Here's the pitch - to facilitate tiered dungeons and even deeper exploration and the possibilities of an extension into the unfathomable depths that is exploring infinity - why don't we add more dungeon-crawler elements into vMC? If not, why not make a mod to show it off? How you ask? I'm glad you asked.
Your following a rabbit hole down a mineshaft or dungeon or what have you; you've done this a million times already, gone down a mineshaft, explored a stronghold, or found a small dungeon. Your in, your out, you move on. Nothing has transpired except a small encounter with, basically nothing that you couldn't of found on the surface save a block that spawns the things that we hide from and chests with pre-loaded loot. Maybe a big boss now. Big whoop.
But, what if there was a door that you couldn't get past? Something was hanging on the handle - an iron-padded lock. Well, "wtf is this ****?" you say, and you try to get into the room behind it, but even the blocks can't be broken around it, so you move on. Then, you find a chest with a wooden padlock on it and you cry indignantly as you cannot even open the loot you have been searching for this whole time.
You keep on moving, and finally there's an operable chest that yields... wtf, a wooden key... wait a minute! And the inception has been fulfilled. You unlock the wooden-locked chest and gain an iron key and some pretty legit loot - an iron key!? Sweet! You unlock the locked iron door, and now you have a paradigm shift of MC dungeons as you enter the new area. Triple mob spawners, dbl locked chest, and a labyrinth that engulfs you for hours - but the loot at the end was most certainly worth all those deaths you had to endure.
Now this is just one scenario where keys/padlocks were consumable upon use/unlocking so as to create a standalone dungeon crawler feel, but that's not necessarily where we should leave it. We could have keys craftable as such;
Where: = any material & = empty space
And padlocks also craftable (and placeable) as such:
Where: same setup
So to create your own secure systems on SMP or for an inviting adventure map.
Now, the craftable recipes may ruin the dungeon-crawler aspect of dungeons that this could create - or we could have a work-around. Craftable keys/padlocks do not consume - meaning they persist even after use and do not wear down. However generated keys/padlocks do waste away when used up and also user-generated keys will not unlock world-generated locks. A fair compromise if any. Despite this compromise there's still the problem of whether or not a higher tier key can be used on a lower-tiered lock, to which I say the answer is no - but also open for discussion.
Now what if we wanted to specialize our locks in SMP so no one could just craft a diamond key and waltz in and steal your stuff? How about after crafting a key/lock we can place the key and or lock in the bottom middle and then create a specialized 'password,' if you will, with simply arranging any of the different wools in the crafting area to customize the lock - and of course one would need to 'sync' up a key and lock by simply have to execute the exact same crafting pattern, except with a lock instead of a key in the bottom middle slot or vice-versa.
What do you guys think? Think it's a good dungeon crawler element and should stay that way with no user-generation or crafting recipes? I'm actually leaning a bit towards that one myself - idk how hard the code'd be for doing specialized locks with wool 'codes' like how I pictured it, but I can't imagine it'd be easy. Or does that even need to happen at all?
In any event, give it some thought - maybe, just maybe, it could reinforce, if not our building experiences, than perhaps our overhauled exploration experiences.
I personally love the idea, it really adds to the idea of "adventure" Minecraft is starting to learn towards.
Though I'm interested about the not being able to destroy the blocks around it though, can you elaborate on that part? If you did I'm sorry, I only skimmed over the last part of the post due to my low labtop battery.
There have already been two comments on the blocks - one person didn't read (first person >:C ) - one person wants elaboration, which quite frankly I don't have.
I do have an example however!
If you google the Artifacts Mod (the one in my sig, although I disabled the link for personal gain... I know I'm terrible) then they have a system where when you enter a labyrinth none of the blocks there are breakable.
I don't really know how, but apparently you can set blocks to be unbreakable, maybe use this, maybe have this section of a dungeon surrounded by bedrock to circumvent the problem entirely (no work = happy dev's) or set the setting? I'm quite partial to just having this entire "higher tiered" location in the dungeon be surrounded by bedrock - I quite like that idea, but I bet there are better, more aesthetically pleasing solutions to this.
