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Spawners, Materials, and Ability Casting

Design meeting Feb 7

Attendance

  • Aurora

  • Divides By Zero

  • Galactic_15

  • Rachaelrose1212

  • Rev

  • Sp3cialK

  • Wout

  • WarrenGore

  • Zing

  • Rift Spawner Rework

    • Completion Reward
      • Remove spawner at completion, talked through options around:
        • replacing with chest/block,
        • replacing with air and dropping an item in its former space
        • placing a reward in a more reachable location
        • having instant use reward trigger within X blocks of the spawner's former location
    • Improved Wave Mechanics
      • Instead of mobs trickling in one at a time when a mob dies, have them appear in waves
        • waves can be planned/designed
        • can mix and match mob archetypes
        • can have a new wave spawn based on previous wave being defeated and an amount of time, whichever is first
        • speeds up gameplay
    • Multiple Spawner Trigger Types
      • Add additional mob spawner types
        • Distance based
        • Line of sight
        • Sound
        • Redstone
      • Allow builder to determine what spawner to use
      • Make sure spawners have both a visual and audio cue for their trigger type
    • Team was in favor of these changes, planning to move forward to pitch prep
  • Material Rarity and Quality Framework

    • Concerns on stacks, ~20 distinct riftwoods in the example
      • Have quality determined at a station instead of a tool?
        • Would allow inventory to be more forgiving
    • Concerns on implementing at this time before knowing how exactly it’ll be used
      • Suggestion to return to the topic when we have more crafting needs for the rarity and quality framework
    • Potential ties to potion brewing, food cooking, or gear crafting ideas proposed before
      • Work on those systems/mechanics and then determine if we want to add rarity/quality to those systems
  • Ability Casting Rework

    • Abilities as a separate bar/hot keys felt clunky, 9 is too many, doesn't feel like Minecraft
    • Move abilities to items
    • Use existing hot key mechanics (left/right click)
    • Concerns around using the hot bar when there may be other needs for that hot bar space
    • Suggestion to have player see a keybind entry screen at startup - allow them to set ability keybinds
      • Concerns this may turn a player away, or at least they wouldn't know what to do with it until they start playing
    • Hybrid system suggestion
      • Wands have left/right click ability function
      • 9 ability bar selections (like today)
      • Allows player to decide how they want to set up their abilities
    • Suggestion to table for now and carry out discussion in the post