Feature ideas megathread #77

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opened 2023-02-10 23:36:41 +01:00 by BodgeMaster · 0 comments

This issue contains ideas for changes that we could implement once we are up and running and have actually replaced Minecraft on my server.

Inventory

Originally, I had the idea of a brutally realistic inventory, but that would be fundamentally incompatible with how Minecraft works today and would require a lot of work to convert. Not to mention that it would break a lot of game mechanics like hoppers, chests, etc. I am going to take note of these ideas in a list below in case I want to come back to them later or as an alternate game mode, but for now these changes are scrapped. Instead, here are the actual changes that seem feasible:

  • Players start out with just their main hand, the off-hand, and armor slots.
  • The hotbar can be unlocked by equipping a tool belt.
  • The remaining inventory slots can be unlocked by equipping a backpack.

The now scrapped idea list:

  • Removal of the classical inventory, just armor and a tool belt that can only hold tools
  • The only carry capacity is picking up things with the hand
  • More carry capacity would come from carts and other vehicles
  • Inventories are filled up by volume, not slots, so a chest could only hold one block worth of stuff

XP/Mana system

  • Rename XP to Mana
  • Make it more useful beyond enchanting and mending
    • for example rituals like building an iron golem would require mana
    • add more rituals
      • a ritual that allows you to control mobs
  • Change mending
    • protect weapos and armor from getting damaged when successful in fights
    • something similar for tools
    • perform a ritual to actually mend degraded tools
  • Make keepMana a separate gamerule from keepInventory
  • Mana containers that allow players to extract mana from their soul for safe keeping
  • A sort of mana progression system that allows players to unlock usage of more powerful mana-dependednt features
    • for example better enchantments

Additional features

  • Game mechanics:
    • Bodily needs
      • Thirst
      • The need to sleep
      • Waste disposal
      • Sensitivity to environment temperature
      • The need to eat even when idle
    • Make bookshelves contain actual books
    • better dog AI
      • Different taming/adoption mechanic
      • A way of teaching them commands
      • Avoid jumping off cliffs / into lava
      • Avoid pushing other members of the pack
      • An attack on any member of the pack (not just the player) automatically counts as an attack on all
    • Torches and candles go out / get used up
      • for a more permanent light, use lanters (can be refilled) or other future light sources
  • Enchantments:
    • Midas Touch (for weapons): Turns the opponent into a gold statue for a moment
    • Speedster (for boots): Makes you walk faster
    • Soulbound (for any armor piece, weapon, or tool): Keeps the item in inventory across respawns
      • If no backpack or toolbelt with soulbound, additional items will be dropped
  • Items:
    • Torch arrow: Wherever it lands, it places a torch
    • TNT arrow: Explodes on impact
    • different kinds of bones (vertebrae, leg bones, arm bones, etc. (Yes, I know, that’s not what they’re called.))
  • Blocks:
    • Vertical slabs ans stairs
    • Slabs and stairs of all kinds of blocks that can reasonably be expected to have them
    • A type of observer that only reacts to a specific block state
This issue contains ideas for changes that we could implement once we are up and running and have actually replaced Minecraft on my server. # Inventory Originally, I had the idea of a brutally realistic inventory, but that would be fundamentally incompatible with how Minecraft works today and would require a lot of work to convert. Not to mention that it would break a lot of game mechanics like hoppers, chests, etc. I am going to take note of these ideas in a list below in case I want to come back to them later or as an alternate game mode, but for now these changes are scrapped. Instead, here are the actual changes that seem feasible: - Players start out with just their main hand, the off-hand, and armor slots. - The hotbar can be unlocked by equipping a tool belt. - The remaining inventory slots can be unlocked by equipping a backpack. The now scrapped idea list: - Removal of the classical inventory, just armor and a tool belt that can only hold tools - The only carry capacity is picking up things with the hand - More carry capacity would come from carts and other vehicles - Inventories are filled up by volume, not slots, so a chest could only hold one block worth of stuff # XP/Mana system - Rename XP to Mana - Make it more useful beyond enchanting and mending - for example rituals like building an iron golem would require mana - add more rituals - a ritual that allows you to control mobs - Change mending - protect weapos and armor from getting damaged when successful in fights - something similar for tools - perform a ritual to actually mend degraded tools - Make keepMana a separate gamerule from keepInventory - Mana containers that allow players to extract mana from their soul for safe keeping - A sort of mana progression system that allows players to unlock usage of more powerful mana-dependednt features - for example better enchantments # Additional features - Game mechanics: - Bodily needs - Thirst - The need to sleep - *Waste disposal* - Sensitivity to environment temperature - The need to eat even when idle - Make bookshelves contain actual books - better dog AI - Different taming/adoption mechanic - A way of teaching them commands - Avoid jumping off cliffs / into lava - Avoid pushing other members of the pack - An attack on any member of the pack (not just the player) automatically counts as an attack on all - Torches and candles go out / get used up - for a more permanent light, use lanters (can be refilled) or other future light sources - Enchantments: - Midas Touch (for weapons): Turns the opponent into a gold statue for a moment - Speedster (for boots): Makes you walk faster - Soulbound (for any armor piece, weapon, or tool): Keeps the item in inventory across respawns - If no backpack or toolbelt with soulbound, additional items will be dropped - Items: - Torch arrow: Wherever it lands, it places a torch - TNT arrow: Explodes on impact - different kinds of bones (vertebrae, leg bones, arm bones, etc. (Yes, I know, that’s not what they’re called.)) - Blocks: - Vertical slabs ans stairs - Slabs and stairs of all kinds of blocks that can reasonably be expected to have them - A type of observer that only reacts to a specific block state
BodgeMaster added the
Far Future
label 2023-02-10 23:36:47 +01:00
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