After looking through the planned Adventure 1.9 update, I decided to compile a list of what I think are crucial missing components for this Adventure Update.
One word that is most synonymous with the word adventure is exploration. The main difference between the original Minecraft and the 1.8 version is the increased reward for exploration. Unique terrain/biomes and key landmarks/structures are common mechanisms that reward exploration both intrinsically(scenery/landscape) and extrinsically(loot/items) The presence of abandoned mine shafts and strongholds, as well as the NPC villages do a great job in augmenting Minecraft to go beyond a simple sandbox game, by promoting exploration on both levels. Not only do these unique terrain features make exploration more rewarding, but they allow players to orient themselves in the vast world they are in.
1. Randomly Generated Biome/Region Names
Dwarf Fortress and countless RPG games have already done this. Instead of dealing with debug coordinates, let us orient ourselves according to region names. When I stumble into a new biome, let a fading text tell me the name of this biome. The same should go for villages and strongholds.
2. Fog as Weather Effect
One cliche that goes with swamps and mountains is fog. Instead of being able to control the view distance, the weather should determine the view distance. Introducing changing fog into mountain and swamp biomes would not only make the swamp and mountain biomes more typical, but would make them more dangerous for inexperienced players.
3. Elevators
I would say most players have been trying to either build or mod a working elevator system. It is a fundamental aspect to mining, and a valuable alternative to slow ladders or annoying spiral staircases. The mechanic could be simple. One block type to define the elevator shaft, and one block that represents the elevator. Right click would make the elevator move until it hits one end of the shaft, where it will then reset to the original position.
4. Starting Supplies
When creating a new world, players should be given the option with what kind of kits they should start.
Possible options could be: Nothing, Basic Miner, Woodcutter, and Soldier. The kits would simply make the start a little easier if the player desires so, especially on multiplayer servers.
1. Yes. But only if there are a lot of potential biome names. I will throw my computer out the window if every time I want to walk i get stuck in a slow moving camera while on the screen to my amazement flashes DESERT BIOME once again. :dry.gif:
2. Full support.
3. Maybe, if they could somehow fit the fantasy setting.
4. Yes, as long as it is completely optional. I would never use it.
Good ideas! Maybe you should also be able to name your own areas, so in smp you can enter a town and it would show you the town name. Then you could also make elevators for buildings, no more water elevators and laddervators! Piggles says yes!
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Be caring, please help my dragon hatch by giving him a little click.
The thing with the fog is that people with crappy computers usually set their render distance to "tiny," but maybe areas with fog would just shorten the render distance less for them.
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Please click! Bearier -noun- A large wall composed entirely of grizzly bears.
1. I do like it, but I would like the option for it to be toggled (default on, of course), or just once per biome. I don't think town names though. I lake the eerie absence of life. Maybe an option so that when you die, it tells you how you died, and how to best avoid it again. The main thing is to make it all optional.
2. I agree! But make it so that you can still set an absolute max render distance, so that people with bad computers don't crash every time the rain stops.
3. Mmmmm... I'm not so sure about this. I think that instead of an elevator block, you should have all the resources and mechanics to make an elevator if you want to. A good system is here.
4. Yes, but definitely make it optional. Lots of people would just toss their starting supplies into lava if it wasn't optional.
All in all, a great idea, I hereby give you 5 internetz!
Finally, elevators. I hate having to go down the ladders. Once, i was coming up from a mineshaft, and got hit by a skelly and fell to my death.
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Do you know what happened when the unstoppable force met an immovable object? The immovable object and the unstoppable force exploded in an unimaginable amount of energy and caused the Big Bang to occur. Now get a job, philosophers, and leave it to the scientists.
1. Yes. But only if there are a lot of potential biome names. I will throw my computer out the window if every time I want to walk i get stuck in a slow moving camera while on the screen to my amazement flashes DESERT BIOME once again. :dry.gif:
Of course...I'm not sure if a cutscene would be fitting for Minecraft, but definitely a brief message that indicates the biome/area name.
