ ][G][ ] could be facing any way, its only the pattern that it would look for. [ ][ ][ ] [i][ ][ ] [ ][G][ ] That would be the basic shape of all swords, with a blade made of one material and a hilt made of another. [ ][ ][ ] [ ][G][ ] This wouldn't do anything. The gold would stay the same, you'd only waste wood. [ ][ ][ ] [ ][G][ ] This would be the basic armor shape. It's the same as the sword, only armor [i][G][i] should be customisable. If we cant customize our own, then this would make [ ][G][ ] armor with a golden body and iron shoulders/arms. ------------------------------------------------------------- FULL TEMPLATES ADDED! HOORAH! ------------------------------------------------------------- [ ][X][ ] [ ][X][ ] Sword Template [ ][Y][ ] [ ][X][ ] [ ][Y][ ] Spear Template [ ][X][ ] [ ][W][ ] [ ][W][ ] Blowgun Template [ ][W][ ] [C][W][ ] [C][W][ ] Bow Template [C][W][ ] [C][Y][ ] [ ][C][W] Crossbow Template [C][Y][ ] [ ][X][ ] [ ][W][ ] Five Arrows [ ][W][ ] [ ][C][ ] [ ][W][ ] Torch Template [ ][W][ ] [Y][Y][Y] [Y][X][Y] Maul Template [ ][X][ ] [ ][X][X] [ ][X][Y] Axe Template [ ][Y][ ] [X][X][X] [ ][Y][ ] Pick Template [ ][Y][ ] [ ][X][ ] [Y][X][Y] Armor Template [ ][X][ ] [Y][Y[Y] [X][Y][X] Helmet Template [ ][ ][ ] [W][W][ ] [W][X][ ] Door [W][W][ ] ~~KEY~~ X=First type of material, can be Iron, Gold, or Wood. Y=Second type of material, can be Iron, Gold, or Wood. W=Wood C=ClothNew materials like Steel or Adamantine (Uber-Mythical metal) could be made through forging and creating alloys. This would also give the wiki a couple more pages.
In multiplayer survival, it would be easier to find other player's since they would have a plume of smoke coming out of a the life-saving chimney (Or roof-hole) whenever they craft an item or cook a pig. Unless they're so secluded that they build a smoke-room to trap their smoke.
Steam
Steam would look like mist generated from falling water, but would move upwards like smoke and push possibly light blocks like cloth and adamantine. Cloth wouldnt be able to lift people, but adamantine would be strong enough to lift someone with steam pushing it up, creating effective elevators with fire and water magics.
Choppy movement would look a bit strange, possible fix from MD3, maybe?
Doors and Hatches
Doors would be blocks that would open when a person walked up against it, allowing passage. But this would also let liquids and gases through it that would otherwise have been blocked. Doors would close automatically, preventing mobs and other things from passing through it. If there's another thing already inside a door space, it won't close
Hatches would be like doors, only vertical. Whenever a person would jump into it or walk on it, the hatch would open and allow passage. Hatches would stop liquids and gases from moving down, and wouldn't open if a liquid is on top.
They would be placed ontop of the hole you wish to go through. Otherwise, you wouldn't be able to get ontop of the floor.
I.E. Hatches would have to be larger than one block type to function properly with stairs.
Or, with additions of ropes:
Armor and Weapons
I know that I have another post with a system drastically different from this, but seeing some heart-like armor symbols changed my point of view.
So, here it is. Armor would be like an additional health, only for each armor you have your speed would be reduced by 5, and for every 4 the penalty would increase by 5.
So even though your more powerful, your a lot slower when you pack on more armor. If you manage to get 0 speed, you'll be effectively immobilized. Every time you lose an armor, the speed modification would go away. Might cause for some long chunk updates.
Weapons would simply remove more points when you hit someone. Right now I'm not sure but I think this is how it works:
From analyzing skeletons and other mobs, a punch does around 2 to 3 Hearts, and an arrow does about the same, but I'll just say they each do 2.5 for the purpose of simplicity.
So armor would basically add more hearts, but at the cost of speed. A weapon would let you take out the enemy's hearts faster. Weapons should modify your abilities in fighting or in other things.
I'm also proposing that the Blowgun is the new starting weapon, besides the bow, due to the simplicity. Blowguns, Bows, and Crossbows would all use arrows, to get rid of the tedious work of adding and creating distinct darts, arrows, and bolts. Most of these weapons probably will never be implemented, though.