I think locks would be a great addition, they should make the door or chest they are on indestructible so someone can't just break it to get what's in it, and maybe locked rooms in dungeons could be made of bedrock or at least obsidian. Maybe when a lock is crafted it becomes unique, sort of like maps. you must then craft a key for that lock using the lock you want to replicated like this =lock
the lock would be left ovr like buckets from a cake recipe in the crafting table and you would have a key fit for it. You could then make multiple keys of the same lock so you could distribute them to the group of people you want to have them in multiplayer, or if you want to make back ups in case you lose one.
maybe shears could also be used to cut locks so you don't lock yourself out of something, or maybe things could get a little rpg ish and there could be a open/break lock skill implemented with xp in 1.9
Rollback Post to RevisionRollBack
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Your following a rabbit hole down a mineshaft or dungeon or what have you; you've done this a million times already, gone down a mineshaft, explored a stronghold, or found a small dungeon. Your in, your out, you move on. Nothing has transpired except a small encounter with, basically nothing that you couldn't of found on the surface save a block that spawns the things that we hide from and chests with pre-loaded loot. Maybe a big boss now. Big whoop.
But, what if there was a door that you couldn't get past? Something was hanging on the handle - an iron-padded lock. Well, "wtf is this ****?" you say, and you try to get into the room behind it, but even the blocks can't be broken around it, so you move on. Then, you find a chest with a wooden padlock on it and you cry indignantly as you cannot even open the loot you have been searching for this whole time.
You keep on moving, and finally there's an operable chest that yields... wtf, a wooden key... wait a minute! And the inception has been fulfilled. You unlock the wooden-locked chest and gain an iron key and some pretty legit loot - an iron key!? Sweet! You unlock the locked iron door, and now you have a paradigm shift of MC dungeons as you enter the new area. Triple mob spawners, dbl locked chest, and a labyrinth that engulfs you for hours - but the loot at the end was most certainly worth all those deaths you had to endure.
Now this is just one scenario where keys/padlocks were consumable upon use/unlocking so as to create a standalone dungeon crawler feel, but that's not necessarily where we should leave it. We could have keys craftable as such;
Where:
And padlocks also craftable (and placeable) as such:
Where: same setup
So to create your own secure systems on SMP or for an inviting adventure map.
Now, the craftable recipes may ruin the dungeon-crawler aspect of dungeons that this could create - or we could have a work-around. Craftable keys/padlocks do not consume - meaning they persist even after use and do not wear down. However generated keys/padlocks do waste away when used up and also user-generated keys will not unlock world-generated locks. A fair compromise if any. Despite this compromise there's still the problem of whether or not a higher tier key can be used on a lower-tiered lock, to which I say the answer is no - but also open for discussion.
Now what if we wanted to specialize our locks in SMP so no one could just craft a diamond key and waltz in and steal your stuff? How about after crafting a key/lock we can place the key and or lock in the bottom middle and then create a specialized 'password,' if you will, with simply arranging any of the different wools in the crafting area to customize the lock - and of course one would need to 'sync' up a key and lock by simply have to execute the exact same crafting pattern, except with a lock instead of a key in the bottom middle slot or vice-versa.
What do you guys think? Think it's a good dungeon crawler element and should stay that way with no user-generation or crafting recipes? I'm actually leaning a bit towards that one myself - idk how hard the code'd be for doing specialized locks with wool 'codes' like how I pictured it, but I can't imagine it'd be easy. Or does that even need to happen at all?
In any event, give it some thought - maybe, just maybe, it could reinforce, if not our building experiences, than perhaps our overhauled exploration experiences.
What do you guys think?
Check out my Massive Mod Lets Play here!
EDIT: 1-Up!
Though I'm interested about the not being able to destroy the blocks around it though, can you elaborate on that part? If you did I'm sorry, I only skimmed over the last part of the post due to my low labtop battery.
Blah.
I do have an example however!
If you google the Artifacts Mod (the one in my sig, although I disabled the link for personal gain... I know I'm terrible) then they have a system where when you enter a labyrinth none of the blocks there are breakable.
I don't really know how, but apparently you can set blocks to be unbreakable, maybe use this, maybe have this section of a dungeon surrounded by bedrock to circumvent the problem entirely (no work = happy dev's) or set the setting? I'm quite partial to just having this entire "higher tiered" location in the dungeon be surrounded by bedrock - I quite like that idea, but I bet there are better, more aesthetically pleasing solutions to this.
Check out my Massive Mod Lets Play here!
If you read what he wrote... He mentioned that having a lock on the door would make the blocks around it unbreakable.
the lock would be left ovr like buckets from a cake recipe in the crafting table and you would have a key fit for it. You could then make multiple keys of the same lock so you could distribute them to the group of people you want to have them in multiplayer, or if you want to make back ups in case you lose one.
maybe shears could also be used to cut locks so you don't lock yourself out of something, or maybe things could get a little rpg ish and there could be a open/break lock skill implemented with xp in 1.9
Check out my Massive Mod Lets Play here!