So, I don't exactly think you've covered Skills and Such already, so maybe, could it be done with Skill Books or maybe just have Skill Books for very rare and powerful skills?
Or maybe have some type of Weapon, where it is very powerful, but cost a lot to attack with or can only be used a very short amount of time
Also:
"Legendary" Weapons
- Wind Scar
A Blade that is able to launch a gust of wind and at the same time scaring it
----------------
You've probably noticed now that I got the Off-Topic covered
So, I don't exactly think you've covered Skills and Such already, so maybe, could it be done with Skill Books or maybe just have Skill Books for very rare and powerful skills?
Skill books are a definite possibility (much in the style of Diablo 1) I was even considering having your class based on what skill/stats you go into, rather than having class determine skill and stats. Say you went into dex and vitality and had aggro generating spells-- the game would assume you're some sort of tanking class, and call you a "Guardian" or "Protector", or sumpthin' cool. Also, Minecraft would be a very good setting for spell-casting scrolls, too! More so than any game I can think of that has tried to include them (in Diablo for example, they always felt very awkward to use since you had to either open the inventory or sac potion slots for them) In Minecraft, everything is a consumable placed in your bar, so... I'm excited about it, haha.
EDIT: I should mention that spells/scrolls belong to a different hotbar brought up with shift, atm. So using the currently selected spell/scroll is just a matter of <shift-left clicking>
Different ideas for the spell system I want feedback on, involving books and scrolls:
Books teach/add levels to a spell, but scrolls will cast it free of mana and at one level higher. Thus even if you learned a spell, scrolls would still be valuable because they are mana-free and more powerful.
Books drop at a normal rate-- scrolls are nice, but aren't common or necessary.
Books are very rare find and/or craftable from a bunch of scrolls + rare mats. Players initially rely on scrolls to cast their spells, which drop rather frequently. As players increase their mana pool, they are better able to cast lower level spells, whereas newer ones still need scrolls because they're so mana intensive. Finding your first book is like getting your first blue item in vanilla WoW-- exciting, hard earned, and unbelievably awesome.
Books must be found/crafted in order to learn a spell. However, the only way to cast it is to use a scroll-- scrolls are generic and can be used for any spell, but not without having learned the spell first. Possibly remove mana from the game.
No scrolls, just books that teach/level up spells.
If the character class is chosen directly by the player, books could be bound to classes, but any class could cast any scroll (if they meet level requirements.) If the character class is derived, though, anyone could learn and use any spell. In that case, I'm wondering if I should base the class on stats and skills, on scroll usage (I cast fireball all the time, I'm a fire wizard!), or on a combination of both (I shoot fireballs from scrolls but have strength and dex, I'm a mage-knight!) There are a lot balance issues to consider, though Relying exclusively on scrolls should be nerfed well beneath relying on books. Also, deriving classes instead of letting the player choose involves a lot of assumptions about how the player is playing their character-- the effect is purely aesthetic (as far as I want atm), but would push players into predefined mindsets about how to spec their characters... nobody wants that! Maybe if the class names are ambiguous enough it would be alright... hmm. Lots of stuff to consider!
No scrolls, just books that teach/level up spells. i think the idea of having to use a scroll to use the skill is not very cool if i use a warrior i want to use the skill while carrying a sword, i don't want to have to change to a scroll to use the skill, it would be a little boring. i think the books should be very rare to find,because warriors can defend themselves with the swords, archers with bows and the mages with the wands
books should be a very rare upgrade to your class. that's what i think ^^,keep up the good work.
No scrolls, just books that teach/level up spells. i think the idea of having to use a scroll to use the skill is not very cool if i use a warrior i want to use the skill while carrying a sword, i don't want to have to change to a scroll to use the skill, it would be a little boring. i think the books should be very rare to find,because warriors can defend themselves with the swords, archers with bows and the mages with the wands
books should be a very rare upgrade to your class. that's what i think ^^,keep up the good work.
True, very true. However, spells exist on a different hotbar brought up with <shift>, so you just scroll when you want to select one, then <shift+left click> to use it whenever. I probably should have mentioned that, haha. Makes them easy to use.
Skill books are a definite possibility (much in the style of Diablo 1) I was even considering having your class based on what skill/stats you go into, rather than having class determine skill and stats. Say you went into dex and vitality and had aggro generating spells-- the game would assume you're some sort of tanking class, and call you a "Guardian" or "Protector", or sumpthin' cool.
