Design: Anomalies, Guilds & More
July 10, 2025​
- @Sp3cialK
- @rachaelrose1212
- @galactic_15
- @Rev
- @MCDraws
- @Wout
Anomalies Discussion​
- Looking to add larger anomalies (5x5) to the pool, alongside standard 3x3.
- Discussed anomaly concepts:
- Requires mana feeding to close (could spawn mobs while active).
- Needs a fabric-themed item to close.
- Intersecting dimensions that disintegrate on interaction.
- Suggested interpretation: anomalies = interactable blocks/entities that have an effect or require an action to close.
- Altars/shrines ideas:
- Feed on rift energies.
- Could require placing a block as an offering, triggering effects based on item value.
- Makes interactions more than just clicking.
- Goal: narrow to one anomaly for next update, simplest option is a right-click event triggering something.
- Suggests starting small & adding more types later.
- Plan:
- Vote on anomaly concept.
- If accepted, move to lore, art, and dev.
- No mock-up art needed before vote.
- Idea of anomaly categories (like “Fragment anomaly,” “Remnant anomaly”).
- Should be quick events (small altars, few mobs), not main objectives but add interactive variety.
Guilds & Currency​
- Working toward a framework for guild pitches, to keep proposals aligned on:
- Guild’s purpose.
- Activities.
- Currency use.
- Noted: first three guilds (Gem, Essence, Ability) have reached code design. Only confirmed point: guilds will be in the game.
- Discussed currency:
- Options:
- Every guild has its own.
- Currency grouped by guild type.
- Unified currency.
- Or no currencies at all.
- Flexibility preferred: e.g. quests reward tokens, redeemable for guild-specific items.
- Options:
- Touched on how currency ties to core guilds, especially Essence & Ability.
- Ideas for digital currency:
- “Money pouch” locked to player.
- Digital system avoids physical coins.
- Easier for finding currency in rifts or trading.
- Trading ideas:
- Player bank guild or Terraria-style currency GUI.
- Guilds represent different game mechanics (e.g. trading guild for exchange).
- Selling items yields different prices:
- Right trader: 10% under market.
- Trading guild: 20% under.
- Random: 50% under.
- Worry: might confuse players who expect simpler ARPG selling.
- “Finance man” NPC:
- Automates selling from chest.
- Could be an upgrade to avoid manual selling.
- Auction house concerns:
- Managing multiplayer economy vs single-player.
- Auction for rare/cosmetic sinks (armor models, paintings, statues, fountains).
- Discussed taxes as a gold sink.
- Ideas for offline player trading:
- NPC instantly resells sold items.
- Single-player uses fake logs with randomized price ranges.
- Random chance a computer “buys” from you.
Hub World​
- Pitch prep underway, feedback requested.
- Hub World = shared server-wide stable rift:
- Hosts NPCs & guild members.
- Standard story exposure (less RNG).
- Shops, guilds, buildings for immersion.
- Center space for multiplayer events.
- Progression tied to guild reputation system.
- Simplest initial plan:
- Static, singular location (no upgrades yet).
- Cross-server aspects not priority right now.
- Tutorial likely deferred for later.
- MVP aim: get it in players’ hands fast to drive feedback & next steps.
MVP & Roadmap​
- Big push to get MVPs live so players generate ideas organically.
- Roadmap to Living Backlog:
- Tracks done, in-progress, pitched.
- Links to discussions, GitHub tasks, feedback.
- Want each feature to have a pitch.
- Internal project structure under Internal Projects (Google Doc / Miro).
- Check if any additional guild system features needed.
Ability Gachapon & Loot​
- Ability Gachapon:
- On old roadmap.
- One take was: Like spell scrolls (D&D, Baldur’s Gate 3).
- Gachapon = toy gambling style.
- Gotcha Pon viewed as another anomaly type (random effect).
- Might drop plushie on shoulder or give minor boost.
- Suggest adding to anomaly list.
- Loot ideas:
- Add skins to loot tables, like Twilight Forest or Immersive Engineering.
- Skins in containers, can be applied to gear.
- Single-use skins valuable for trade.
Transmogs & Armor Systems​
- Build on transmogs:
- Randomized coloration (paint can shifts color values).
- Themed rift colors as standard, super rare “glitched” versions.
- Inspired by Terraria dyes.
- Armor dye system:
- Modifying Minecraft trim system to add dyes.
- Prominence has trims working on modded armor by using vanilla shapes.
- Vault Hunters have separate layers, might need custom implementation.
- If trim doesn’t fit, appears as floating pixels (separate layer).
Museums & World Concepts​
- Ideas for non-endgame activities:
- PvP arena (feature already listed).
- Museum for completionists:
- Fills with items you’ve found.
- Microbiomes or Rift themes, murals for lore.
- Could be instanced per player/team.
- Shows different exhibits to different players (helmet on pillar vs explanatory sign).
- Possibly via resource pack tricks.
- Fun idea: PvP arena with “emperor’s booth” to drop creepers into the fight.
Team & Internal Discussions​
- Pushing social media to attract more devs (Reddit, YouTube, Discord).
- Considering targeted outreach on dev-heavy spaces (NeoForge Reddit, tutorial discords).
Onboarding & Mentorship​
- Improve onboarding by:
- Clearer paths for new members.
- Mentorship system (tie to roles, timezones, load).
- Queue system distributes newcomers to mentors.
- Already have Navigators, but want more intentional pairing.
- Suggest pairing new people with personal intros (e.g. hand off to Warren).
- Close onboarding ticket once connection confirmed.
Other Notes & Tasks​
- Move content from Google Docs to Wotr-docs
- Divine Essences:
- Inspired by Vault Hunters S1 artifact puzzle.
- Collectible goals for players.
- Post updates on onboarding buddies.
- Complete living backlog doc.
âś… Next Actions
- Prep shrine anomaly pitch for vote.
- Continue living backlog documentation.
- Outreach for devs, artists, builders (no such thing as too many POIs).
- Develop clear mentorship pairings.
- Move documentation to WotR-Doc.