Ever play darkworld?
It was a overall stupid game with plenty of horror elements.
All elements of the game should be disregarded but for one Base mechanic that it all hinged on.
Whatever you did in the "overworld" , happened in the "darkworld" visa versa.
What does this mean? Simple, you could use the "darkworld", aka the ender in this case to influence the overworld, and visa versa.
Most of the tricks are simple.
For instance, placing a chest and filling it with items in the "ender/darkworld" would make a overworld equivalent. It doesn't copy the items however, if it is removed in either chest then that item is removed from the other worlds chest.
It is to note however, ONLY chests placed in the "ender" for this game should do such an effect, and not visa versa. This means placing chests in the overworld "do not link" aka, do not exist in the ender.
Some chests in "fortresses" are only unlocked via going to the darkworld/ender equivalent castle. Yet are repersented in the overworld.
Using these Niche's in game desighn you could essentially have various scenarios for epic quests, without actually putting any linear story to it. Referring back to the old man of Terraria, you could have "unlocking the chest" do some sort of event in the overworld *boss spawn*.
The dark world, changes items. The dark world, is the ender. The world of interconnected evil, which also explains the "endermen's" obsession with moving blocks around, they are trying to influence both worlds. They are creatures, lost to that insanity.
There is so many things that can be done with the inter connectivity of the worlds that would all be great, and would all be done with "tricks".
It may not be possible with the current minecraft framework, but who knows. Maybe notch could make the ender more epic and similar in mechanics that would allow basically "a shadow verse" of the overworld, which is the ender.
You could even randomly have things "connected" between two worlds like that, various secrets open up as a result of the things you do in the "ender". Secret chambers with magically protected doors/rooms, A realm hidden in shadow until the shadows are dispelled in the "dark realm/ender" which cause the overworld's secrets to be revealed.
Things become significantly more scary as well, with such mechanics. It would even be cool if you could see "player's souls" that are in the overworld, in the darkrealm/ender/darkworld.
1/1 scale for each block, yet remains the same flatish landscape.
The dark world would have to be very and varied in it's dangers to make it very hard to influence the two worlds, yet make it worth while.
Also, you cannot carry items directly into the dark world, and only can put other worlds items in very limited space/very very rare chests. These are the chests that straddle the two worlds. Signified in dark black metal. If create-able they would be very very very costly *using many eyes to link the two worlds*.
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You can go ahead and move at the speed of light, But i will move at the speed of darkness.
People are already complaining about minecraft becoming an RPG, why make it even more like an RPG?
It is not a rpg, it is a mechanic.
I didn't say add a rpg quest, instead I said add a mechanic that would allow the player to do something.
I didn't say add in linear "missions", instead I said add in something that allows rarity to exist through doing something out of the ordinary really.
Any powerful item/thing needs to be hard to get to avoid grieving, and using these mechanics you can do alot more then you would imagine currently.
To be able to effect one place from another place is a interesting thing that should be explored, I don't remember a rpg doing that kind of stuff anyways. Even though technically "darkworld" is a rpg, I guess? I really don't know what it is, maybe it's a adventure game, but meh.
I was reflecting on using a mechanic that could make minecraft more interesting from a mechanical perspective, as well as a challenge.
As you have the creative people, and the people who just want to slay stuff.
This kind of thing appeases both. Without adding something senseless like a long winded story.
You don't use your eyes as much as your hands, loud one.
I am sorry, your right; a game with rp mechanics isn't an rpg. Its just a game thats has everthing an rpg does, but some people don't consider an rpg. Lol, anyone who likes the new rp mechanics would be on your side, but I'm the only one who even bothered to comment, and I want to down grade to 1.7 or 1.6.
Honestly I would rather see the skyworld than the ender anyway.
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I am sorry, your right; a game with rp mechanics isn't an rpg. Its just a game thats has everthing an rpg does, but some people don't consider an rpg. Lol, anyone who likes the new rp mechanics would be on your side, but I'm the only one who even bothered to comment, and I want to down grade to 1.7 or 1.6.