Yeah, I've never played any of the Diablo series and chances are I probably won't for a while, but what you say makes sense, sort of like in the style of Dungeon Siege I, and maybe if it did that, you could add a small Passive Buff for those classes
Also, Minecraft would be a very good setting for spell-casting scrolls, too! More so than any game I can think of that has tried to include them (in Diablo for example, they always felt very awkward to use since you had to either open the inventory or sac potion slots for them) In Minecraft, everything is a consumable placed in your bar, so... I'm excited about it, haha.
Yeah, it seems very easy to use consumables in Minecraft, more so than any other game, the only problem I see for the quickbar, is the fact that you can switch from weapons easily, and if you did so, you could spam them one after the other.
Books teach/add levels to a spell, but scrolls will cast it free of mana and at one level higher. Thus even if you learned a spell, scrolls would still be valuable because they are mana-free and more powerful.
Interesting....very interesting. I can see where you are coming from with those and it seems to be balanced, this is definitely a contender and it seems most balance issues would be resolved there.
Books are a very rare find and/or craftable from a bunch of scrolls + rare mats. Players initially rely on scrolls to cast their spells, which drop rather frequently. As players increase their mana pool, they are better able to cast lower level spells, whereas newer ones still need scrolls because they're so mana intensive. Finding your first book is like getting your first blue item in vanilla WoW-- exciting, hard earned, and unbelievably awesome.
That also seems like a logical thing to do, but if able to be crafted, that also makes another thing that could be a balance issue, Mob Farms for Rare Mats, but that can be discussed later on. And I've never actually played vanilla WoW, so I don't exactly know how that feels, but if done as so, I'll probably find out soon enough
Books must be found/crafted in order to learn a spell. However, the only way to cast it is to use a scroll-- scrolls are generic and can be used for any spell, but not without having learned the spell first. Possibly remove mana from the game.
...I don't exactly like this Idea...nor do I see any logic in it...well, as much as the other ones, not my favorite one, in my honest opinion
No scrolls, just books that teach/level up spells.
The simplest way to do it, I can see you doing this just when first adding Skills and such to the game, but I'd like for it to be expanded upon a little bit more.
---------------------------
If the character class is chosen directly by the player, books could be bound to classes, but any class could cast any scroll (if they meet level requirements). If the character class is derived, though, anyone could learn and use any spell. In that case, I'm wondering if I should base the class on stats and skills, on scroll usage (I cast fireball all the time, I'm a fire wizard!), or on a combination of both (I shoot fireballs from scrolls but have strength and dex, I'm a mage-knight!)
So many possibilities, so little anwsers...*sigh*...Good luck with that
Relying exclusively on scrolls should be nerfed well beneath relying on books.
Well, Scrolls will be consumables, right? So maybe making them rare, or maybe having the fact that some scrolls will give side-effects, like using too many scrolls in general will weaken you to attacks, or will make you unable to cast them for a while, while simply using too many fire scrolls will set you on fire. And maybe if you get past that, will give you a buff for fire damage and etc.
I'd love to see a kind of buff, debuff system for abuse of stuff, it only seems logical
Also, deriving classes instead of letting the player choose involves a lot of assumptions about how the player is playing their character-- the effect is purely aesthetic (as far as I want atm), but would push players into predefined mindsets about how to spec their characters... nobody wants that! Maybe if the class names are ambiguous enough it would be alright... hmm.
Well, I don't mind about predefined mindsets, that is usually how I go through my character development, having a predefined mindset of what I want to be and what I want people to see me like, but yes, it's not exactly the best...oh god..
This looks AWESOME. I cannot wait for this to be released, i'm literatley itching to try it out *scratch*
About the tools and weapons... (i don't know much about this so if i'm asking an already answered question sorry)
Will there be different textures for different types of swords and stuff? I think adding different looking swords and picks would make the loot seem more random and realistic.... Even if they are just recolors of the already existing ones i think it would really add to the excitement of finding a really good sword, i mean a sword with spikes sticking out of it would definatley make you feel more powerful to hold it...
About the mobs, i know special ones can spawn (Like Gut Rend skeletons)
are these names randomly chosen?
I have some ideas for unique mobs...
