There should be a new gametype, called Colony mode.
Its basically just like survival, except that villagers will spawn when there are many player generated blocks (planks, wool, cobblestone, etc). So basically, to sum it up, its a mode that would put people into all the many houses and towns and cities that you create. :smile.gif: If possible though, Notch could add a code that makes these villagers only spawn on the blocks that the player puts down, so that you don't find testificates in strongholds (but testificates respawning in NPC villages would be nice.)
Testificates should have their AI improved, and NPC villages should spawn with fences around them to prevent the villagers from wandering off deep into the wilderness. In villages and around where testificates spawn, there will be guard versions of the testificates who wear blue uniforms. They will attack monsters in a way exactly like the zombie, and if you attack any nearby testificates, the ones you attacked will run away like the farm animals will do, and any of the guards nearby will attack you. Also, farmers should be wearing brown clothes instead, and a new class of testificate, the hunter, will be added. He attacks farm animals who spawn nearby, and he wears a green uniform.
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Hmmm... cool idea!
To build off of the ideas presented thus far, perhaps in village areas, there could be a block that villagers sort of spawn from that could be located in whatever headquarter building is in the town (library or something). The villagers would remain somewhat near to that and prefer shacking up near player- or npc-made (if that ever happens) structures and blocks. That would have to be recorded somehow in the game either with or without the player knowing about it.
The npcs could, out of their own motivation, expand their village, build new mines, farms, chop down trees, etc, and get their own little economy going that is actually tangible. Perhaps trade, supply and demand, etc. could be loosely simulated between towns, and bartering (I'd stay away from currency...) could take place behind the scenes as well as with player interaction. To make this more meaningful, I'd certainly put in more differences between biomes, change mineral vein deposit algorithms and the like to make places have meaningful differences. Like, if a village is near iron veins and doesn't have a lot of wood, it could supply iron to surrounding villages, trading for wood or something. This would require villagers being aware of other settlements.
With the aforementioned NPC spawn block, perhaps the player could craft one somehow (with enough experience or something! Or through some sort of NPC interaction!), deposit it at some place of choice, and found their own town complete with NPCs. The block could allow an interface for loose government and zoning of things like mines, forestry operations, and other economic activities. :biggrin.gif:
I could post mathematical models for the economy stuff if you want!!!
Or, why not if you build a house and put a bed in it that you currently don't use, a villager shows up nearby the house and offers you some rare resource to stay in it. Basically use unused beds as "villager attractors".
This also works in castles with many bedrooms. They'll just appear in the castle hallways and offer you something for the room.
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Ive wanted to see something like this in Minecraft for a long time. Add in a Terraria like system where the player must find or do certain things to get more NPCs to move in and you now have a reason for all of the building and exploring that MC lets you do. The wonderful block crafting engine that is Minecraft would be come a game with a clear measure of achievement. (yes some of you will still prefer to find your own goals)
I disagree with the spawning villages and guards that attack the player though. I want them to move into the house that I build and the guards work for me so I make the rules! :smile.gif:
TheRictus's suggestion of beds seems to be the easiest way for the NPC AI to know where home is. Fences, walkways, crops, etc could tell them where they are supposed to go outside. Tile flooring, furniture, lighting, etc could tell them what is considered indoors and where to go when it gets dark.
Guards and defenses would have to be placed to keep out the usual mobs. It might be fun to have triggered events where enemies come for your city in force.
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Its basically just like survival, except that villagers will spawn when there are many player generated blocks (planks, wool, cobblestone, etc). So basically, to sum it up, its a mode that would put people into all the many houses and towns and cities that you create. :smile.gif: If possible though, Notch could add a code that makes these villagers only spawn on the blocks that the player puts down, so that you don't find testificates in strongholds (but testificates respawning in NPC villages would be nice.)
Testificates should have their AI improved, and NPC villages should spawn with fences around them to prevent the villagers from wandering off deep into the wilderness. In villages and around where testificates spawn, there will be guard versions of the testificates who wear blue uniforms. They will attack monsters in a way exactly like the zombie, and if you attack any nearby testificates, the ones you attacked will run away like the farm animals will do, and any of the guards nearby will attack you. Also, farmers should be wearing brown clothes instead, and a new class of testificate, the hunter, will be added. He attacks farm animals who spawn nearby, and he wears a green uniform.
To build off of the ideas presented thus far, perhaps in village areas, there could be a block that villagers sort of spawn from that could be located in whatever headquarter building is in the town (library or something). The villagers would remain somewhat near to that and prefer shacking up near player- or npc-made (if that ever happens) structures and blocks. That would have to be recorded somehow in the game either with or without the player knowing about it.
The npcs could, out of their own motivation, expand their village, build new mines, farms, chop down trees, etc, and get their own little economy going that is actually tangible. Perhaps trade, supply and demand, etc. could be loosely simulated between towns, and bartering (I'd stay away from currency...) could take place behind the scenes as well as with player interaction. To make this more meaningful, I'd certainly put in more differences between biomes, change mineral vein deposit algorithms and the like to make places have meaningful differences. Like, if a village is near iron veins and doesn't have a lot of wood, it could supply iron to surrounding villages, trading for wood or something. This would require villagers being aware of other settlements.
With the aforementioned NPC spawn block, perhaps the player could craft one somehow (with enough experience or something! Or through some sort of NPC interaction!), deposit it at some place of choice, and found their own town complete with NPCs. The block could allow an interface for loose government and zoning of things like mines, forestry operations, and other economic activities. :biggrin.gif:
I could post mathematical models for the economy stuff if you want!!!
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This also works in castles with many bedrooms. They'll just appear in the castle hallways and offer you something for the room.
I disagree with the spawning villages and guards that attack the player though. I want them to move into the house that I build and the guards work for me so I make the rules! :smile.gif:
TheRictus's suggestion of beds seems to be the easiest way for the NPC AI to know where home is. Fences, walkways, crops, etc could tell them where they are supposed to go outside. Tile flooring, furniture, lighting, etc could tell them what is considered indoors and where to go when it gets dark.
Guards and defenses would have to be placed to keep out the usual mobs. It might be fun to have triggered events where enemies come for your city in force.