Spawners, Materials, and Ability Casting
Design meeting Feb 7
Attendance
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Aurora
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Divides By Zero
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Galactic_15
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Rachaelrose1212
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Rev
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Sp3cialK
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Wout
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WarrenGore
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Zing
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- 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
- Remove spawner at completion, talked through options around:
- 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
- Instead of mobs trickling in one at a time when a mob dies, have them appear in waves
- 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
- Add additional mob spawner types
- Team was in favor of these changes, planning to move forward to pitch prep
- Completion Reward
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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
- Have quality determined at a station instead of a tool?
- 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
- Concerns on stacks, ~20 distinct riftwoods in the example
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- 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