Different types of wizards that use different types of spells (for example, an ice wizard that can slow the player down and throws ice balls)
Faster or bigger types of scorpions and rats with different colorations (A huge purple rat that runs at the speed of a snail would be quite amusing to fight)
Will there be any types of shops or money, i feel like it would add to the experience, getting gold from chests and trading with villagers for better weapons would be really cool.
This mod looks uber, its like the thing i've always wanted for minecraft but could never have X3 if you need any custom sounds or textures i'd be glad to help. I'll be watching this topic eagerly for a release and updates!
I've thought about it, but I'm not sure how that would work with the fast-pacing I'm aiming for. Perhaps just have redstone automatically convert to mana on a spellcast when you're out (one redstone per cast would be too demanding.) If there's no way to use reagents for all spells and keep it fast paced, though, I'd just stick with traditional auto-replenishing mana. I definitely want some less frequently used spells to require mats, though (like a feather for slow-fall.) I'm even considering D&D style daily spells... perhaps once per rest? I like the idea of reagents in general because it's very Minecraft-y, an attribute I'd like to preserve if possible.
Maybe you could make a recipe for a mama potion, and set a hot key that automatically uses once if it's in your inventory? Redstone seems to easily acquired to restore mana, when that's what's use to shoot fireballs. Maybe it should be a combination of redstone and glowstone, but would make a few mana potions?
Regeneration is also a good idea, but you might want fast mana if you're going to implant those bosses. :3
I understand the fact that you don't want to release an alpha yet, but could you just tell us about your progress?
Oh, I want to and am working on releasing an alpha, as I've said before, but it's the matter of updating it to Minecraft version 1.2. It won't even run until it's updated (that's just how code works), otherwise I'd release it immediately. I'm also pretty busy with school in general, which has always been a factor in progress (If only I were unemployed, living in my parent's basement...)
In terms of progress, I've gotten the main bulk of features updated, including the Area system and the mystery dimension, but I still need to update and test some networking additions necessary for the SMP version. Because of this, I'm tempted to release single player earlier, if applicable On top of that, there are a bunch of little changes and bugs I'm hammering out, for both versions, but I've gotten the gist of these. I also need to do some important rendering updates and spell-UI integration updates, but things are looking very solid.
One additional in-progress feature I'm making presentable for release is the magic system, which is already capable of leaps and projectile firing-- the main challenge is to make it flexible, so as to support many, many spells... this will allow it grow beyond the handful of spells that will be available at release.
Hey monkeyace, it's totally comin' at ya, bro. Everything's basically working for single player, and I'm not running across many more bugs, though I'm sure they're in there. I need to add a few finishing touches, get the networking finished for server mode, then it'll be released. Single player may release a little earlier than SMP, but none of this should take long.
Do you plan to implement towns as a hub for dungeons and/or buying/selling equipment?
I plan for towns to be quest hubs, though I'm not certain how buying and selling equipment should work. I am, however, 90% it will be there in a fairly traditional format, the other 10% reserved for something more interesting, if I can think of something good, haha.
Though there are dungeons, the overworld will also feature much in the way of questing, which is why I say quest hubs, rather than dungeon hubs
Quote from Scorpinax »
Will there be different textures for different types of swords and stuff? I think adding different looking swords and picks would make the loot seem more random and realistic.... Even if they are just recolors of the already existing ones i think it would really add to the excitement of finding a really good sword, i mean a sword with spikes sticking out of it would definatley make you feel more powerful to hold it...
About the mobs, i know special ones can spawn (Like Gut Rend skeletons)
are these names randomly chosen?
I have some ideas for unique mobs...
Different types of wizards that use different types of spells (for example, an ice wizard that can slow the player down and throws ice balls)
Faster or bigger types of scorpions and rats with different colorations (A huge purple rat that runs at the speed of a snail would be quite amusing to fight)
Will there be any types of shops or money, i feel like it would add to the experience, getting gold from chests and trading with villagers for better weapons would be really cool.
