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ideas.md

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  • Give every block a damage value that is persistent. Enemies may damage blocks and finally - destroy them.
  • In order to not make building in the sky overpowered, blocks must be supported by something. This means they must be above another block or near another block.
    • Then, enemies will try to knock down foundations and bring down sky bases.
  • Mobs will always know how to find players. They will pathfind a way to them, and if they can't, they will break blocks to get where they need.

New block mechanics

Max health value

  • Every block has a certain amount of initial health that determines how hard it is to destroy.
  • Unless otherwise specified, the max health value directly correlates with the hardness of a block.

Current health Value

  • Every block has a current health value that is initialized as the max health value.
  • When a damaged block is harvested by a player, it retains its current health value and will stay damaged when it is placed again.
  • When the current health of a block reaches 0, it is destroyed.
    • Easy mode - a destroyed block is dropped with 0 current health
    • Hard mode - a destroyed block is gone forever
  • The % of max health remaining is displayed as durability on the block.
  • Blocks will appear cracked when they have taken damage. The more damage - the more cracked
  • WAILA displays the exact amount of currentHealth/maxHealth.

Support

  • Blocks (other than bedrock) must be supported by another block - it must have a support path to bedrock.
  • This means that there are no restrictions to placing blocks, but breaking or destroying blocks can have serious consequences.
  • When a block is broken, blocks (efficiently) check if they lost their support. If so, they will fall down like gravel.

New Itemstack mechanics

  • When blocks are broken, they retain their health value as an ItemStack.
  • Health value is shown as damage on the item
  • When blocks are placed they have the item's damage value

New items

Repair kit.

  • May be used on a damaged block to repair it.
  • Repairing is done by holding down right click on an item and healing it over time.
  • Repairing is done on a health-per-second basis, meaning high health blocks take longer to repair and take more durability.

Force Field.

  • May be used to protect against foes.
  • Could be powered and regenerate slowly.

Confusion bomb

  • Causes mobs to attack each other

Blinding bomb

  • Causes mobs to not be effective at getting to you

New mob mechanics

  • All mobs actively try to fuck up the player at all times.
  • Mobs, unfairly, find the closest player, with no respect to distance or vision, and try to kill him.
  • If a reasonable path is found, the mob will use the path and attack the player as usual.
  • If no path exists and the mob is on the same level or higher than the play - mobs will break blocks along the way to get to the player.
  • If no path exists and the player is taller - need to think about this, what are the criteria for destroying Support?
  • Mobs may be dumb - and destroy anything no matter how strong the block is - or be smart and find the weakest blocks to destroy to get to the player.
  • Mobs may have a bigger step height.

Push balance

  • Since mobs don't break blocks from far away, pushing them would be too strong. So everything that involves pushing is nerfed.
  • Liquids have only a small effect on mobs and they can all swim.
  • Pistons have a limited amount of uses

Block break balance

  • Since blocks are really easy to create, it would be trivial to block out mobs forever.
  • Solution - at first make mobs take a decent amount of time to break blocks.
    • Then, make the mob's breaking power exponentially stronger, to the point they quickly oneshot normal blocks.
    • At that point the player will have to craft special blocks (walls / force fields) to efficiently keep mobs out since they will have much more protection.