Honestly I would rather see the skyworld than the ender anyway.
The mechanic it's self is not a rpg mechanic, it just happens to come from a rpg game.
To be able to effect one world with a "related plane" is a mechanic that could be explored in a world with physical rules, like minecraft.
I oddly enough, also hate Rpg mechanics, so I don't know why you are barking my headoff.
Considering I thought of something that could be used in a creative sense, as well as a rpg sense.
For instance, a block that is related in it's position in the ender to the overworld. This "endblock" or whatever it could be called, Would move according to how you moved/what you did to it in the ender realm.
This could be used for all sorts of mechanics everything from a "ender based Lock for doors".
To various "dimensional traps", that had some advanced mechanics you can't see becuase they are in the ender, but are effecting the overworld.
Now it becomes "rpg" when you add mystal items like retarted swords that shoot fire balls into speacial chests that can only be unlocked in the enderealm.
Then it becomes a "rpg".
See what I am saying?
I would rather much go twords the mechanics side of things with interactive awsome blocks doing ****. Because that is where the fun lay's with creating things.
Though, it can also be used for the rp side for the people who love swinging swords and being retards.
It is the best of both worlds, and this is why it should be included as a part of The end's relation to overworld.
Much like how the nether is used to "move".
Well the end is a odd inter connective place where interactions occur between two mysterious worlds.
With a mob like the endermen who can move blocks around, mysterious things would be moved around changed ect by this.
Causing a unique layer of interactivity as well. Almost as if ghosts are moving the interconnected blocks.
The bad thing about this however I must say upfront.
Doing this kind of mechanic requires two worlds to be loaded simultaneously and notches current program is very dam messy, I don't think it is efficient enough to fully realize this, but if he starts now he can get the capability up to the standards so that no lag is experienced beyond the norm.
For you would have to consider "what blocks are doing in ender', and "what blocks are doing in overworld" so that the two worlds can be updated correctly.
Such a addition would be mind boggling. Elevators that fit like they are suppose to, massive mechanical doors, advanced lockes, weird transporting mechanics, and other things are made possible by having things "on the otherside".
Rollback Post to RevisionRollBack
You can go ahead and move at the speed of light, But i will move at the speed of darkness.
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It was a overall stupid game with plenty of horror elements.
All elements of the game should be disregarded but for one Base mechanic that it all hinged on.
Whatever you did in the "overworld" , happened in the "darkworld" visa versa.
What does this mean? Simple, you could use the "darkworld", aka the ender in this case to influence the overworld, and visa versa.
Most of the tricks are simple.
For instance, placing a chest and filling it with items in the "ender/darkworld" would make a overworld equivalent. It doesn't copy the items however, if it is removed in either chest then that item is removed from the other worlds chest.
It is to note however, ONLY chests placed in the "ender" for this game should do such an effect, and not visa versa. This means placing chests in the overworld "do not link" aka, do not exist in the ender.
Some chests in "fortresses" are only unlocked via going to the darkworld/ender equivalent castle. Yet are repersented in the overworld.
Using these Niche's in game desighn you could essentially have various scenarios for epic quests, without actually putting any linear story to it. Referring back to the old man of Terraria, you could have "unlocking the chest" do some sort of event in the overworld *boss spawn*.
The dark world, changes items. The dark world, is the ender. The world of interconnected evil, which also explains the "endermen's" obsession with moving blocks around, they are trying to influence both worlds. They are creatures, lost to that insanity.
There is so many things that can be done with the inter connectivity of the worlds that would all be great, and would all be done with "tricks".
It may not be possible with the current minecraft framework, but who knows. Maybe notch could make the ender more epic and similar in mechanics that would allow basically "a shadow verse" of the overworld, which is the ender.