There's 12 different material types that tier with your level, 3 different melee weapons, 2 ranged weapons, and 5 (soon to be 7) armor types. Each kind has it's own texture, and also can be recolored via magical properties (tinted red for fire damage, dark for mana steal, etc), multiple properties tinting on basic color theory principles. On top of that, many unique items will have their own textures. So just the materials and item types alone gives you (5 + 7) * 12 = 144 textures, not counting for coloring, special glow effects, etc. There will be more weapon types
Yep, mob names are randomly generated, as are villager and area names. There are currently over 100000 possible mob names, with many, many more to come. I'm even thinking about having different languages and systems for different mob types (like a unified "Forgotten Tongue" for goblins, orcs, troll, etc), which is easy to do... it just takes me awhile, haha. I'm constantly adding to these lists, along with adding new magical properties and the like.
Yep, the wizards will have a random assortment of spells, but currently they only shoot fireballs. That's because I need my friend to animate some more projectiles! Adding new projectiles is pretty trivial, but adding various effects isn't. I already have a DOT system for poison and the like, I just need to expand it a little to include a variety of things, like stacking slowness from cold damage.
You know what's better than a giant, purple, slow moving rat? A system that randomly generates such properties on all rare spawns Currently, all monsters have semi-random stats, and mobs that can wield weapons occasionally have magical ones-- additionally, rare spawns have randomized names, colors, and a larger stat pool. In the future, rare spawns will also have random properties, like altered speed, size, life/mana steal, elemental properties, and possibly even random spells and behaviors (what with the awesome new AI system added in v1.2). I'm very excited about the random behaviors
As far as gold goes, I'm not sure how I feel about it. I want something different, but atm I'm think the best way to do that is just add something in addition to gold, like a not-immediately-visible reputation system, where completing quests increases your fame among nearby towns, unlocking more quests and cheaper prices from the villagers. Perhaps you couldn't seek audience with the king or even speak to nobles until you've completed a few quests. You'd get a sense of your fame just by chatting with the villagers and inferring it from their comments ("And you are...?" on one extreme, and "ALL HAIL THE MIGHTY FRIZZIL" on the other. It would be more subtle if I implemented it, though, haha) I'd like for something like that to have more overall significance than just shoving gold in NPCs' faces.
And yes, there will be bartering at the villages, though like I said, I'd want some more substance to it than just gold farming. I'm trying to go the opposite direction from WoW, haha. Even more importantly, I don't want it to be unnecessarily limiting (nothing like gold-on-hand for individual merchants-- realism at the price of fun ain't cool, though I get there can be reasons for it.)
The alpha is thiiiiiiis close. That's like nothing! Woopity woop woop woop.
I've been looking for a solid mod that would give minecraft more RPG experience. Not just some RPG experience. A pretty good amount.
Most mods that boast some RPG attributes are either missing tiers of different weapons, a permanent stats leveling system, scaling mobs of difficulty, upgradable/new abilities, as well as NPC interaction.
According to what I see in this mod, I see a fairly good amount of them.
Could you possible release just the items/system without the new mobs and generation? I want to use it for my adventure map but I don't want anything I don't build generating (except natural mine craft structures)
Could you possible release just the items/system without the new mobs and generation? I want to use it for my adventure map but I don't want anything I don't build generating (except natural mine craft structures)
You can already turn off the added structures with the preexisting man-made structure option, so no worries there. However, disabling new mobs and the like would be a little too specific to your needs to justify releasing an entire version. Suppose somebody wants the mobs, but not the area system? I think the best way to do that is to provide various settings in the advanced world generation screen. I'll probably have a map converter, which would default to no dungeons and the like on converted maps, much like the current conversion defaults to no jungles.
So you'd either use Creative mode or a converter to create custom maps-- these would be playable in Survival mode. Though Survival mode will generate a world for you, you wouldn't be able to customize the majority of generation settings. You would definitely be able to do this in Creative, however, reason being that in Creative mode, I'd assume the map maker will be filling it with content in place of the stuff he disabled. Otherwise, the user would get all confused, lawl.
If your adventure map is usin' that Adventure mod, odds are there won't be any compatibility unless this mod really takes off and some folks have the time to make a combined version. ModLoader is similar in that respect, accept I plan on just doing that myself and rushing it out, since it's so freaking popular.
None of this is on the current agenda, but it definitely will be, and is fairly high up there with things I should do, haha.
Awesome. This sums up everything i've wanted in a mod, the randomness of enemies stats and abilities, the different types of weapons and enemy names... Everything seems completely perfect right down to the last detail. I'm completely pysched about the alpha release, and if i could help in any way (textures, sounds, ideas) i'll be glad to. But i have a few questions/ideas...
