Adventure mode is a game mode that has been in the queue as a confirmed future feature for a long time. It is a mode that will allow adventure maps to be played the way they were meant too, rather than on survival mode.
But what is the difference? After all there are adventure maps now and they work fine on survival mode. Why can't we just leave it at that?
My answer to that, is that adventure mode can be so much better than that. Why limit ourselves when we can do so much more?
Without further ado, here is my suggestion for what Adventure Mode should be.
ADVENTURE MODE
Changing The Game Mode
First off the actual adventure map is made in creative mode along with whatever external editors an Adventure map maker would like to use. Nothing much changes here from what we have currently.
Currently however, once the adventure map is created, the creator must then use an external tool to change the game mode of the adventure map to survival (or hardcore).
Obviously this is a spot of inconvinience for a map creator. So this first suggestion is rather simple. A way to change the game mode in game.
I propose that the way to do this is to change the "rename" option in the world selection menu, and merge it with the delete button so it's one big button and change it to a "world options" button.
Clicking this button will open up the world options menu, which is different for the "more world options..." menu found when creating a new world (which by the way should be changed to something like "more generation options..." or something).
This menu is where the gamemode can be changed and is where the delete and rename option is moved to. There will also be a number of options for adventure mode which I will get in to later.
From here the world can be changed from creative mode, to adventure mode, freely. A creative world can also be changed to a survival world, however it CANNOT be changed back to creative mode.
This is mostly a measure to prevent easy cheating. If you are determined to change it back you can use an external editor, otherwise it is locked in place. The reason you can change this at all is so that people can still create survival maps.
Regular players can use this to cheat in a chest of diamonds at the start, but that's their business.
Hardcore worlds cannot be changed to, or from, any mode (without external editors).
World Options
Alongside the change game mode, rename and delete buttons found in the world options menu are a number of options for adventure mode.
These options ONLY take effect in adventure mode. Every other mode is unaffected.
Adventure map makers can use these options to easily set the parameters for their adventure map.
These options are: Breakable blocks - A map creator can select as many blocks as he/she wants from a list to be defined as "breakable." All other blocks will be indestructible.
For example a map might require you to break clay blocks in order to progress or find secret treasure, so the map maker will select clay blocks from this list. Blocks can still be destroyed by explosions from TNT. Blocks drop items? - Can select, from a list, what blocks will drop their item components. This will simply mean that if a player breaks some clay, or another block defined as breakable, nothing will be dropped if they are not also on this list. So clay won't drop clay balls or dirt won't drop a dirt block etc. This also applies to explosions from TNT.
Map creators however, might want torches or something to be dropped as an item, so they can be added to this list. Creepers/Endermen affect blocks? - Either Yes or No. This will disable a creepers ability to destroy blocks (though they will still explode and damage the player) and the Enderman's ability to pick up blocks. No need to worry about creepers blowing up redstone now! Natural mob spawning? - Either Yes or No. If disabled, monsters will no longer naturally spawn in the dark, but they CAN still spawn from dispensers and mob spawners. Passive mobs will also be affected.
This is mostly to stop mobs from spawning in unwanted places, ie. in the dark areas under structures, or on minecart tracks. Allow dispenser access? - Either Yes or No. If turned off, players will not be able to open a dispensers inventory. Right clicking a dispenser will do nothing.
That's all I can think of right now. Please suggest more!
These options will be saved into the world's folder. So a person playing an adventure map should already have all the options set correctly by the creator and should be good to go!
Easy Opening of the Saves Folder
A question a lot of new adventure map players ask is "How do I install adventure maps?"
A legitimate question seeing as there is no official way of opening the saves folder directly from Minecraft.
This is simply a button in the single player world seletion menu that opens up the Minecraft saves folder. Exactly how the "open texture pack folder" button works in the texture pack menu. All the player needs to do now is drag the map folder in the saves folder and he's/she's done. Simple!
Additional Suggestions
While these are not part of the main idea, they are much needed additions to make adventure mode the best it can be.
Custom books - A long awaited feature, like adventure mode itself, custom books are a way of communicating information to the person playing your adventure map, without needing to resort to signs or external .txt documents that may ruin immersion. While maps are an option, they aren't ideal, since you need external editors to make them and they can only fit so much text.
The way I imagine books working is quite similar to maps. That is, you have to hold them in your hands and look down at it to read it.
Right clicking can be used to turn a page, and left clicking to turn back a page (and simultaneously punch :tongue.gif: ).
Books can be edited at some sort of book editing station. A block that allows you to put in a book and edit it. It could incorporate a bookshelf, a feather, and an ink sac into it's crafting recipe.
There are a number of seperate thread for custom books around, such as on The Arts thread. As long as custom books are implemented in some way, I'm happy. :biggrin.gif:
NPCs - Sometimes, however, the adventure map creator doesn't want information to be given to the player via a note, and want there to be an actual character to talk to them.
This feature however, shouldn't be over complicated. All the NPC should do, in my opinion, is talk to you, and perhaps give or take items.
