Notch has stated a few times that he's having difficulty figuring out how to implement Adventure Mode into Minecraft. While I know he's a brilliant man and very capable of coming up with ideas by himself, I think it couldn't hurt if we all banded together and tried to create and refine some core concepts we would all like to see in Adventure Mode. Personally, this is something I've been looking forward to the most. For me, it would perfect the Minecraft experience. Notch said recently that he wants to have the game finished by the end of this year and I'd love to see Adventure Mode be part of it.
So, I'll start this off by listing my ideas for Adventure mode:
The goal of this Adventure Mode would be to find the 'philosopher's stone'. The stone would allow you to summon any item from any known recipe. When a new recipe is discovered, if is then automatically stored in the recipe book for future reference.
The story is progressed by adventuring through a series of randomly generated dungeons with random puzzles and monsters in each similar to the towers mod. At the end of each dungeon you obtain a single piece of an 'object' which will turn out to form a transporter to a special realm where the philosopher's stone can be found. The transporter could use the same code already implemented for the portal to hell. The final chest in each major dungeon would automatically contain the next piece of the 'object' so the player could conquer them in any order.
There could be huts or tiny villages randomly placed that have NPCs or friendly monsters which offer random 'fetch' and 'kill x monsters' quests. The rewards are special items like recipes, materials, maps to secret locations, armor, weapons, food, and permanent health upgrades.
Monsters will get harder as you progress and you will also be able to expand your weapons and armor by added several more upgrade levels in addition to the ones currently available. Extremely rare and powerful spells could be added to the game. They could be crafted from many very rare mystical crystals that are mined only in dungeons. The current code already in place for projectiles could easily be modded to add things like "fireballs" to the game.
Only 'quest' related buildings and items will be indestructible, held together by the force-field of 'fate and destiny'. This would still allow mining and item gathering so you could have the best of both worlds.
The main thing I would like to see is the random dungeons that contain a piece of the transporter and the other world finale. Some of my suggestions, like the village, aren't necessary for this to work at all.
Now it's your turn. Please leave constructive feedback. Do you like it? Do you hate it? Why? What would you change and what would you add? I really look forward to reading everyone's responses! Thanks for your time. :biggrin.gif:
Your idea of Adventure Mode sounds nice, and now its time for my ideas...which i will have to think up as i write this,
I don't really have an idea for a ending seperate from your own so i'll add on what i believe should be different from what you suggested,
No Quests or the like, i dont want Blacksmiths or some major NPC town, lets just say you own a nice little home...where-ever, and you just go and are doing dungeons for this transporter goal, Basically, you go along dungeons randomly to get to the Philosiphers stone, Simplest terms would be you go level-by-level with friends or alone getting piece by piece of the transporter to go to the second realm where you do the same thing, not much difference,
I also suggest the dungeons are harder and longer the more people playing.
LukeZaz - Yeah, that's what I'm thinking would be the bare essentials. It would be cool if you spent a decent amount of time in the other realm instead of it just being the end.
Also, I've thought of a couple more ideas. For the spells, you could have wizard staffs. You would mine different colored crystals and combine them with wood sticks to make the staff. Green Crystal is for healing staff, blue is for ice staff, red is for fire staff, and yellow is for lightning staff.
Lastly, perhaps there could be a simple villain of the game. Maybe an 'anti-matter' dragon who is against all creation and existence. He's like the opposite of Minecraft. He doesn't want to build or make things. He wants everything to go away into the void. That's why you make the transporter to go to the void to defeat him and seal away the nothingness forever.
Side note - to tell the very simple story you could have conversation bubbles like in comic books. I think that would really fit well with the whole look.
I think the perfect way to passively tell the story (if Notch decides to do so) is to use the in game engine as it is. Just add some simple but clever camera moves and some comic book style speech bubbles and you could tell any story you'd like with an appealing look. Seeing the minecraft characters and animals animated would be funny and cute. Also, this would have the benefit of having the actually scenery in the cutscenes be your own. If you built a house near where the sceen is taking place, then you would see it in the background.
I need your guy's help! It'd be awesome if the community pitched in on this. If a lot of people started participating, Notch and the others would certainly take notice. This is an excellent chance for all of us to work out an adventure mode that we can all appriciate. Democracty at it's finest. WE could help steer the direction of Adventure mode. All we have to do is let our voices be heard in chorus!
Don't hold back. Anything you'd like to see is a great idea. All fans are created equal!
I would not really like NPC villages that give you quests, but maybe every now and then you might come across one, the NPCs would still be hostile (skeleton village, creeper village, etc.) but if you managed to get to the center of the village (After destroying all the spawners in the village) A chest would appear with some materials for crafting.
I do not really support the idea of making certain buildings indestructible because (as far as I know) minecraft is unable to determine a 'building of fate and destiny' from a mountain. If the building was somehow protected, then there is nothing stopping you from digging around it and making it impossible to get inside the building.