(most of these are pretty basic, but could be developed)
-I notice you said different classes earlier in the post. Possible ability branches for each class? If so, here are some ideas...
Rouges/Bandits = Sneak ability, Critical Sneak damage, Faster moving, longer running (without losing as much hunger)
Possibly for a final skill they could "mark an enemy for death" like in skyrim, but the enemy would also drop more (exp and items) along with having their stats weakened.
-Mages/Wizards/Witches = Increased range of magic attacks, Increased magic damage, possibly some unique spells only usable by mages (like summoning or a special attack/defence spell) Increased max magicka (or whatever spells use, lol) For an ultimate spell, a fiery shield that protects them from damage and deals damage to enemies.
-Warriors/Knights = Increased health and sword damage, More maximum health, Faster Exp gain, and for an ultimate skill maybe they could do a battle cry that could increase their stats tenfold for a short time (with a long reload of course), or some type of ultimate sword attack that knocks enemies back and stuns them.
-Types of abilities for swords
Along with the typical fire and poison attacks in minecraft, there could be several others...
-Heavy = The weapon is heavier, allowing for possible stunning of enemies in which they stay still and don't attack for a while.
-Fire = Same as normal fire, however to prevent over powering the weapon it would need to be a chance instead of constant always hitting fire. The fire's damage is more random instead of minecraft fire (instead of always 5 damage it can vary from 1 to 15)
-Poison = basically same as the above mentioned fire, however it has the capability to last a bit longer then fire.
-Blessed = Along with dealing more damage to undead (skeletons, zombies, liches) it could also have a chance to "purify" whatever they drop. (for example, a zombie killed with a blessed mace could drop normal flesh instead of rotten flesh, skeletons would drop blessed arrows, liches drop holy water, ect.)
-Toxic = Sort of a more powerful poison attack, it also does splash damage. But the chances of it happening would need to be more rare. Mobs would turn green when turned toxic and emit green particles.
-Critical Hitting = Anything with this ability would simply have a higher chance of a critical hit. Basic but worthwhile.
-Cursed = This would drop the enemies stats when they where hit with it. (Zombies would lose attack power and their defence would also be weakened.)
-Explosive = This would make a large explosion during criticals that does splash damage. (The explosion only deals damage and does not hurt the environment, although it possibly breaks glass within range because of the force.)
Monsters, more types of monsters.
-Flying skulls
-Giant bats
-Some type of evil water mob (octopus maybe)
-Two headed cows that stand up like a normal player ( :3 )
-Spriggans (skyrim)
-Bears
-Ancient Turrets (like traps, but can be destroyed by the player and can aim at him/her)
-Beetles
-Ghosts
-Liches (shoot green fire, summon undead mobs like skeletons, zombies, ghosts, ect.)
These are just some ideas, i have more if you are interested :3
PS: as above mentioned looking forward to this a lot :33
EDIT: the release of 1.2.4, is that going to knock the release date back? Because a lot of my mods aren't compatible now.
Or maybe have some type of Weapon, where it is very powerful, but cost a lot to attack with or can only be used a very short amount of time
Also:
"Legendary" Weapons
- Wind Scar
A Blade that is able to launch a gust of wind and at the same time scaring it
----------------
You've probably noticed now that I got the Off-Topic covered
Yep, one of the major features, lawl. I'm working on the skill system right now.
when do you intend to launch an alpha version?
Skill books are a definite possibility (much in the style of Diablo 1) I was even considering having your class based on what skill/stats you go into, rather than having class determine skill and stats. Say you went into dex and vitality and had aggro generating spells-- the game would assume you're some sort of tanking class, and call you a "Guardian" or "Protector", or sumpthin' cool. Also, Minecraft would be a very good setting for spell-casting scrolls, too! More so than any game I can think of that has tried to include them (in Diablo for example, they always felt very awkward to use since you had to either open the inventory or sac potion slots for them) In Minecraft, everything is a consumable placed in your bar, so... I'm excited about it, haha.
EDIT: I should mention that spells/scrolls belong to a different hotbar brought up with shift, atm. So using the currently selected spell/scroll is just a matter of <shift-left clicking>
Different ideas for the spell system I want feedback on, involving books and scrolls:
i think the idea of having to use a scroll to use the skill is not very cool
if i use a warrior i want to use the skill while carrying a sword, i don't want to have to
change to a scroll to use the skill, it would be a little boring.
i think the books should be very rare to find,because warriors
can defend themselves with the swords, archers with bows and the mages with the wands
books should be a very rare upgrade to your class.
that's what i think ^^,keep up the good work.