If you have ever played dwarf fortress, the way they implement this is to have a list of words(synonyms) for each biome type. So in your case, the word "Desert" could be replaced with something like: Mesa, Dustbowl, Arabia, Sahara, or Wasteland. They also add an adjective in front of the noun in order to add variety. For desert you could use words like: barren, forsaken, dead, desolate, or arid.
So in your example, a desert biome could be named something like "Barren Mesa" or "Forsaken Wasteland".
With a simple random pair of synonyms, you can basically generate a unique name for every biome.
(Of course there would have to be a list of synonyms adjectives and nouns for each biome type.)
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One word that is most synonymous with the word adventure is exploration. The main difference between the original Minecraft and the 1.8 version is the increased reward for exploration. Unique terrain/biomes and key landmarks/structures are common mechanisms that reward exploration both intrinsically(scenery/landscape) and extrinsically(loot/items) The presence of abandoned mine shafts and strongholds, as well as the NPC villages do a great job in augmenting Minecraft to go beyond a simple sandbox game, by promoting exploration on both levels. Not only do these unique terrain features make exploration more rewarding, but they allow players to orient themselves in the vast world they are in.
1. Randomly Generated Biome/Region Names
Dwarf Fortress and countless RPG games have already done this. Instead of dealing with debug coordinates, let us orient ourselves according to region names. When I stumble into a new biome, let a fading text tell me the name of this biome. The same should go for villages and strongholds.
2. Fog as Weather Effect
One cliche that goes with swamps and mountains is fog. Instead of being able to control the view distance, the weather should determine the view distance. Introducing changing fog into mountain and swamp biomes would not only make the swamp and mountain biomes more typical, but would make them more dangerous for inexperienced players.
3. Elevators
I would say most players have been trying to either build or mod a working elevator system. It is a fundamental aspect to mining, and a valuable alternative to slow ladders or annoying spiral staircases. The mechanic could be simple. One block type to define the elevator shaft, and one block that represents the elevator. Right click would make the elevator move until it hits one end of the shaft, where it will then reset to the original position.
4. Starting Supplies
When creating a new world, players should be given the option with what kind of kits they should start.
Possible options could be: Nothing, Basic Miner, Woodcutter, and Soldier. The kits would simply make the start a little easier if the player desires so, especially on multiplayer servers.
That's it for now,
-LocheticLobe
2. Full support.
3. Maybe, if they could somehow fit the fantasy setting.
4. Yes, as long as it is completely optional. I would never use it.
Bearier -noun- A large wall composed entirely of grizzly bears.
1. I do like it, but I would like the option for it to be toggled (default on, of course), or just once per biome. I don't think town names though. I lake the eerie absence of life. Maybe an option so that when you die, it tells you how you died, and how to best avoid it again. The main thing is to make it all optional.
2. I agree! But make it so that you can still set an absolute max render distance, so that people with bad computers don't crash every time the rain stops.
3. Mmmmm... I'm not so sure about this. I think that instead of an elevator block, you should have all the resources and mechanics to make an elevator if you want to. A good system is here.
4. Yes, but definitely make it optional. Lots of people would just toss their starting supplies into lava if it wasn't optional.
All in all, a great idea, I hereby give you 5 internetz!
you have an even more creative mind than me!
and i am the most creative 15-year-old at my school!
Your reward:
Of course...I'm not sure if a cutscene would be fitting for Minecraft, but definitely a brief message that indicates the biome/area name.
If you have ever played dwarf fortress, the way they implement this is to have a list of words(synonyms) for each biome type. So in your case, the word "Desert" could be replaced with something like: Mesa, Dustbowl, Arabia, Sahara, or Wasteland. They also add an adjective in front of the noun in order to add variety. For desert you could use words like: barren, forsaken, dead, desolate, or arid.
So in your example, a desert biome could be named something like "Barren Mesa" or "Forsaken Wasteland".
With a simple random pair of synonyms, you can basically generate a unique name for every biome.
(Of course there would have to be a list of synonyms adjectives and nouns for each biome type.)