Design: Rune Tiering, Rift Refreshments, Divine Essences, and Player Progression
August 9, 2025
- @rachaelrose1212
- @Sp3cialk
- ???
Visual Working Board PDF
Meeting Format
- Meeting included:
- Idea sharing (15 minutes)
- Weekly focus topic (30 minutes)
- Review of existing and in-progress ideas (15 Miuntes)
Rune Gems & Vanilla Gear Integration
Rune Tiering System
- Proposed gem system aligns rune gems with vanilla gear tiers:
- Example: low level gems socket into copper+ gear
- Higher level gems unlock socketing in iron+, diamond+, etc
- Gating is enforced by tier compatibility
- Preserves vanilla progression instead of overriding it with early modded gear
- Encourages “vanilla plus” progression while unlocking magical enhancements
Design Intent
- Prevents immediate obsolescence of base Minecraft gear
- Encourages players to engage with Minecraft’s native systems early on
- Creates cohesion across systems by building on what already exists
Rift Refreshments & Provisions
Food & Drink Systems
- Builds on prior meeting discussion of hunger-based regen systems
- Refreshments and Provisions are two separate item classes:
Rift Refreshments
- Inspired by the tea shop concept
- Provide short term potion-like buffs (15–30 seconds)
- One active at a time, new drink overrides the previous
Provisions
- Provide longer-term for the full Rift session
- Tie into hunger/stamina systems
- Designed for consistency across an entire run
Divine Essences
Concept Overview
- Divine Essences serve as an endgame progression path and long-term goal
- Can be collected, split, or combined
- May be used to unlock powerful blocks
Implementation Ideas
- Suggested total of nine essences to match Minecraft’s hotbar or a potential pantheon
- Rainbow essence (all combined) proposed as a high-tier objective
- Drops can act as catalysts or crafting components
- Potential to link essences to specific Rift types or challenges
Player Progression Systems
Stat Based Design
- Shift toward a stat system instead of skill trees alone:
- Base stats increase with level (e.g. Strength, Intelligence, Constitution)
- Stat growth gives players a sense of long-term power
Guild & Talent Integration
- Talent trees could still exist and tie into guild progression
- Divine Essences could offer final-tier unlocks or passive bonuses
Core Goals
- Ensure players feel stronger over time, even without high-end gear
- Progression should affect base player ability, not just loadout
Additional Topics
Vanilla+ Rift Tools
- One-time-use items (e.g., grenades) proposed as loot drops
- Increases variety in loot tables and combat engagement
- Concern: players may hoard consumables out of fear of wasting them
- Arrow types and similar consumables suggested as craftables
- Made outside the Rift but impactful within
- Fits the goal of enriching Minecraft-style combat without overwhelming with new systems
Weapon Design
- Ideas include flamingos, umbrellas, and ether rifles.
- Template for submission includes:
- Name, description, reach, handedness
- Stat modifiers
- Offhand benefits
- Basic attack and unique ability
Weapon Classes
- Should consider ARPG conventions (e.g., clubs, blades, spears)
- Suggest updating the template to reference weapon types or roles
- Encourage balance of creative flavor and mechanical design
Endgame Planning
- Dedicated discussion on what endgame should look like.
- Topics to include:
- Defining level caps or completion milestones.
- Endgame content vs. sandbox freedom.
- Whether collecting all 9 Divine Essences is the final objective.
- Alternate ideas for endgame beyond the current essence system.
Pillar Consolidation
- Goal: finalize core game design pillars in the upcoming meeting
- Contributors asked to consider:
- Which pillars overlap?
- Which can be merged?
- Which values define the heart of the experience?
Tool Durability
- Durability is removed entirely from tools, in and out of the Rift.
- Based on previous community vote.
Rift Access
- Entry process likened to a Minecraft speedrun.
- Variability in player experience is high depending on RNG and seed.
- More testing needed to establish average access time.
Next Actions
- Next week’s meeting will continue at a similar time
- Next focus: TBD