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    posted a message on Enzyme Rush – Searching for Game Designers! (Upcoming Open World Server, in Development for 5+ Months!)

    A developer application has been written up, but you will have to message a member of our crew for it. We can currently handle the workload on the programming side, and more developers reduces maintainability. However, if you express interest and can demonstrate aptitude in OOP principles and logical concepts, you may apply.


    ~ ER Crew

    Posted in: Server Recruitment
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    posted a message on Enzyme Rush – Searching for Game Designers! (Upcoming Open World Server, in Development for 5+ Months!)

    A link to the application format has been posted, in the case that neither of us are available. It can be submitted through a direct message on these forums, or on our Discord development server.


    ~ ER Crew

    Posted in: Server Recruitment
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    posted a message on Enzyme Rush – Searching for Game Designers! (Upcoming Open World Server, in Development for 5+ Months!)

    We are still looking for a game designer to join our crew! A formal application has been written up, which includes questions pertaining to demonstrating creativity in hypothetical situations.


    ~ ER Crew

    Posted in: Server Recruitment
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    posted a message on Enzyme Rush – Searching for Game Designers! (Upcoming Open World Server, in Development for 5+ Months!)



    We originally posted back in December with an overview of our GDD. Since then, we've been working on coding the framework as much as possible, using proper OOP principles, and are near the phase of implementing game-play mechanics. Due to extensive design and refactoring of the framework, implementing many features is trivial, they just have to be designed beforehand. In addition, aspects of the story have been fleshed out and altered.

    In order to balance the workload, we are searching for a game designer who can help design the following (all features are themed according to Biology and technology, see the original post for the fundamental concept):


    1. Biomes, each with land features, collectible resources, and mechanics. Ex: Traversing an acid swamp, representative of digestive functions, the player must wear a gas mask to survive, synthesizing bottled oxygen beforehand. Deadly parasites threaten to tear you to pieces, but at the end of this perilous journey, the player can extract fuel in his Extraction Chamber to power his enzyme generators back at base.
    2. Creatures that may be unique to a biome, including their behavior and physical features. They will be modeled using armor stands and spawn naturally.
    3. Item progression trees, beginning with the basic resources and the biome in which they generate, along a chain to create more complex tools and machines.
    4. Machines, which can be used to create certain items. Current machines are the Terminal (accesses nearby or underground containers such as chests), the Synthesizer (used to synthesize antibiotics to fight bacteria), and the Extraction Chamber (extracts oxygen from air, biofuel from leaves, etc).
    5. Custom structures, such as dungeons, that generate underground or above ground. These can be designed in a digital design program, and includes item placement, biome location, and engaging level flow.
    6. Events, which can randomly occur or be triggered by the player.

    We aren't using plugins such as Essentials, because we wanted to design more creative implementations of basic features. For example, mailing players comprises of a GUI mailbox that's accessed through a /radio command, complete with animations, particle effects, sound effects, and a notification system.


    Must have some form of experience, whether it is a love for modded games, or real-world game design experience. No programming or server management experience is required, and you do not need to construct anything in-game.


    If you are interested in assisting us with designing some or all of the above, please apply using this application. Submit the form through our Discord development server or a PM on these forums!


    Note: This is a volunteer position, but you may receive compensation from user donations, if you desire. We don't believe in the pay-to-win philosophy, and any donations are meant to go towards improving the server.


    Who are we?: We are a team of two Computer Science students that have decided to launch another MC server. Our experience in programming ranges from designing websites, robotics projects, to developing VR games, as well as previous skills in plugin development and server management.

    Posted in: Server Recruitment
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    posted a message on 👾 | Coding a new open world game mode for an upcoming server! Request features and critique our design... (+ Concept Art!)

    Progress Update [4/1/2019]
    Development is advancing smoothly and ramping up; chat utilities and moderation features have been implemented. If you wish to request specific features or improvements to communication, please suggest them!


    In addition, a section on crafting was added to the design, as it will be a significant factor in obtaining special items. Collecting materials in order to craft items encourages exploration and taking risks, rather than slowly gaining currency to purchase an item from a shop. However, the personal enzyme bar replaces the sense of progression from gaining currency.

    Happy New Year,
    ~ ER Crew

    Posted in: PC Servers
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    posted a message on 👾 | Coding a new open world game mode for an upcoming server! Request features and critique our design... (+ Concept Art!)

    Progress Update [28/12/2018]
    An additional poll was introduced to gain feedback on which features to prioritize, we would appreciate it if you fill it out!

    Thank you for your consideration,
    ~ ER Crew

    Posted in: PC Servers
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    posted a message on MCProHosting - World's Largest Game Server Provider - Official Host of: Hypixel, ZexyZek, LootCrate, SkyDoesMineCraft and more!

    Solid connection and hardware, I've ordered from them in the past and they responded fairly quickly to support tickets.

    Posted in: Minecraft Server Hosting
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    posted a message on Lavender 💰 SMP 💰 PvE 💰 Economy 💰 Roles 💰 Towns

    Has quite a few unique plugins, owner is welcoming. The spawn has decorations fit for the holidays, which is a nice touch as well.

    Posted in: PC Servers
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    posted a message on 👾 | Coding a new open world game mode for an upcoming server! Request features and critique our design... (+ Concept Art!)


