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scratchpad.md

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Scratchpad

Stuff I come up with on lunch breaks.

Utilities

Chat rewrite

  • Pronoun tags

Daily roll rework

  • Prizes spin around the player before landing on the final prize

Schematic checker

  • For a designated location, check the blocks of a schematic relative to the blocks in the area.
    • To be used for custom features like portals, shrines, etc.
  • Prevent block changes in the area unless the core block is modified actively by a player, and require confirmation to disable the structure

Economy

Villager trades at spawn

  • Centralized and reliable NPCs for trading with
    • Prices higher than those that can be found elsewhere
    • Gold sinks somehow
      • Pay gold to improve supplies? Reduce prices?
    • Reduces the need for villager spawners

Material storage

  • Store stacks of materials, up to some limit
    • Obviates the need for sorters

Combat

Item economy design

  • Modular item construction
    • Build items from components
      • We sort of already do this with gems and sockets, and that system will remain, but it should be marginal
      • But you can also imagine different item components, or infusions, or whatever lore-based approach is useful to take
      • Importantly, the major function here is to let players choose stat combinations (and therefore playstyles)
    • Item archetypes determine stat universes, for example:
      • Crit damage
      • Crit chance
      • Attack speed
      • Magic power
    • Components can be traded
      • Rarity matters
      • Not permanent unlocks
    • Gold sinks
      • Cost for forging

Mobs

Champions

  • Fix Toxus being passive during the day

Elites

Spider

  • Web shot
    • Modifies some air blocks to cobwebs
  • Leap
  • Web grab
    • Pull players

Wind Cultist

  • Gustlaunch players
  • Shockwave players
  • Summon air familiar

Water Cultist

  • Heal mobs (regen)
  • Rally & speed boost
  • Summon water familiar
  • Tidal wave

Fire Cultist

  • Fire Aura
  • Summon fire familiar
  • Firestorm
  • Flamesurge

Nature Cultist

  • Heal mobs (burst)
  • Rally & shield
  • Rootsurge
  • Summon nature familiar

Skills and spells

Super ideas

Sandstorm

  • PBAOE
  • Remains at cast location
  • Applies slow pulse to entities within
    • Need logic for sand swirl particles; circling waves?
  • Modify blocks in radius to sand temporarily?
  • Draw towards middle?

Ice Storm

  • Cone AOE
  • Multi cast
  • Increased damage and slow on successive casts
  • Slow duration rather long
  • Return energy for slowed target death?

Headshot

  • Headshots deal 300% damage
  • Restore energy on kill

Impenetrable

  • No knockback, increased armor, decreased damage

Live Wire

  • Explode after 10s
  • Increased speed

Battle Soul

  • Grant +dmg to ally
  • Heal from % ally dmg

Swirl of blades

  • Spin around dealing damage

Hundred blades

  • Successive hits +dmg

Crashing wave

  • Geyser up, wave outward
  • Pushes mobs away + damages Ice platform 10s

Fleet-footed

  • Velocity on jump / right click
  • Speed boost
  • +dmg in air
  • Hover while aiming

Counter-attacks

  • on entity damaged by

    • <context.cause> == entity_attack
    • <context.damager>
  • Skill: Tie to off-hand items?

  • Counter-attack spells?

Attunement spells

  • Mana is easy. What about redstone?
  • Probably requires Denizen knowing what the costs of the spells are
    • Could do this via manually making a list in Denizen or maybe just wait for MagicSpells 4.0

"Elite" spells

  • If an Elite spell is on cooldown, no other Elite spell may be cast

More magic stuff to flesh out later

  • What is this element bad at?
  • What is this element good at?
  • What is this element the best at (i.e. better than any other element at)?

Etc

Pocket realms for gold and redstone farming

Summary

  • Summoning scroll or whatever drops from elite mobs, activate to bring you and 2 others
  • Mobs that drop resources and a boss at the end
  • Maybe blocks to mine
  • Time limit - choose between mining and combat or work together and do both

Redstone progress

  • Tileset
    • Tileset design
    • Generation / implementation
  • Mobs
    • Veterans
    • Elites
    • Boss
  • Items
  • Scripts
    • Player teleportation
    • Timer

Introduction rework

  • Key concept - first ten minutes

  • Hint at skill trainer locations

  • Force user to open book

Player pages

  • Key concept - Shareable pages with player information and progress
  • Rank
  • VIP?
  • Statistics
  • Quest progress
  • A la Pokemon league cards

PvP / PvE Gamemode to-be-named

  • A dungeon, with monsters
  • However, players can queue up as opposition monsters as well
  • When the challenging players kill the boss at the end of the dungeon, the monster players get powered up and the challengers must escape the dungeon without dying
  • Until the final boss is killed, the monster players get unlimited respawns
  • Once the boss is killed and the monster players are powered up, it's their last life
  • Choose between classes/builds for your final form
  • Encourage thoughtful team comps through skill choices