Railway Carts
Posted a long time ago in a long forgotten thread, I put my two cents into an idea about railway carts.
The carts would travel back and fort on allocated railway tiles, in loops, and act like platforms that would carry blocks from point A to point B, although much faster than the average miner. The blocks wouldn't be dropped off, but would have to be mined off, or as a fresh idea I just thunk up while typing. The cart would only move if a person were ontop of it. A 'Conductor' would stand ontop of the train holding the blocks they wish to move. Whenever the Cart would get from point A to point B, he would hop off and place the blocks for the recieving miner to dig up, and repeat.
However, many flaws are with this idea such as: Which way would the train go? How would it look moving? How would it go uphill?
Day/Night/Seasons
I believe Minecraft has matured enough for this suggestion, with dynamic lightning.
Over a spawn of minutes the entire visual of minecraft would shift. It would slowly grow darker and ominous as night would creep in. This might be done by a giant transparent 'sheet' above the clouds that would block sunlight and slowly move 1 x-level at a time until it completely blocked out the sun. The zombies and skeletons would get excited, and reproduce (Eugh) more quickly. If possible, some certain mobs could also only come out at night. Torches would be invaluable here, as would a good bunker.
The one thing I can't seem to be able to find a surefire solution to is that grass would be mapwiped after the first night.
Three possible solutions to this, that I'm not even faithful in:
The giant 'sheet' would emit a certain type of darkness that wouldn't kill the plants
Grass's expiration date extended dramatically.
Dirt would eventually sprout grass on it's own once light touches it if a grass block was once there, but killed by darkness.
After a few nights, the seasons would shift (Say 5, or 10). You would start out in Spring, the fairest of all seasons where flowers would run rampantly and bloom from the grass. It would rain a lot in this season.
After Spring comes Summer, where water would evaporate more hastily and grass may turn a parched yellow-color. It wouldn't rain at all in this season.
After Summer come Autumn, where tree's leaves would change colors and commit suicide over time and drop any seeds they may have in their possession. If a seed falls on a fair place, it would grow by itself.It would rain a lot in this season.
After Autumn comes Winter, the deadliest season. By now you should have a decent fort and be protected from the cruel outdoors with a suitable mushroom farm and clothing/armor. The rain effect would be replaced by snow, and it would snow a lot in this season. The snow would cover the ground similar to Snowman's mod. Being caught in the snow would cause damage over time, say a heart every few seconds from the refrigeration.
Rain and Snow would also put out torches outside.
Color Tinting
The torches in the indev are a great sneakpeak. And how the lava glows! It's so insidious that you almost think you're not alone. Perhaps we could have different tints made from different light sources, such as yellow light from torches and orange lights from lava. Natural (Sun) light would overpower any tint, though, and they would only appear underground or in the shaded recesses of a fort.
Mainly visual. Only impact on gameplay may be on Survival Multiplayer where you could tell the difference from torches and lava from a distance. Though not that helpful.
Natural Lighting
From viewtopic.php?id=4857
I'm not quite up for glowing moss, although I am up for glowing shrooms. Simple enough, really. They would produce enough light to be visible in dark caves and deal damage if eaten, like red mushrooms. They would glow a green color if tints were ever added and and a lot of visual pleasure to caves along with dynamic lighting.
Fish
I am obliged to give this my thirty-five cents, due to my title.
With MD3 support, anything is possible! Fish could be a mob that's has a simple constant animation to show it off as a school of fish making their way about. They'd not dare venture into shallow 1-block deep parts of the island for they would surely die eventually somehow (Fish are smarter than that), so they would only appear in deeper areas, thus found more along the oceans. Instead of spawning in large groups, they'd spawn solitarily and have their motion limited to water with their 'breathing' system reversed for them, so if you drained a lake out that's brimming with fish you could watch them slowly choke away on their last fishy breaths, or be a good samaritan and allow them to live. Creatures would need to have air bubbles like you do, and I'm not sure if that's already in, or if it's coming right now (Will check later). As with pigs and sheep, fish would be killable and release mushrooms upon death. The mushrooms would then plummet to the bottom of their aquatic domain for you to gather; the sheer amount of fish in the school, adding with the facts that they spawn alone and in dangerous terrain, with the after-effect of you having to dive, would make it a bit more balanced for fish to drop a bit more mushrooms (2-4)
Re-skinning them should be extremely easy for even a dabbling skinner to achieve. I imagine it as being a single skin, no larger than needed (Perhaps 20x20) with extra space if you wish to add fancy things. The skin would repeat for every fish body, or if we take into accounts of various sea life, it could be a single template repeated over and over, each taking over the skin for a single fishy body.