True, very true. However, spells exist on a different hotbar brought up with <shift>, so you just scroll when you want to select one, then <shift+left click> to use it whenever. I probably should have mentioned that, haha. Makes them easy to use.
Yeah, I've never played any of the Diablo series and chances are I probably won't for a while, but what you say makes sense, sort of like in the style of Dungeon Siege I, and maybe if it did that, you could add a small Passive Buff for those classes
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Yeah, it seems very easy to use consumables in Minecraft, more so than any other game, the only problem I see for the quickbar, is the fact that you can switch from weapons easily, and if you did so, you could spam them one after the other.
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Interesting....very interesting. I can see where you are coming from with those and it seems to be balanced, this is definitely a contender and it seems most balance issues would be resolved there.
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So wait...If this is the mechanic that is implemented, then do Books and scrolls do the same thing as above, or do they do something different?
or
That also seems like a logical thing to do, but if able to be crafted, that also makes another thing that could be a balance issue, Mob Farms for Rare Mats, but that can be discussed later on. And I've never actually played vanilla WoW, so I don't exactly know how that feels, but if done as so, I'll probably find out soon enough
or
...I don't exactly like this Idea...nor do I see any logic in it...well, as much as the other ones, not my favorite one, in my honest opinion
or
The simplest way to do it, I can see you doing this just when first adding Skills and such to the game, but I'd like for it to be expanded upon a little bit more.
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So many possibilities, so little anwsers...*sigh*...Good luck with that
Yeah, and there always will be...hope you choose the right ones
Well, Scrolls will be consumables, right? So maybe making them rare, or maybe having the fact that some scrolls will give side-effects, like using too many scrolls in general will weaken you to attacks, or will make you unable to cast them for a while, while simply using too many fire scrolls will set you on fire. And maybe if you get past that, will give you a buff for fire damage and etc.
I'd love to see a kind of buff, debuff system for abuse of stuff, it only seems logical
Well, I don't mind about predefined mindsets, that is usually how I go through my character development, having a predefined mindset of what I want to be and what I want people to see me like, but yes, it's not exactly the best...oh god..
A bit too much is some cases, lol, but I'm sure you'll figure it out soon enough
About the tools and weapons... (i don't know much about this so if i'm asking an already answered question sorry)
Will there be different textures for different types of swords and stuff? I think adding different looking swords and picks would make the loot seem more random and realistic.... Even if they are just recolors of the already existing ones i think it would really add to the excitement of finding a really good sword, i mean a sword with spikes sticking out of it would definatley make you feel more powerful to hold it...
About the mobs, i know special ones can spawn (Like Gut Rend skeletons)
are these names randomly chosen?
I have some ideas for unique mobs...
Different types of wizards that use different types of spells (for example, an ice wizard that can slow the player down and throws ice balls)
Faster or bigger types of scorpions and rats with different colorations (A huge purple rat that runs at the speed of a snail would be quite amusing to fight)
Will there be any types of shops or money, i feel like it would add to the experience, getting gold from chests and trading with villagers for better weapons would be really cool.
This mod looks uber, its like the thing i've always wanted for minecraft but could never have X3 if you need any custom sounds or textures i'd be glad to help. I'll be watching this topic eagerly for a release and updates!
hey, I was wondering how it was going, thanks.
Maybe you could make a recipe for a mama potion, and set a hot key that automatically uses once if it's in your inventory? Redstone seems to easily acquired to restore mana, when that's what's use to shoot fireballs. Maybe it should be a combination of redstone and glowstone, but would make a few mana potions?
Regeneration is also a good idea, but you might want fast mana if you're going to implant those bosses. :3
Oh, I want to and am working on releasing an alpha, as I've said before, but it's the matter of updating it to Minecraft version 1.2. It won't even run until it's updated (that's just how code works), otherwise I'd release it immediately. I'm also pretty busy with school in general, which has always been a factor in progress (If only I were unemployed, living in my parent's basement...)
