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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!

    Uhmm... can somene tell me where the lava base is i know where the void creature is that is holding the key for Jake`s House and to get the spices River trout but where is the lava base? im SOO curious


    In your base in your chest room there's a ladder in the corner which leads to a lever which enables the hardcore base with lave

    Posted in: Maps
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    posted a message on [Collection] Mithey's Maps ~ Terra Restore and More!
    Quote from Mithey»

    Heya hey everyone, warning here comes a pretty big post. I've been doing a fair amount of thinking and decision making and here is where I'm at so far...

    Here is what "I would like" to happen in Terra Restore Reborn. This might change a bit, (especially note later on part of this post) but here is what I'm currently thinking


    Terra Restore Reborn design plan

    Map Scale
    • Map will be split into multiple maps in a series
    • Each one around 5ish hours of main story gameplay
    • Each one around 5-15ish hours of additional content - Side quests, farming, exploring, hidden dungeons, etc.
      • Note: I'll likely be making it so you can't just do the main story; as in if you tried you would run into a ton of difficulty. (or I might just have certain level requirements or something) The goal would be to have around 50% of the additional content be essentially "mandatory". You can of course pick and choose what bits of additional content you want to do




    Player Base & Restoration

    One of the core pillars of the maps will be to survive, restore, and grow the lands of Nira. Inside the map you will find a town long since destroyed. While trying to survive you and the other main characters will discover the location and decide to call it your home. With the help of the other characters you will slowly restore the location, and grow it into a place that others will slowly populate

    The player base system as a gameplay concept will be almost identical to a talent tree in a RPG, but is way more visual, unique, and has more depth to it. As you restore and grow the location you will unlock:
    • Recipes
    • Shops
    • Material items
    • Weapons/armor
    • Key items
    • Traits
    • Quests
    • Farms
    • ...

    There will likely be two different types of individual destroyed structures, let's call them major and minor structures for now:
    • Major structures - Can only be restored with terra restore items. (which will be rewarded during parts of the main story questline) Rewards from these will likely be greater than the minor structures
    • Minor structures - Can only be restored with essence (currency) and different material items that you come across. Some of these, or maybe all of them, might come in the form of upgrading the different components inside an already existing structure (ie: upgraded blacksmithing station) rather than a whole structure in itself

    Additional structure restoration properties:
    • Choice - You will sometimes have a choice as to what you want to restore at a location
    • Requirements - Certain structure restorations would require other structures
    • Triggers/secrets - Things out in the world that unlock new possible base restorations/upgrades

    Things to help incentivize coming back to the player base and making it feel more alive:
    • Player base events - Invasions, fun holidays/events could happen, NPCs could bring up something special to you, special shop deals, etc.
    • Farms - Different resources (food, material items, ...) will be generated over time. This time I'll try and make such things more worth it

    I suppose all around the player base might end up more like some sort of Terraria or Stardew Valley type system




    World, exploration, challenges, secrets, and items

    One of the core pillars of the maps is going to be exploration, challenges, and secrets. This is necessary in helping the player become more connected to the world and to have an enjoyable experience

    Open world - The map will have more focus on the overworld and adding different types of content to it. The overworld will actually connect with dungeons this time, instead of just towns. There will still be "area locks" at times, so it won't be 100% open world. However the player will definitely have a lot more freedom and I will try to encourage to go out and explore and see what you can find. Exploring and finding secrets or challenges has been something I've always found quite enjoyable in games, and I know I've gotten a fair amount of positivity from doing such things before

    World Restoration - Similar to player base restoration, you might come across small things you can restore in the world. Each one might have different requirements to be restored. Some might require essence + material items, some might start an encounter on you, while others might require you to search and collect a number of special type of essence nearby in a challenge fashion. The rewards would be similar to the player base restoration, but could also be things like shortcuts, hints, paths to new connected areas, and helpful features for the immediate surrounding area

    Crafting - Out in the world you will sometimes encounter hidden crafting stations or recipes. For the exchange of certain material items and/or essence you will be able to use them to craft something. Recipes you can take with you, where as crafting stations are stationary and can only be used at the location they are in

    Material items will often come from monsters, chests, bosses, farms, sometimes shops, and among other things

    Some of the best gear will come from crafting, as not only do you have to find a recipe or crafting station, you also need to find the material items and/or essence for it. Some of such items could even be made difficult to obtain

    Gathering - Out in the world you will be able to find various items through mining, fishing, farming, and foraging

    Dungeons - Dungeons will often be made in almost a labyrinth/exploration design with some "lock and key" challenges throughout. Think of the dungeons in Chunk Restore essentially. Bigger dungeons will be instanced off from the rest of the world, where as smaller ones will often be inside the overworld itself. Dungeons will contain the normal monsters, loot, encounters, etc. type thing, with a greater emphasis on different types of challenges that you might come across rather than mostly just spawner spam like in Terra Restore 2

