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Modifiers & Adjectives: Adding Some Mystery & Wonder by Adding Variations

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    Maybe put simply: One modifies visual size and appearances, while the other modifies behaviors and characteristics. They do overlap a bit, and mixing biomes and mob complicates it a bit, but maybe some examples will help clear it up a bit and get the imagination going.

    Some Mob Adjectives: Tall, Short, Fat, Stout, Long, Beastly, Hyper, Tame, Old, Fat, Zealous, Slippery, Tricky, Clueless, Cheerful, Dangerous, Harmless...

    Some Terrain Adjectives: Coarse, Cold, Light, Dark, Flat, Deep, Tall, Winding, Speckled, Blurred, Dented, Seeping, Cursed, Sharp, Oblique, Skewed, Chunky, Warped, Broken, Corrupt, Giant, Shattered...

    The intent and hope for terrain adjectives is to not have to explicitly add new biomes, but be able to add to or on top of already existing ones, and that new seeds would generate the same biomes as old ones, just with unique and possibly unexpected variations. Kind of like post processing the terrain with various effects.

    Combined with mob variations, this could create some very unique and unexpected worlds, situations, stories, and gameplay..

    And just to restate, to minimize the impact this would have and to encourage exploring, the effects and occurrences would grow with distance from 0,0, 

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    Registered User commented
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    It just occurred to me that the 20W14∞ "update" demonstrated that you could do all sorts of things if you wanted. You could have a modified biome that plays all the wrong sounds, or a jungle with slightly off colors, or a plains with a weird sky, a pitch black ocean, a snow covered desert. There was even a Holes and Decay biome that would go perfectly. A bioime filled with holes would be weird, or a place where all the block are floating away would also be strange.Just knowing that such things could be out there somewhere far away would be intriguing. I think you should try and play to the strengths of the computer generated style and mathematic derivations a little bit more. It's Minecraft, it doesn't have to be realistic, it just needs to be familiar enough but mostly MInecraft.

    And just two ideas I thought of to add to the weirdness:
    A pig that stays in one spot. You can move the pig, but it will just go back. It just stands there, staring.....
    Or a sheep that continually goes in one direction. Avoids danger, but continually just goes in a direction. Who knows where it's going? Only the sheep knows.

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    Registered User commented
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    To maybe help integrate such features and encourage exploration and help find these anomalies, librarian villagers' houses could have a written book called something along the lines of "Book of Curiosities". This book could lead or point a player to different anomalous mobs and biomes. It could contain something like 5 entries. Three of the closest mobs and 2 of the closet biomes, or 3 close mobs or biomes and 2 very far away but more anomalous ones, or something to that affect. How it would tell the player where to go and how accurately? Would you even be guaranteed to find something? I'm not sure.
    You could possibly have an expert librarian offer a book that has just one mob or biome. Or maybe they don't have a book of anomalies but instead directions to find a librarian in a village that does have a book, to encourage adventure.

    This would be similar to already existing mechanics, such as burred treasures and woodland mansions, so I think it would fit well enough.

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    Registered User commented
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    Ooo... A parasitic biome. A biome that has another biome's characteristics applied or overlayed or bleeding into the one that's originally there.
    This could make for a double biome. A biome that's twice! What ever that is...

    A single jungle tree in the middle of desert? What is this madness?
    What is that bee doing in the middle of a snow biome? And why is it dripping snow particles?

    Just trying to throw ideas out there. I don't know how many people are going to look for or find this post anyway.