Right clicking an NPC mob (not to be confused with a villager, these are completly new mobs and can only be spawned in with an egg) in creative mode will bring up a conversation editor that will have a simple dialogue tree system. You can type out a greeting for what the NPC will say when the player right clicks them in adventure mode and the player will be able to select what he/she wants to say from a list of options you give him/her. The Npc will then say another thing depending on what the player said and so on.
You can make it so some things to NPC says only appear once, or if the player has a certain itme in thier inventory.
The NPC can also perform actions that are linked to what he says, for example if you make the NPC say: "It's dangerous to go alone. Take this!" you can make him give the player a sword. Or you can make him say "I'll meet you on the other side!" and then he will destroy itself, and when the player reaches the other side he/she will find an identical NPC that now says "Phew! We made it through!"
Note that the NPCs won't be able to move or do anything other than talk and give/take items. The map creators can still give the illusion of a moving NPC by having ones that look the same and have the same name along the map, but each one will still be a seperate entity. After all you are having the adventure, not the NPC!
NPCs can look however you like. You can select from a number of existing models (ie. human, testificate, zombie, etc.) and can customise it's skin by adding skins somewhere into the map folder then selecting them by right clicking the NPC in creative mode.
If you have your own ideas for NPCs, please post them! This is just my idea for them.
Please suggest anything else you might think is a good addition to adventure mode. These two things are what immediatly spring to mind for me.
And that's it for my suggestion for adventure mode. This is very much a community idea though so feel free to suggest additions or changes to this suggestion so we can make this the best idea for adventure mode it can be :smile.gif: .
Summary (TL;DR)
Adventure mode will be a mode that allows adventure maps created by the community to be played as intended.
You can, through the use of a new menu, change the game mode from creative to adventure or survival.
Adventure map creators will be able to select options so that their adventure map is played as they intended it to be played.
A button similar to the "open texture packs folder" will be added for the save folder. To allow easy install of adventure maps.
Custom books and NPCs can also be added to increase immersion.
I dont like the idea for a custom npc (skin)
Imagine *players drop ghast in the npc folder and delete all other skins*
xD
I decided that NPC skins should be in the map's save folder so that player's downloading a map would only need to folder and would have everything they needed from that.
And if the player wanted a ghast NPC, well why not? It wouldn't attack you or anything, it would just float there and talk to you :tongue.gif: .
Although this post is old, it is very relevant with the newest adventure mode in snapshot 12w22a.
I agree that it would be nice to customize exactly all the features about the gamemode that you want. All the details you went through make lots of sense!
But what is the difference? After all there are adventure maps now and they work fine on survival mode. Why can't we just leave it at that?
My answer to that, is that adventure mode can be so much better than that. Why limit ourselves when we can do so much more?
Without further ado, here is my suggestion for what Adventure Mode should be.
Changing The Game Mode
First off the actual adventure map is made in creative mode along with whatever external editors an Adventure map maker would like to use. Nothing much changes here from what we have currently.
Currently however, once the adventure map is created, the creator must then use an external tool to change the game mode of the adventure map to survival (or hardcore).
Obviously this is a spot of inconvinience for a map creator. So this first suggestion is rather simple. A way to change the game mode in game.
I propose that the way to do this is to change the "rename" option in the world selection menu, and merge it with the delete button so it's one big button and change it to a "world options" button.
Clicking this button will open up the world options menu, which is different for the "more world options..." menu found when creating a new world (which by the way should be changed to something like "more generation options..." or something).
This menu is where the gamemode can be changed and is where the delete and rename option is moved to. There will also be a number of options for adventure mode which I will get in to later.
From here the world can be changed from creative mode, to adventure mode, freely. A creative world can also be changed to a survival world, however it CANNOT be changed back to creative mode.
This is mostly a measure to prevent easy cheating. If you are determined to change it back you can use an external editor, otherwise it is locked in place. The reason you can change this at all is so that people can still create survival maps.
Regular players can use this to cheat in a chest of diamonds at the start, but that's their business.
Hardcore worlds cannot be changed to, or from, any mode (without external editors).
World Options
Alongside the change game mode, rename and delete buttons found in the world options menu are a number of options for adventure mode.
These options ONLY take effect in adventure mode. Every other mode is unaffected.
Adventure map makers can use these options to easily set the parameters for their adventure map.
These options are:
Breakable blocks - A map creator can select as many blocks as he/she wants from a list to be defined as "breakable." All other blocks will be indestructible.
For example a map might require you to break clay blocks in order to progress or find secret treasure, so the map maker will select clay blocks from this list. Blocks can still be destroyed by explosions from TNT.
Blocks drop items? - Can select, from a list, what blocks will drop their item components. This will simply mean that if a player breaks some clay, or another block defined as breakable, nothing will be dropped if they are not also on this list. So clay won't drop clay balls or dirt won't drop a dirt block etc. This also applies to explosions from TNT.
Map creators however, might want torches or something to be dropped as an item, so they can be added to this list.
Creepers/Endermen affect blocks? - Either Yes or No. This will disable a creepers ability to destroy blocks (though they will still explode and damage the player) and the Enderman's ability to pick up blocks. No need to worry about creepers blowing up redstone now!
Natural mob spawning? - Either Yes or No. If disabled, monsters will no longer naturally spawn in the dark, but they CAN still spawn from dispensers and mob spawners. Passive mobs will also be affected.
This is mostly to stop mobs from spawning in unwanted places, ie. in the dark areas under structures, or on minecart tracks.
Allow dispenser access? - Either Yes or No. If turned off, players will not be able to open a dispensers inventory. Right clicking a dispenser will do nothing.
That's all I can think of right now. Please suggest more!
These options will be saved into the world's folder. So a person playing an adventure map should already have all the options set correctly by the creator and should be good to go!
Easy Opening of the Saves Folder
A question a lot of new adventure map players ask is "How do I install adventure maps?"
A legitimate question seeing as there is no official way of opening the saves folder directly from Minecraft.
This is simply a button in the single player world seletion menu that opens up the Minecraft saves folder. Exactly how the "open texture pack folder" button works in the texture pack menu. All the player needs to do now is drag the map folder in the saves folder and he's/she's done. Simple!
Additional Suggestions
While these are not part of the main idea, they are much needed additions to make adventure mode the best it can be.
Custom books - A long awaited feature, like adventure mode itself, custom books are a way of communicating information to the person playing your adventure map, without needing to resort to signs or external .txt documents that may ruin immersion. While maps are an option, they aren't ideal, since you need external editors to make them and they can only fit so much text.
The way I imagine books working is quite similar to maps. That is, you have to hold them in your hands and look down at it to read it.
Right clicking can be used to turn a page, and left clicking to turn back a page (and simultaneously punch :tongue.gif: ).
Books can be edited at some sort of book editing station. A block that allows you to put in a book and edit it. It could incorporate a bookshelf, a feather, and an ink sac into it's crafting recipe.
There are a number of seperate thread for custom books around, such as on The Arts thread. As long as custom books are implemented in some way, I'm happy. :biggrin.gif:
NPCs - Sometimes, however, the adventure map creator doesn't want information to be given to the player via a note, and want there to be an actual character to talk to them.
This feature however, shouldn't be over complicated. All the NPC should do, in my opinion, is talk to you, and perhaps give or take items.
Right clicking an NPC mob (not to be confused with a villager, these are completly new mobs and can only be spawned in with an egg) in creative mode will bring up a conversation editor that will have a simple dialogue tree system. You can type out a greeting for what the NPC will say when the player right clicks them in adventure mode and the player will be able to select what he/she wants to say from a list of options you give him/her. The Npc will then say another thing depending on what the player said and so on.
You can make it so some things to NPC says only appear once, or if the player has a certain itme in thier inventory.
The NPC can also perform actions that are linked to what he says, for example if you make the NPC say: "It's dangerous to go alone. Take this!" you can make him give the player a sword. Or you can make him say "I'll meet you on the other side!" and then he will destroy itself, and when the player reaches the other side he/she will find an identical NPC that now says "Phew! We made it through!"
Note that the NPCs won't be able to move or do anything other than talk and give/take items. The map creators can still give the illusion of a moving NPC by having ones that look the same and have the same name along the map, but each one will still be a seperate entity. After all you are having the adventure, not the NPC!
NPCs can look however you like. You can select from a number of existing models (ie. human, testificate, zombie, etc.) and can customise it's skin by adding skins somewhere into the map folder then selecting them by right clicking the NPC in creative mode.
If you have your own ideas for NPCs, please post them! This is just my idea for them.
Please suggest anything else you might think is a good addition to adventure mode. These two things are what immediatly spring to mind for me.
And that's it for my suggestion for adventure mode. This is very much a community idea though so feel free to suggest additions or changes to this suggestion so we can make this the best idea for adventure mode it can be :smile.gif: .
Summary (TL;DR)
Adventure mode will be a mode that allows adventure maps created by the community to be played as intended.
You can, through the use of a new menu, change the game mode from creative to adventure or survival.
Adventure map creators will be able to select options so that their adventure map is played as they intended it to be played.
A button similar to the "open texture packs folder" will be added for the save folder. To allow easy install of adventure maps.
Custom books and NPCs can also be added to increase immersion.
I tried to break it up a little so it wasn't: WALL OF TEXT.
I'll add a summary though.
I decided that NPC skins should be in the map's save folder so that player's downloading a map would only need to folder and would have everything they needed from that.
And if the player wanted a ghast NPC, well why not? It wouldn't attack you or anything, it would just float there and talk to you :tongue.gif: .
I agree that it would be nice to customize exactly all the features about the gamemode that you want. All the details you went through make lots of sense!
[My Suggestion] Safes/ Locked Chests http://www.minecraftforum.net/topic/881982-a-safe-vault-a-balanced-approach/