    Towns - Roughly will be like the towns I've always done. Likely will contain shops, npcs, quests/story, minigames, etc. Only difference is I might try and make the towns more compact in size instead of having everything so spread out and big




    Story changes/additions

    Note: Some small spoilers here in reference to stuff early on in the map and the setting as a whole

    In Terra Restore 2 the main character was essentially Exiel, and to a much smaller extent Vuco also. In Terra Restore Reborn there will be 4 main characters total - Exiel, Vuco, Domo, and Lini

    Exiel - As you no doubt know is an Enderman who happens to be your best friend. He happens to be fairly lighthearted, and trusts others pretty easily. He often goes around calling people friend and will try and defend them to the best of his ability. He sometimes likes to prank people for fun. One of his flaws is he sometimes fails to take things seriously or notice when something actually bad is happening. His primary proficiencies are linked to charisma and spirit. As an enderman he hates water, and also knows how to be intimidating making his enemies run away in fear

    Vuco - Is a special type of villager, one that was born with magic abilities. She was born in Cloudsville where she studied magic to a great degree and gained the title "Goddess of Restoration". She now wanders the world in hopes to help out the people in the world. She is a strong willed person who happens to be very wise. She goes around calling you and the other main characters "Heroes" by title. One of her flaws is despite her powers being great she often has troubles concentrating and using them to the degree she needs while out in the world. Her proficiencies are linked to wisdom, magic, and spirit. As being a special type of villager she knows how to fly to a certain extent and has some magical powers

    Domo - If you have a really good memory, is the villager at the start of Terra Restore 2 who blasts you off in his cannon. He is someone who is a bit more serious and devoted to his craft. He is an engineer with an explosives specialization. He and Bob (one of the first zombies you meet) studied together long ago before they went different routes, with Bob specializing in redstone. He helped create the Village of Beginnings by carving out paths and places to build with his explosives. One of his flaws is he can often be a bit short tempered, and may resort to blowing something up to relieve stress. He is fairly knowledgeable of the world and often has insight to share on it. His proficiencies are linked to intelligence, and creativity/innovation. As a villager he believes hard work will pay off in the end

    Lini - Is a brand new character to the world. She is an extremely rare special creature, being part chicken and part dragon. (A cockatrice essentially) She lost her family long ago and is on a constant search to try and find them again. She can be a bit of a coward at times, but she has a strong heart and tries when needed. In various ways she is similar to Vuco. Although she has wings she has barely learned how to fly properly. Being part animal and part mythical creature she has a strong sense of when danger is near, and also knows some degree of magic. Her proficiencies are linked to dexterity, sensing, and magic

    As far as setting goes, Vuco early on in the map realizes she can't do what she hopes to achieve alone. Upon noticing and observing you and the others she makes a difficult decision to share part of her powers with you all. Meaning in the map you, Domo, Lini, Exiel and Vuco all have some restoration powers. You all end up working together in attempts to restore the world, which is where the various adventures begin

    Unlike previous maps The Void will take a much more present threat to the world. They seek to cause chaos and destruction of the world, and are often in the back in the shadows trying to manipulate groups of people to do what they want

    In a fair amount of ways the story will still be pretty similar to Terra Restore 2, just with more depth to it and better pacing




    Character progression & customization, and combat

    This is something very complicated and tricky to get right I feel. It's also very easy to go overboard in certain areas. As such these things may change, but here is what I'm thinking currently for character progression...

    Leveling system - As you explore the land and complete objectives you will gain experience and ultimately level up. The leveling system has a few reasons for existing. For one certain things in the world will have minimum level requirements, whether that be gear, quests, or whatever. Another reason is it is another reward I can give out to incentivize exploring. And not only that it's a special type of reward that doesn't get "replaced" once you find something better like a weapon. On leveling up you will gain a small amount of strength and defense, and perhaps some other stats

    Player base system - As already mentioned before, is essentially kind of like your talent tree, unlocking different traits and options for you

    Race system - I'm considering having it so that you can choose your race, which influences what your base stats are like - Perhaps a zombie/monster race might have slightly higher strength, where as a chicken/animal race might have slightly faster speed. Perhaps on some rare pieces of gear you might get a bonus if you are a certain race, or perhaps other small things in the world could change slightly depending on what you are. This choice would be locked in from the beginning. This system alone is pretty simple to add, and also to balance to a good enough degree

    Weapon system - You will be able to equip either 2 or 3 weapons at once. Weapons will of course have differences in enchants, damage, attack speed, etc. They will also sometimes have custom abilities attached to them that you can right click to use. Weapons with abilities take spirit to use

    Spirit - New resource which is essentially mana. Slowly regenerates over time. Can regenerate even faster by hitting enemies, or having certain items/traits/etc.