I think that the only blocks that should be harvest-able should be ores and wood (Maybe sand and gravel, so you can get glass and flint.). Players would be able to till grass for seeds, but they would not be able to make a farm wherever they wanted. They would most likely have to build a farm near a lake or an ocean if they wanted hydrated soil. The only place-able blocks would be wooden planks, furnaces, work benches, and maybe beds.
This would encourage players to explore caves for the ores they want/need instead of making mineshafts every now and then. The reason stone is not harvest-able is to prevent mineshafts. I think the player would start out with a furnace, and every stone tool. Or at least a stone pickaxe and sword. In the event that a player does not have enough iron to make a pickaxe and their stone pickaxe has broken, keep in mind that creepers can still break apart mountains for you. (Its just a little dangerous.) To make sure that you dont run out of cobble though, there would be a decent amount of cobblestone inside the mob villages that you can gather after destroying the spawners. There should also be other ways of gathering cobble, but I cant think of any at the moment. Maybe TNT?
Adventure mode is going to be (or at least should be) a "create level and play it gamemode" not a random quest. Kinda like the lonely lighthouse and so on.
Adventure mode is going to be (or at least should be) a "create level and play it gamemode" not a random quest.
i agree to an extent: you should be able to create your own maps for an adventure, but you should also be able to make NPCs, mobs, and quests, then be able to share these online. for an added twist, make a multiplayer adventure that requires a minimum amount of people to solve some areas.
regarding mining, you should be able to break stone, but only down a little bit. optionally, for random worlds, after a few layers of stone, there's the bedrock, so as to prevent mineshafts being custom-made, yet still being possible.
and as for starting, conditions can be made for a certain map by the mapmaker, such as how much life you start at, what you start with, where you start, et cetera.
for friendly settlements, you get currency (optional), and can use it to repair, upgrade, and purchase your items and gear. alternatively, you can, like in survival mode, get the materials yourself.
regarding tools and weapons: swords are still for anti-mob detail, but are accompanied in this job by maces and axes, swords doing decent against fleshy things, maces are good for anti-bone detail, and axes are good for it all. axes still deal good damage to wood, though, making them useful for two cases. pickaxes deal above-average damage, and are one of the very few things able to damage stone, let alone anything tougher, and if something isn't meant to break it; then it can't damage it. shovels are still for soft blocks, and make really humiliating things to die by. hoes are still avalible for those who still want to farm, but it takes a LOT longer. bows are still around, but are accompanied by other ranged weapons, such as throwing knives and crossbows. knives are less accurate, and deal slightly higher damage, with lower range, while crossbows deal imense damage with high accuracy at long range, but are hard to acquire.
finally, inside dungeons and friendsly settlements, mobs do NOT randomly spawn. in dungeons, there's non-solid spawn points at specific points, and friendly settlements are A) too well-lit, and/or :cool.gif: too well-guarded for mobs to spawn.
sorry for the seeming yammering: getting into detail
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So, I'll start this off by listing my ideas for Adventure mode:
The goal of this Adventure Mode would be to find the 'philosopher's stone'. The stone would allow you to summon any item from any known recipe. When a new recipe is discovered, if is then automatically stored in the recipe book for future reference.
The story is progressed by adventuring through a series of randomly generated dungeons with random puzzles and monsters in each similar to the towers mod. At the end of each dungeon you obtain a single piece of an 'object' which will turn out to form a transporter to a special realm where the philosopher's stone can be found. The transporter could use the same code already implemented for the portal to hell. The final chest in each major dungeon would automatically contain the next piece of the 'object' so the player could conquer them in any order.
There could be huts or tiny villages randomly placed that have NPCs or friendly monsters which offer random 'fetch' and 'kill x monsters' quests. The rewards are special items like recipes, materials, maps to secret locations, armor, weapons, food, and permanent health upgrades.
Monsters will get harder as you progress and you will also be able to expand your weapons and armor by added several more upgrade levels in addition to the ones currently available. Extremely rare and powerful spells could be added to the game. They could be crafted from many very rare mystical crystals that are mined only in dungeons. The current code already in place for projectiles could easily be modded to add things like "fireballs" to the game.
Only 'quest' related buildings and items will be indestructible, held together by the force-field of 'fate and destiny'. This would still allow mining and item gathering so you could have the best of both worlds.
The main thing I would like to see is the random dungeons that contain a piece of the transporter and the other world finale. Some of my suggestions, like the village, aren't necessary for this to work at all.
