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"Dungeon Keeper-inspired" Event | |
My original post from when minecraft had just entered beta: http://www.reddit.com/r/Minecraft/comments/f0jr8/dungeon_keeperstyle_mmorts_using_minecraft/ | |
Weekend-long event. | |
WATCH THIS: http://www.youtube.com/watch?v=MsYmrEEmKr4 | |
World Generation | |
Background: | |
Surface world has been decimated by some huge event - a meteor impact, nuclear apocalypse, etc. The surface world is uninhabitable. | |
Details: | |
Surface: | |
almost entirely rolling desert (not vanilla gen). Some rocky sections remain, e.g. mountains and overhangs | |
generally bleak and difficult to travel | |
no plants/animals. no grass. | |
abandoned settlements: | |
settlements should be scattered around in various states of ruin. I'd say 3-5 or so 'large' towns/cities on the entire map, and a few smaller signs of civilisation | |
settlements contain valuable items | |
cities should be ruined according to their location, e.g. a town situated under a large overhang may have survived a little better than one in the middle of the desert | |
underground things (cellars, sewers, etc) can be in relatively decent shape, but houses and buildings should be pretty well destroyed. | |
Surface effects: | |
Direct sunlight does HP damage | |
Sprinting disallowed above certain Y | |
Mining fatigue increases with Y | |
Underground: | |
Custom cave generation | |
I'd love expansive caverns, and especially large lava lakes | |
Underground features (left by the previous civilisation when it was more prosperous) | |
Gold mines | |
Rail tunnels | |
Running in directions not particularly useful for attack | |
Unmaintained but largely structurally intact - a few cave-ins would be good | |
Military or industrial complex in center of map | |
Area dividing the two team sides that you can't tunnel through. | |
Force you to create an aboveground protected path while trying not to be killed by sun | |
Create a natural confrontation point away from the core dungeon. | |
Core Dungeon: this is the protected area that servers as a teams spawn, and houses some important things | |
Dungeon Heart: | |
A beating heart in the center of the dungeon. It is the objective of the other teams to destroy this and score a point | |
Temple: | |
Items can be thrown in as an offering to the gods. Certain combinations will yield precious items like mob spawners. Most will do nothing or curse the player. | |
Gameplay | |
Ores | |
Iron Ore | |
Bread-and-butter for tools, armour, etc | |
Found in large irregular deposits of 100-200 blocks. | |
Someone on a team finding such a deposit should be call for a chat message: "Found lots of iron at 123,456!". | |
Diamond Ore | |
Only a few blocks around the map, well-distributed. Found in secret dungeons, usually as only a single block. | |
Block respawns after being mined. | |
Need to slow down mining, e.g. | |
Wait a little while before respawning block | |
Slow down dig speed? | |
Gold Ore | |
Diamond ore is infinite - the block respawns. Drops a few diamonds. We need to artificially slow down mining speed | |
Iron ore is bread-and-butter, and found throughout the map. | |
Magic Abilities | |
Experience can be exchanged for an increase in magic abilities. | |
You can see a list of blanked-out abilities and their associated level cost, e.g. spanning from 1 to 100. When you unlock an ability you see its name in the list. | |
When you unlock, you specify how much experience you're willing to part with. The game then picks an ability below that level and unlocks it for you. | |
Type A: enchantments (e.g. Archer 2) | |
"Mining": | |
Efficiency (speed) | |
Unbreaking (durability) | |
"Power": | |
Unbreaking | |
Knockback | |
Sharpness (up to 2) | |
"Archer": | |
Unbreaking | |
Punch | |
Power (up to 2) | |
Type B: new tools | |
? | |
Tool: ? | |
Action: reinforce walls | |
Levels | |
1: silverfish | |
2: obsidian | |
? | |
Tool: ? | |
Action: enchant floor with a status effect | |
Levels: | |
1: level 1 buffs to team | |
2: level 1 nerfs to enemy | |
3: level 2 buffs to team | |
4: level 2 nerfs to enemy | |
? | |
Tool: Compass | |
Action: compass points to useful things | |
Levels: | |
1: nearest iron deposit | |
2: nearest enemy player | |
Type C: perks. These can be enabled for a short time and then need to recharge | |
Flash: speed, (partial) invis, weakness | |
Rock: resistance, strength, nausea | |
Agile: speed, jump, | |
Blink (?): Teleport to the block you are aiming at. Limited range, high cost, long cooldown. | |
Idea: on teleport, spawn a sphere of particles (exp orbs) around player (radius: few meters) that fly toward em. | |
Scoring points | |
When a team destroys the dungeon heart and scores a point | |
All attacking team members within N distance are teleported back to their Spawn point allowing defending team to regroup before being attacked again. | |
This stops base camping and should slow down massive point imbalance. | |
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