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@barneygale
Created May 23, 2014 20:23
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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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