Now it's your turn. Please leave constructive feedback. Do you like it? Do you hate it? Why? What would you change and what would you add? I really look forward to reading everyone's responses! Thanks for your time. :biggrin.gif:
I don't really have an idea for a ending seperate from your own so i'll add on what i believe should be different from what you suggested,
No Quests or the like, i dont want Blacksmiths or some major NPC town, lets just say you own a nice little home...where-ever, and you just go and are doing dungeons for this transporter goal, Basically, you go along dungeons randomly to get to the Philosiphers stone, Simplest terms would be you go level-by-level with friends or alone getting piece by piece of the transporter to go to the second realm where you do the same thing, not much difference,
I also suggest the dungeons are harder and longer the more people playing.
Also, I've thought of a couple more ideas. For the spells, you could have wizard staffs. You would mine different colored crystals and combine them with wood sticks to make the staff. Green Crystal is for healing staff, blue is for ice staff, red is for fire staff, and yellow is for lightning staff.
Lastly, perhaps there could be a simple villain of the game. Maybe an 'anti-matter' dragon who is against all creation and existence. He's like the opposite of Minecraft. He doesn't want to build or make things. He wants everything to go away into the void. That's why you make the transporter to go to the void to defeat him and seal away the nothingness forever.
Side note - to tell the very simple story you could have conversation bubbles like in comic books. I think that would really fit well with the whole look.
I think the perfect way to passively tell the story (if Notch decides to do so) is to use the in game engine as it is. Just add some simple but clever camera moves and some comic book style speech bubbles and you could tell any story you'd like with an appealing look. Seeing the minecraft characters and animals animated would be funny and cute. Also, this would have the benefit of having the actually scenery in the cutscenes be your own. If you built a house near where the sceen is taking place, then you would see it in the background.
I need your guy's help! It'd be awesome if the community pitched in on this. If a lot of people started participating, Notch and the others would certainly take notice. This is an excellent chance for all of us to work out an adventure mode that we can all appriciate. Democracty at it's finest. WE could help steer the direction of Adventure mode. All we have to do is let our voices be heard in chorus!
Don't hold back. Anything you'd like to see is a great idea. All fans are created equal!
I do not really support the idea of making certain buildings indestructible because (as far as I know) minecraft is unable to determine a 'building of fate and destiny' from a mountain. If the building was somehow protected, then there is nothing stopping you from digging around it and making it impossible to get inside the building.
I think that the only blocks that should be harvest-able should be ores and wood (Maybe sand and gravel, so you can get glass and flint.). Players would be able to till grass for seeds, but they would not be able to make a farm wherever they wanted. They would most likely have to build a farm near a lake or an ocean if they wanted hydrated soil. The only place-able blocks would be wooden planks, furnaces, work benches, and maybe beds.
This would encourage players to explore caves for the ores they want/need instead of making mineshafts every now and then. The reason stone is not harvest-able is to prevent mineshafts. I think the player would start out with a furnace, and every stone tool. Or at least a stone pickaxe and sword. In the event that a player does not have enough iron to make a pickaxe and their stone pickaxe has broken, keep in mind that creepers can still break apart mountains for you. (Its just a little dangerous.) To make sure that you dont run out of cobble though, there would be a decent amount of cobblestone inside the mob villages that you can gather after destroying the spawners. There should also be other ways of gathering cobble, but I cant think of any at the moment. Maybe TNT?
Just what I think, but this is cool as well!
i agree to an extent: you should be able to create your own maps for an adventure, but you should also be able to make NPCs, mobs, and quests, then be able to share these online. for an added twist, make a multiplayer adventure that requires a minimum amount of people to solve some areas.
regarding mining, you should be able to break stone, but only down a little bit. optionally, for random worlds, after a few layers of stone, there's the bedrock, so as to prevent mineshafts being custom-made, yet still being possible.
and as for starting, conditions can be made for a certain map by the mapmaker, such as how much life you start at, what you start with, where you start, et cetera.
for friendly settlements, you get currency (optional), and can use it to repair, upgrade, and purchase your items and gear. alternatively, you can, like in survival mode, get the materials yourself.
regarding tools and weapons: swords are still for anti-mob detail, but are accompanied in this job by maces and axes, swords doing decent against fleshy things, maces are good for anti-bone detail, and axes are good for it all. axes still deal good damage to wood, though, making them useful for two cases. pickaxes deal above-average damage, and are one of the very few things able to damage stone, let alone anything tougher, and if something isn't meant to break it; then it can't damage it. shovels are still for soft blocks, and make really humiliating things to die by. hoes are still avalible for those who still want to farm, but it takes a LOT longer. bows are still around, but are accompanied by other ranged weapons, such as throwing knives and crossbows. knives are less accurate, and deal slightly higher damage, with lower range, while crossbows deal imense damage with high accuracy at long range, but are hard to acquire.
finally, inside dungeons and friendsly settlements, mobs do NOT randomly spawn. in dungeons, there's non-solid spawn points at specific points, and friendly settlements are A) too well-lit, and/or :cool.gif: too well-guarded for mobs to spawn.
sorry for the seeming yammering: getting into detail