[Edit] Now, with fire in the indev I'm sure this is possible :biggrin.gif:
Misc Crafting Ideas
For the purpose of crafting we'd have to add a few new block types, just to get the general materials. For example, to be able to make concrete we'd need one new block (Limestone), an item block for cement made from processing said limestone block, and then we'd have to have another new block (Concrete). All in all, for a single new block we'd have to have three new block types. Concrete is made from sand and gravel (Coincidentally), water, and cement. If your going to take the more complicated path and have to include a bucket of water, which we don't have yet, we'd have to add two more blocks. The end result would be a recipe like these:
G=Gravel
S=Sand
C=Cement
W=Water
So, in the end we've added five new block types. Empty bucket, full bucket, cement, limestone, and the Concrete block itself. Concrete, of course would be much harder than normal stone, and a healthy choice for those who like to live near the coast since gravel and sand are abundant and here, and limestone should be found in island regions easily. Maybe perhaps also in mountainous areas.
Will be updating the Misc Crafting Ideas when I get struck by an idea. It will be expanded on in the future.
Thanks for reading.
--
BTW, mind posting a link for those isometric DF tiles?
http://www.bay12games.com/forum/index.php?topic=43260.0
It's very helpful but doesn't show some things like stone or wood.
[Edit] Also, your post for water magics gave me another idea for steam, which would look like a mist generated by waterfalls but would rise like smoke, without hurting people. It would happen when water/ lava or water/fire touch, and it would move lighter blocks, like adamantine blocks, up until the steam could get out from under it, and then whenever This could create a working elevator system!
Don't you mean Slaves to Armok: God of Blood, Chapter 2, Dwarf Fortress?
I really like these ideas. High-five on the smoke, I never would have thought of it like that
But a stern and unalienable no on the ridiculous speed drain of the inaccurate AP system.
IF YOU WEAR A HELMET ( +3AP ) , AND THEY HIT YOUR ASS, DO YOU THINK IT'LL BE MITIGATED BY THE HELMET?
Same with a chest plate, it only guards the chest, not the back.
viewtopic.php?id=3445 - Here it is.
Awesome!
Not really, to be honest. The first few suggestions were inspired by it, but after that it goes my own way.
This idea is unnecessary, makes no sense, and would be sort of annoying.
Unnecessary: It doesn't really add much in terms of tactic or depth, does it?
Makes no sense: This happens in Dwarf Fortress because its timescale is grossly increased. Years pass by very (relatively) quickly.
Annoying: Worrying about wrecking grass (especially in a place where grass is scarce, like a small inner courtyard), or destroying tree sprouts.
Other stuff looks interesting but I haven't thoroughly read it yet.
---> vede claimed Notch said this (and it is awesome).
ya i want to know that too
>>Free Multiplayer 3D Tank Battle Game - Click ME<<
MazeGen (Version 1.0) --- An automatic maze generation tool
ModelGen (Version 1.0) --- A 3D model import tool
On a much lighter side, he's using the crafting idea from here :biggrin.gif:
When you get to the next floor, the steam goes out a hatch so it doesn't push you up anymore but keeps you at that spot. Pulling a level on certain floors would close steam escape hatches and open others, moving the elevator to different floors.
Steam that got clustered up would solidify into a water block again.
I would absolutely go batshit insane for minecraft if complex systems like this could be created with steam.
Fish would make sense as it would give bridges more of a purpose rather than clean, faster land travel.
I love the smoke idea too, it would give fire a reaslistic effect and add a reason to put smoke holes in your buildings.
The grass disappearing idea is really neat too, it could almost add a player tracking sort of element.
I think that the particles that shoot out of magma should also be dangerous. If they touch you you would jump back a little due to burns, but it would only do a half heart of damage. If they land on something, it catches fire, which would give the land around lava a scorched look rather than all nice and grassy.
Also, notch said something about block interaction in his to-do list, so I assume that means that placing hatch pieces next to eachother will cause them to interact and open at the same time as eachother. Like how chest merge togethor when you place them next to eachother.
It doesn't look as good as I had hoped.
Also, I had a really wicked idea. Like REALLY wicked.
Smoke gas chambers. Put someone in, pull a lever to open a hatch and smoke pours in to suffacate the captives.
Really freaking evil. I hope that it's implemented so that I can do it.
Feel free to post any recipes you may have thought up or possible additions, and remember: