I see a lot of people saying yes/no to individual things being suggested here, seems a lot of it stems from adventure mappers vs survival players, while an adventure/creative mapper may have something special/specific in mind a survival player would say no outright because it affects their gameplay as well.
Heres my suggestion:
add "publish" button/option to creative for adventure maps, with a list of blocks/items/options with radio buttons which set:
*starting inventory
*starting xp,food,health etc.
*option for drinking function
*modifies adventure properties ie. to not break blocks or only with correct tools
*place objects option(lights in adventure mode may need to be placable)
*add opening dialogue text for players "starting" the map
*fishing chance
*weather conditions
*squid spawn rate
*food/water consumption rate
*option to remove activation sound from dispencers,tripwires and pressure plates in adventure mode
*option for dropped items to not be "cleaned" from world, so player can find individual items in places other than chests(mappers should be responsible for performance of their maps)
A bit harder to code but will add even more functionality to this page would be a texture/mod list players can add along with their download links, game will then check for the files on pc when launching map for the 1st time if they don't exist the game would download from the links and place into required folders for a real experience change per map.
And any other options which can be modified easily that affect gameplay but players only wish those rules to be applied to that specific map.
eg:
-player 1 might make a pirate map where he wants to dig up sand to find treasure but not be able to damage ship/harbour structures or dig into rock.
-player 2 might want a strict no structure damage rule with full hunger and thirst bars with a faster rate for hardcore play.
It would actually be surprisingly easy to code for the most part i'd imagine, since the game when doing most these things is simply checking variables, ie. weather would be a random number that is used for time so instead of code saying:
when(time_for_weather) make_it_rain
it could become:
when(weather_turned_on) and (time_for_weather) make_it_rain
or they could also effect it at the 1st stage when telling the cpu there needs to be a variable called 'time_for_weather'
they could straight out make it = user setting.
Server config would also be usefull as well since admins may wish for these settings too, it shouldn't be hard though to tack them into map files somewhere as some kind of header information, by keeping the info in map files it makes it easier moving the data between users.
yeah i sorta wondered if that was a problem, is the title any better now i changed it?
wasn't really sure what i should title it when i made it the other night
Ability to control mob spawn rate, setting that mobs will spawn only from spawners, downfall always true or false(or normal), breaking only certain blocks, placing only certain blocks, game difficulty unable to be changed, only certain items can be used, etc.
What is downfall....you mean fall damage?, apart from that yes pretty much every option and variable(if possible) the more the better for map makers and adventure mode.
What is downfall....you mean fall damage?, apart from that yes pretty much every option and variable(if possible) the more the better for map makers and adventure mode.
Heres my suggestion:
add "publish" button/option to creative for adventure maps, with a list of blocks/items/options with radio buttons which set:
*starting inventory
*starting xp,food,health etc.
*option for drinking function
*modifies adventure properties ie. to not break blocks or only with correct tools
*place objects option(lights in adventure mode may need to be placable)
*add opening dialogue text for players "starting" the map
*fishing chance
*weather conditions
*squid spawn rate
*food/water consumption rate
*option to remove activation sound from dispencers,tripwires and pressure plates in adventure mode
*option for dropped items to not be "cleaned" from world, so player can find individual items in places other than chests(mappers should be responsible for performance of their maps)
A bit harder to code but will add even more functionality to this page would be a texture/mod list players can add along with their download links, game will then check for the files on pc when launching map for the 1st time if they don't exist the game would download from the links and place into required folders for a real experience change per map.
And any other options which can be modified easily that affect gameplay but players only wish those rules to be applied to that specific map.
eg:
-player 1 might make a pirate map where he wants to dig up sand to find treasure but not be able to damage ship/harbour structures or dig into rock.
-player 2 might want a strict no structure damage rule with full hunger and thirst bars with a faster rate for hardcore play.
Anyone else agree?
when(time_for_weather) make_it_rain
it could become:
when(weather_turned_on) and (time_for_weather) make_it_rain
or they could also effect it at the 1st stage when telling the cpu there needs to be a variable called 'time_for_weather'
they could straight out make it = user setting.
Server config would also be usefull as well since admins may wish for these settings too, it shouldn't be hard though to tack them into map files somewhere as some kind of header information, by keeping the info in map files it makes it easier moving the data between users.
wasn't really sure what i should title it when i made it the other night
Downfall is precipitation.