    For years, servers have adopted the same set of game modes, with limited variety. Now, imagine a server harboring a brand-new game mode that emphasizes game mechanics and player experience, while adopting ideas that are radically different than any current game modes! Here, we will showcase our design that attempts to redefine the possibilities of servers!



    The following is a summary of our biologically themed design, divided into sections.

    Note: This is loosely based on biology, so many features are not scientifically accurate.


    This world takes place on an alternate planet comprised of large-scale biomes that represent sections of biology. The heart of the world resides centrally, sustaining life of all microorganisms (aka players and NPC’s). However, diseased, radiated microbes and viruses are now invading this pristine world, infecting biomes and reeking havoc in order to reign control. Players must sustain the heart of the server to prevent microbes from spreading disease across the world and infiltrating the heart!


    A Journey Begins

    Dazed and thoroughly excited, the player embarks on their journey within the colossal heart of the server; arteries flow above them, rivers of blood feather outwards, and special effects dance in front of their eyes. The spawn point itself is located in a pacemaker within the heart (a metaphor that players are the pacemaker of the server). A glass tube sits inside the pacemaker, offering an expansive view of the internal structures. Metallic and skeletal structures snake throughout the spawn, and four entry point arteries allow players to deposit collected enzymes. Glancing at their inventory, a curiously named "Enzyme Generator" sits at their belt, along with initial items. Suddenly, a friendly cell materializes in a puff of smoke, and guides the player through their first steps of mastering their journey through this unique world.


    A very loose interpretation of spawn. (Subject to change)

    Main Objective

    Players collect materials to craft enzyme generators (that appear to look like mitochondria) using materials such as: radiated flesh from the mutated biome, iron from the cardiovascular biome, and oxygen from the plant biome. These generators produce enzymes, which are resources that supply the heart through one of the entry point arteries. In addition to enzyme generators, there may also be iron gens, calcium gens, etc. After placing generators in their base, players can charge them by pulling a lever to automatically produce their assigned material, which can be collected at any time.


    At the top of the screen is a bar that blinks between the global enzyme level and the player’s personal level. Players can visit the heart in order to deposit enzymes in one of the four arteries, which will increase their personal enzyme bar as well as the global bar. Depositing enzymes provides benefits, while allowing microbes to steal enzymes induces consequences. Maxing out the global enzyme level will spawn a boss fight with positive outcomes, such as increased generator efficiency. Afterwards, the global bar will reset to halfway, but the player's bar will remain the same. Allowing the global bar to deplete completely catalyzes the opposite effect: infecting the heart, decreasing generator efficiency, and plunging the world into utter despair, at least until the players work together to resupply the heart with enzymes.


    Possible generator designs.


    Biomes

    The world will comprise of various biomes that represent sections of biology.


    Examples:

    Radiated Biome: Rivers of toxic chemicals stream through mutated lands cluttered with decaying cells and viruses. The weather is thunderous, and moonlight boldly streaks through the clouds. A dense fog reduces the player’s visibility, while deadly, mutant microbes scutter in the darkness. The player seeks radiated flesh, in order to craft additional generators.

    Plant Biome: Dense foliage towers over the minuscule players, fighting for precious sunlight. Leaves can be broken in order to retrieve oxygen, water, and organic material. Players must wade through colossal puddles that invite muddied microbes to hide in the undergrowth, awaiting their next victim.


    Concept art of the mutant biome (left to right: decaying cell, radiated river, virus, radiated lake, crystallized tree).


    Combat

    Certain actions have a chance of a random event, such as a microbe raid. For instance, mining a radiated flesh block has a chance of releasing a radiated microbe. In terms of player combat, we will use a different system than the vanilla style. When a player hits another player, they will do minimal damage until the other player engages, upon which both players deal full damage. This feature allows someone to decline player combat, while retaining the combat option for others.


    A virus boss with a ray that can strike the ground on fire, damage the player, and summon parasites. Bosses will have multiple undetermined stages.


    Crafting

    Players can scavenge the biomes for special materials, which can be used to craft generators and other items of interest. A custom GUI will appear when opening a crafting table or running the command. The user will be able to scroll through recipes for generators and items, and clicking an item will unveil the recipe for it.


    Moderation

    In order to ensure a welcoming environment, players will have to apply via a detailed application process that inquires about not only experience within the game, but real-world leadership roles. Only the minimal amount of people will be hired to moderate, from varying time zones. We have a zero tolerance policy for shenanigans, but players will be able to appeal via email explaining their actions.


    Additional features

    As soon as Vivecraft is updated to 1.13, we will add support for VR users and introduce features that enhance their experience. Other possible features that may be introduced include: objectives, murdering fellow players to become an enemy microbe, and choosing various types of cells to play as. However, we will first focus on making the main game-play seamless and polished.


    If you wish to be notified when beta testing is available or desire more information, simply reply below, direct message this account, or email [email protected] and we will get back to you as soon as possible.


    Who are we?: We are student VR (Virtual Reality) developers that have recently decided to launch another MC server. Our experience in programming ranges from designing websites to developing VR games, as well as previous skills in plugin development and server management.

    Posted in: PC Servers
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