In terms of progress, I've gotten the main bulk of features updated, including the Area system and the mystery dimension, but I still need to update and test some networking additions necessary for the SMP version. Because of this, I'm tempted to release single player earlier, if applicable On top of that, there are a bunch of little changes and bugs I'm hammering out, for both versions, but I've gotten the gist of these. I also need to do some important rendering updates and spell-UI integration updates, but things are looking very solid.
One additional in-progress feature I'm making presentable for release is the magic system, which is already capable of leaps and projectile firing-- the main challenge is to make it flexible, so as to support many, many spells... this will allow it grow beyond the handful of spells that will be available at release.
Woop woop.
YESSSSSSSSSSSSSSSSS!
Quick question.
Do you plan to implement towns as a hub for dungeons and/or buying/selling equipment?
Hey monkeyace, it's totally comin' at ya, bro. Everything's basically working for single player, and I'm not running across many more bugs, though I'm sure they're in there. I need to add a few finishing touches, get the networking finished for server mode, then it'll be released. Single player may release a little earlier than SMP, but none of this should take long.
I plan for towns to be quest hubs, though I'm not certain how buying and selling equipment should work. I am, however, 90% it will be there in a fairly traditional format, the other 10% reserved for something more interesting, if I can think of something good, haha.
Though there are dungeons, the overworld will also feature much in the way of questing, which is why I say quest hubs, rather than dungeon hubs
There's 12 different material types that tier with your level, 3 different melee weapons, 2 ranged weapons, and 5 (soon to be 7) armor types. Each kind has it's own texture, and also can be recolored via magical properties (tinted red for fire damage, dark for mana steal, etc), multiple properties tinting on basic color theory principles. On top of that, many unique items will have their own textures. So just the materials and item types alone gives you (5 + 7) * 12 = 144 textures, not counting for coloring, special glow effects, etc. There will be more weapon types
Yep, mob names are randomly generated, as are villager and area names. There are currently over 100000 possible mob names, with many, many more to come. I'm even thinking about having different languages and systems for different mob types (like a unified "Forgotten Tongue" for goblins, orcs, troll, etc), which is easy to do... it just takes me awhile, haha. I'm constantly adding to these lists, along with adding new magical properties and the like.
Yep, the wizards will have a random assortment of spells, but currently they only shoot fireballs. That's because I need my friend to animate some more projectiles! Adding new projectiles is pretty trivial, but adding various effects isn't. I already have a DOT system for poison and the like, I just need to expand it a little to include a variety of things, like stacking slowness from cold damage.
You know what's better than a giant, purple, slow moving rat? A system that randomly generates such properties on all rare spawns Currently, all monsters have semi-random stats, and mobs that can wield weapons occasionally have magical ones-- additionally, rare spawns have randomized names, colors, and a larger stat pool. In the future, rare spawns will also have random properties, like altered speed, size, life/mana steal, elemental properties, and possibly even random spells and behaviors (what with the awesome new AI system added in v1.2). I'm very excited about the random behaviors
As far as gold goes, I'm not sure how I feel about it. I want something different, but atm I'm think the best way to do that is just add something in addition to gold, like a not-immediately-visible reputation system, where completing quests increases your fame among nearby towns, unlocking more quests and cheaper prices from the villagers. Perhaps you couldn't seek audience with the king or even speak to nobles until you've completed a few quests. You'd get a sense of your fame just by chatting with the villagers and inferring it from their comments ("And you are...?" on one extreme, and "ALL HAIL THE MIGHTY FRIZZIL" on the other. It would be more subtle if I implemented it, though, haha) I'd like for something like that to have more overall significance than just shoving gold in NPCs' faces.
And yes, there will be bartering at the villages, though like I said, I'd want some more substance to it than just gold farming. I'm trying to go the opposite direction from WoW, haha. Even more importantly, I don't want it to be unnecessarily limiting (nothing like gold-on-hand for individual merchants-- realism at the price of fun ain't cool, though I get there can be reasons for it.)
The alpha is thiiiiiiis close. That's like nothing! Woopity woop woop woop.
I've been looking for a solid mod that would give minecraft more RPG experience. Not just some RPG experience. A pretty good amount.
Most mods that boast some RPG attributes are either missing tiers of different weapons, a permanent stats leveling system, scaling mobs of difficulty, upgradable/new abilities, as well as NPC interaction.
According to what I see in this mod, I see a fairly good amount of them.
I am excited!