You could even randomly have things "connected" between two worlds like that, various secrets open up as a result of the things you do in the "ender". Secret chambers with magically protected doors/rooms, A realm hidden in shadow until the shadows are dispelled in the "dark realm/ender" which cause the overworld's secrets to be revealed.
Things become significantly more scary as well, with such mechanics. It would even be cool if you could see "player's souls" that are in the overworld, in the darkrealm/ender/darkworld.
1/1 scale for each block, yet remains the same flatish landscape.
The dark world would have to be very and varied in it's dangers to make it very hard to influence the two worlds, yet make it worth while.
Also, you cannot carry items directly into the dark world, and only can put other worlds items in very limited space/very very rare chests. These are the chests that straddle the two worlds. Signified in dark black metal. If create-able they would be very very very costly *using many eyes to link the two worlds*.
Cool story bro. Not much else.
You are a lot of useless in one sad little man.
What a wasted post.
People are already complaining about minecraft becoming an RPG, why make it even more like an RPG?
It is not a rpg, it is a mechanic.
I didn't say add a rpg quest, instead I said add a mechanic that would allow the player to do something.
I didn't say add in linear "missions", instead I said add in something that allows rarity to exist through doing something out of the ordinary really.
Any powerful item/thing needs to be hard to get to avoid grieving, and using these mechanics you can do alot more then you would imagine currently.
To be able to effect one place from another place is a interesting thing that should be explored, I don't remember a rpg doing that kind of stuff anyways. Even though technically "darkworld" is a rpg, I guess? I really don't know what it is, maybe it's a adventure game, but meh.
I was reflecting on using a mechanic that could make minecraft more interesting from a mechanical perspective, as well as a challenge.
As you have the creative people, and the people who just want to slay stuff.
This kind of thing appeases both. Without adding something senseless like a long winded story.
You don't use your eyes as much as your hands, loud one.
Honestly I would rather see the skyworld than the ender anyway.
The mechanic it's self is not a rpg mechanic, it just happens to come from a rpg game.
To be able to effect one world with a "related plane" is a mechanic that could be explored in a world with physical rules, like minecraft.
I oddly enough, also hate Rpg mechanics, so I don't know why you are barking my headoff.
Considering I thought of something that could be used in a creative sense, as well as a rpg sense.
For instance, a block that is related in it's position in the ender to the overworld. This "endblock" or whatever it could be called, Would move according to how you moved/what you did to it in the ender realm.
This could be used for all sorts of mechanics everything from a "ender based Lock for doors".
To various "dimensional traps", that had some advanced mechanics you can't see becuase they are in the ender, but are effecting the overworld.
Now it becomes "rpg" when you add mystal items like retarted swords that shoot fire balls into speacial chests that can only be unlocked in the enderealm.
Then it becomes a "rpg".
See what I am saying?
I would rather much go twords the mechanics side of things with interactive awsome blocks doing ****. Because that is where the fun lay's with creating things.
Though, it can also be used for the rp side for the people who love swinging swords and being retards.
It is the best of both worlds, and this is why it should be included as a part of The end's relation to overworld.
Much like how the nether is used to "move".
Well the end is a odd inter connective place where interactions occur between two mysterious worlds.
With a mob like the endermen who can move blocks around, mysterious things would be moved around changed ect by this.
Causing a unique layer of interactivity as well. Almost as if ghosts are moving the interconnected blocks.
The bad thing about this however I must say upfront.
Doing this kind of mechanic requires two worlds to be loaded simultaneously and notches current program is very dam messy, I don't think it is efficient enough to fully realize this, but if he starts now he can get the capability up to the standards so that no lag is experienced beyond the norm.
For you would have to consider "what blocks are doing in ender', and "what blocks are doing in overworld" so that the two worlds can be updated correctly.
Such a addition would be mind boggling. Elevators that fit like they are suppose to, massive mechanical doors, advanced lockes, weird transporting mechanics, and other things are made possible by having things "on the otherside".