    Stat balance system - A custom stat balancing system which will be very important in making the map an enjoyable experience and for things to feel rewarding. These stats redo the scaling behind normal Minecraft attributes. A weapon with 10 strength might hit for 10 damage in one area, but in a higher level area it might only hit for 1. The system in essence makes it so that stats are not linear, as in if your strength is close to the enemies defense then each point of strength helps you a lot. However if the enemies defense is way higher than your strength then each point of strength would do very little. This system is already in place in the form of strength and defense, although I'm considering adding agility (movement speed and maybe attack speed) to the list in some form (probably a comparison between armor+weapon "weight" vs. agility)

    Bows & arrow limit - If I do have bows in the map then you will only be able to carry a certain amount of arrows at once. Arrows can be found through various means, such as hidden in chests in dungeons. This makes using the bow more strategic and less cheesy

    That is roughly what I would "like" to do with Terra Restore Reborn, not all of that is guaranteed to happen or remain unchanged. The main considerations/worries I have from the above comes down to map scale and gameplay focus. Is everything there worth developing? Should I change/add/remove anything? And what part(s) of the map should be the primary focus to receive the most attention?

    To make it simple, Terra Restore Reborn has 5 different core elements:

    • Story
    • Dungeons
    • Player base
    • Towns
    • Overworld

    With that in mind you can then think what would the map be like if you add to/change/remove those elements. Also keep in mind that changing/removing one of those elements could result in more attention/focus/additions into the other elements

    Some changes that I've thought of that "could" happen include:

    • Remove the "main" storyline as a whole - Just have the storyline be about exploring and living in the world with the same setting, and experiencing the different mini stories happening out in it. Everything else will likely be the same as before. Would give the player more freedom on what they want to do whenever they want to. Also makes it so I'm not trapped into developing around a main story and essentially gives me more freedom too. Also adds to the maps replayability value
    • Remove the storyline as a whole (not just the main storyline) - World revolves around your base that you expand, and also going adventuring into dungeons and the world itself. Towns may or may not still exist in the world. The story is essentially what you make it. Different characters will still be in your base that will do different unique things. Map would likely start at the player base right away. This option is very much like Terraria
    • Change the map to be standalone and not a series - And reduce the scale of the map to be done in 1-3ish years. Makes the project even more manageable
    • Change the map to be more focused on actual gameplay inside the player base - Map would be more focused on setting up farms, upgrading them, finding secrets, participating in events, interacting with NPCs and the environment in general, leveling up different profession skills, unlocking things, etc. I'd try and balance a good mix of player base gameplay and actually going out and exploring a bit and conquering dungeons. Would likely be no towns outside of the player base itself. This option is very much like Stardew Valley
    • Remove the player base - Towns would still be out in the world, and things would still be available to restore. Would likely result in more focus on the overworld and towns themselves. Perhaps there would still be areas that the player could set up a base at in survival mode with nothing special to them
    • Remove overworld, towns, and story - An extreme option, all there would be is the player base and one big massive sprawling dungeon. While exploring the dungeon you would find teleporters/checkpoints to quickly get around. This option would shape the gameplay to essentially be all about dungeons and not much else
    • No big changes - Continue the normal plan

    I'm sure you get the point by now. Removing/changing the elements of the map could not only change the scale of the map, but also change the amount of focus each one gets, and the amount of time you will be spending with each. Some of the changes are obviously more drastic than others too

    I'm still not 100% sure what option I'm going to go with. I'd like to have a map with all of those things, but should I? From a personal perspective I'd say from greatest to least in terms of focus should be dungeons > overworld > player base > story > towns. I'm very much considering going with both the "remove the main storyline as a whole", and "change the map to be standalone and not a series" options. This would reduce the scale of the map greatly, while giving me and the players more freedom, while adding to the replayability value, and while keeping the map still Terra Restore like. Feel free to lemme know what you think though!





    Until I feel ready to go crazy with Terra Restore Reborn, and have my plan good to go I'm going to be tackling side projects. Unfortunately that aquatic survival map idea is not going to happen as I quickly started to see how big it was getting. (One of the reasons why I started thinking about the scale of TRR in comparison) I could of course lower the scale of the map, but I think a different project would be better suited for the time being:

    Single simple dungeon map (kind of like Chicken's Courage)

    • No overworld, player base, story, or town - Just a straight up single decent sized dungeon
    • Purpose of map is to get back into the swing of things. Also to test out different ideas and systems that I'm thinking of using in TRR
    • Estimated development time for map will be 2-4 weeks. Would like to have 3 different special encounters in total like Chicken's Courage

    That is the plan for the time being, we will see what I plan on doing after that. Just updating TR2 to 1.13 (not adding anything new) is a possiblity afterwards. Or maybe even a small map based on an "overworld" alone - exploring, gathering, and encountering different things. I'm still not sure how I feel about starting Terra Restore Reborn until Hytale comes out. Once I get access to Hytale there might still be around a month until I start just to gain perspective on Hytale as a whole and learn how it works. If anything for now I'll just keep planning until that point comes and messing with smaller maps


    Please
    Don't remove the lava floor in the player base

    Then I'll play

    Posted in: Maps
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