This is a thread to discuss my upcoming server, Kingdom Craft RELOADED. Why reloaded? My old server of Kingdom Craft was deleted because I did not pay it for just 1 month (I was too busy). The newest save was from 6 months earlier. So i decided to create a TOTALLY new server with new game play. It will come out for 1.9 and I will post snapshots periodically. NOTE: Kingdom Craft is a TOTALLY VANILLA Server with multiple complex concepts and mechanics.
Here are some things that are going to be on the server!
Look forward to awesome spells, custom weapons, and custom armor! Also,there will be a questing system and currency!
Here are the details:
What you stated is close to my point. The game will overall be more fun for the player if they are not BOUND by the constraints of quests, however this does not rule them out.
1st of All:
When a Player enters the world(after tutorial) they will be in a city in the middle of a large OPEN WORLD. (Which by the way was spawned without caves). They can explore the city, ask other players, and get information on where the place are or they can just run outside the city and search.
Once they come across something that is NOT in the actual minecraft world(caves, castles etc.) They can go in and fight their way to the top/bottom/boss. Once boss is killed, special rewards are given. Each city will have a designated boss castle nearby which, when beaten, will allow the player to travel to another city.
Much of this will be reward driven, but to keep noobs from fighting deadly mobs some cities will HAVE to be locked until the main boss is defeated.
As for custom crafting, that was never OFF my mind, or I always had that planned. For the most part, if it wont bug and it wont lag then why not?
Stats- This will be CRUCIAL and be of the biggest differences of the first kingdom craft. Each level the player gains, they are given 1 stat point which can be used to increase their:
-Strength- more strength and better weapon access
-Dexterity- more speed and less hunger
-Intelligence- more mana and spells
-Endurance- adds hp
-Charisma- better pets
-Luck- better chances of loot and rarities
(These are tentative to change)
Pets- everyone loves em, so why not? They will be added but there may be some limitations. There will be more to add on this section once the server goes up.
Classes- Yes! Classes will be back but very different. By choosing a class, you are signing allegiance to a specific group, meaning you can access knight specific abilities, but it will not affect your stats. Yes, you could be a knight with high intellect. Picking classes that match your stats would be optimal, because classes just have abilities that are most likely stored in books or tellraw.
Most mobs will be special. While wandering the woods you will sometimes encounter ogres or other creatures that are not in minecraft
This is a list of specifics for the server, just so I'm not vague(I kinda was). It CAN change but most of it is here to stay.
PS: Players from original kingdom craft will get special benefits.
Hey cloud, Is there any possibility that i could help with your command blocks? I've been working on a similar project like this and it has working NPCs that give you quests, Wands with xp system and cooldowns, custom crafting recipes, custom mob creation with special drops, and a class system!
It would be really fun for me to help you for this, also after i've been waiting... forever for the server to open.
P.S. I'm happy the server is back up <3
Also i could show you the best way to do custom crafting without standing on the dispenser, and only takes about 4-3 command blocks!
interesting. Im sorry, but I can't get you on the world with me because I dont want to pay for the server to be online before it is in at least alpha. I would be interested to see your custom crafting stuff. I'm pretty sure I know how it works already, but if you have a concept that you want added, go ahead and post a medafire download link to your world save and i will check it out.
-PS: Check out youtube.com/rsmalec and watch his 60 minute map challenge. I did it and won 1st place as the best 60 minute map builder. There were 150 maps submitted. Also the pic I posted was the concept for angel wings. I still need the texture for the chest plate. The player jumps or crouch walks to change altitude and when wings are taken off they fall to the ground.
Sounds cool. My current project is creating the first area which will include a castle town, a huge forest, and a dark elven forest with some sort of structure/castle. The sounds in your linked video sound cool, but are you able to put them into custom resource packs? If so, can you make them last longer and/or replace the default minecraft music with them? Thanks for your comment, and I will release some cool snapshots soon.
PS: This is the first time that I ever responded to a comment less than 30mins after it was posted
UPDATE: For users who remember old kingdom craft XP system. The new one will be much simpler. It will use the actual xp bar to track progress to next level and actual level. Player level may be shown in side tab still.
AHA! You forgot! In original kingdom craft, I used golden eggs which gave extra xp! To balance this, I will give the mobs xp BOTTLES which will DEFINITELY not glitch and will always give you their worth.
Actually, instead of making a level, just make the levels based on a criteria of all mobs killed... And when you complete quests, it gives you more xp so you wouldn't have to deal with the monsters having xp bottles. (Also xp bottles are weird for them to drop >_>) Instead, use a currency system, and make them drop gold bars. (I can make one if you open the server?)
I think the xp thing will be much better. It will make gameplay smoother and players dont have to look at a sign to know how close they are to the next level. As for gold currency, I may add a currency like that.
Actually just remove the level system completely, Theres no point in restricting players to do what they want to do, It's their decision if a quest is too hard for them, and if they fail, that was their fault. You could add skill levels for actions that you can do, but a general level system isn't really needed if its just going to restrict them.
I never said I was ALTERING KingdomCraft. ITS RELOADED!!!! So of who said I would make it strongly based on levels? I was planning to make levels only minor, when compared to actual things like skills. Yes I will probably try to implement skills leveling based on the players level. As for how the old version was structured. It will be largely different just because I want the player to have the maximum free choice possible.