You can already turn off the added structures with the preexisting man-made structure option, so no worries there. However, disabling new mobs and the like would be a little too specific to your needs to justify releasing an entire version. Suppose somebody wants the mobs, but not the area system? I think the best way to do that is to provide various settings in the advanced world generation screen. I'll probably have a map converter, which would default to no dungeons and the like on converted maps, much like the current conversion defaults to no jungles.
So you'd either use Creative mode or a converter to create custom maps-- these would be playable in Survival mode. Though Survival mode will generate a world for you, you wouldn't be able to customize the majority of generation settings. You would definitely be able to do this in Creative, however, reason being that in Creative mode, I'd assume the map maker will be filling it with content in place of the stuff he disabled. Otherwise, the user would get all confused, lawl.
If your adventure map is usin' that Adventure mod, odds are there won't be any compatibility unless this mod really takes off and some folks have the time to make a combined version. ModLoader is similar in that respect, accept I plan on just doing that myself and rushing it out, since it's so freaking popular.
None of this is on the current agenda, but it definitely will be, and is fairly high up there with things I should do, haha.
Awesome. This sums up everything i've wanted in a mod, the randomness of enemies stats and abilities, the different types of weapons and enemy names... Everything seems completely perfect right down to the last detail. I'm completely pysched about the alpha release, and if i could help in any way (textures, sounds, ideas) i'll be glad to. But i have a few questions/ideas...
(most of these are pretty basic, but could be developed)
-I notice you said different classes earlier in the post. Possible ability branches for each class? If so, here are some ideas...
Rouges/Bandits = Sneak ability, Critical Sneak damage, Faster moving, longer running (without losing as much hunger)
Possibly for a final skill they could "mark an enemy for death" like in skyrim, but the enemy would also drop more (exp and items) along with having their stats weakened.
-Mages/Wizards/Witches = Increased range of magic attacks, Increased magic damage, possibly some unique spells only usable by mages (like summoning or a special attack/defence spell) Increased max magicka (or whatever spells use, lol) For an ultimate spell, a fiery shield that protects them from damage and deals damage to enemies.
-Warriors/Knights = Increased health and sword damage, More maximum health, Faster Exp gain, and for an ultimate skill maybe they could do a battle cry that could increase their stats tenfold for a short time (with a long reload of course), or some type of ultimate sword attack that knocks enemies back and stuns them.
-Types of abilities for swords
Along with the typical fire and poison attacks in minecraft, there could be several others...
-Heavy = The weapon is heavier, allowing for possible stunning of enemies in which they stay still and don't attack for a while.
-Fire = Same as normal fire, however to prevent over powering the weapon it would need to be a chance instead of constant always hitting fire. The fire's damage is more random instead of minecraft fire (instead of always 5 damage it can vary from 1 to 15)
-Poison = basically same as the above mentioned fire, however it has the capability to last a bit longer then fire.
-Blessed = Along with dealing more damage to undead (skeletons, zombies, liches) it could also have a chance to "purify" whatever they drop. (for example, a zombie killed with a blessed mace could drop normal flesh instead of rotten flesh, skeletons would drop blessed arrows, liches drop holy water, ect.)
-Toxic = Sort of a more powerful poison attack, it also does splash damage. But the chances of it happening would need to be more rare. Mobs would turn green when turned toxic and emit green particles.
-Critical Hitting = Anything with this ability would simply have a higher chance of a critical hit. Basic but worthwhile.
-Cursed = This would drop the enemies stats when they where hit with it. (Zombies would lose attack power and their defence would also be weakened.)
-Explosive = This would make a large explosion during criticals that does splash damage. (The explosion only deals damage and does not hurt the environment, although it possibly breaks glass within range because of the force.)
Monsters, more types of monsters.
-Flying skulls
-Giant bats
-Some type of evil water mob (octopus maybe)
-Two headed cows that stand up like a normal player ( :3 )
-Spriggans (skyrim)
-Bears
-Ancient Turrets (like traps, but can be destroyed by the player and can aim at him/her)
-Beetles
-Ghosts
-Liches (shoot green fire, summon undead mobs like skeletons, zombies, ghosts, ect.)
These are just some ideas, i have more if you are interested :3
PS: as above mentioned looking forward to this a lot :33
EDIT: the release of 1.2.4, is that going to knock the release date back? Because a lot of my mods aren't compatible now.