Design: Mob Archetype and Special Room Framework
November 29, 2025โ
- @rachaelrose1212
- @danymaddox
- @dividesbyzero
- @kinkymal
- @moomarmouse
- @ArtemisKhros
- @wouts.
- @rmzing
- @galactic_15
- @rizek_
Visual Working Board PDFโ
Focusโ
Open discussion covering Wild Rifts mechanics and implementation, rift tier progression, Hub world design, and player level systems.
Wild Rift Mechanicsโ
Core Conceptโ
- Rift portals found in Overworld (eliminate need to create portal)
- Theme "leaks out" showing blocks indicating interior
- Applying processors to Overworld POI same as other applications
- Seed not rolled until player enters
- Portal entrance holds key with configuration for rift created upon entry
Entry Cost & Essence Economyโ
Problem: Essences found in Rifts as loot - how to get essences for initial entry? Solutions:
- Wild Rifts offer different cost (time exploring vs spending essences)
- Level 0 Rifts might be free (makes Wild Rifts as level 0 less valuable)
- Act as checkpoint if players deplete essence source
Spawn Mechanicsโ
Proposed System:
- Tie to End portal locations
- Wild Rift spawns at first sky block directly above End portal
- Found via End portal finding mechanism OR spotting on surface
- Start with directly over End portal only, adjust if needed
Rationale:
- End portals generated ~1000 blocks from world center
- Three in first ring
- 10,000 block world border = ~19 wild portals (first three rings)
- Lore: Disturbance from End portals causes Wild Rifts
Pitch Focus: Start with Overworld only, then consider Nether/End
End: Tie to ender pearl gateways back to central island
Nether: Nether fortresses or ruined Nether portals
Appearance & Discoveryโ
Visual Indicators:
-
Sound or light effect indicating presence
-
One-chunk radius terraform biome around Rift
-
Could hint toward structure inside or be completely wild
-
Respawn in same area, tied to seed (similar to End portals)
-
Ties back to Overworld vs Hub vs Rift start debate
-
Wild Rifts give explorers something connecting to main game loop
-
Starting in Rift might be too much too soon
-
Hub could have public Rift portals
Loot Considerationsโ
- Keep iron in loot (needed for crafting)
- Add ender pearls and blaze rods
- Potentially up Nether difficulty if tier 5 Rifts there
Easter Eggsโ
- COW level implementation (similar to Diablo)
- Accessed via Wart's leg in Nether
Rift Tier Progressionโ
Tier Count: 20
Rationale:
- Number from working on loot, armor, gems
- Old system: 7 tiers (based on room depth)
- Each tier should unlock something new: mechanic, mob, modifier
Tier Distributionโ
Size Scaling:
- First 5 tiers: All small size
- Higher tiers: Larger sizes
Associations:
- Size
- Loot
- Mob difficulty
Vanilla Tie-In Possibility:
- Overworld = Tier 1
- Nether = Tier 5
- End = Tier 10
- Wild Rifts provide earlier access to some content
Difficulty Communicationโ
- Players need to know how deep they are in Rift
- Difficulty of area must be communicated (even in tier 1)
- Difficulty deepening could be environment traversal challenge
- Logic needed behind tier number choice (tie to loot progression/armor tiers)
Rift Navigation & Structureโ
Verticality & Room Types Current State:
- Players can't reach top/bottom layers until tier 5
- Need chaos rooms to go up/down
Proposed Changes:
- Unstable rooms should also be chaos rooms
- Dedicated staircase rooms instead of relying on chaos rooms
- First portal room could have staircase up/down
- Chaos rooms more common further out
- Fairly linear stable room could exit at different level than start
Teleportation Mechanicโ
- Some 3x3 POIs spawn as portal in Rift
- Hit portal = teleport anywhere in Rift
- Could teleport close to spawn or further away
- Players should return through same Rift to same place
Mappingโ
- Important for navigation inside Rifts
- Need depth/difficulty indicators
Hub World Designโ
MVP (Minimum Viable Product):
- Slab of bedrock (or white/black concrete) in private dimension
- Contains: NPCs, quest block, Rift block
- Separate dimension
- Void world (as easy to generate as superflat)
- Leave fake buildings without interiors for content insertion
Expansion Strategy:
- Only realistic infinite expansion: Ocean islands OR floating islands
- If expandable by others via data pack important: Floating islands only way
- Group could build islands quickly, potentially connecting in Hub
- No current vote on Hub shape (left to build discretion)
Technical Aspectsโ
Functionality:
- Void dimension with initial location and data-driven attachments
- MVP doesn't need data-driven components initially
- Adventure mode to prevent block breaking/placing
- System revent griefing
- Entire Hub dimension 'adventure mode' with specific settings
Data Packs:
- Allow people to data pack new areas that automatically connect
- Initial discussion around sufficient number of additions
Purposeโ
- Meeting place
- Safe zone
- Place to start adventures
- NOT for living or messing around
Player Housingโ
Proposed Systems Inn with Rented Rooms:
- Pocket dimension rooms players can rent
Apartment System:
- Upgradeable player housing (similar to Stardew Valley)
- Own dedicated space without Overworld building
Player Level Systemsโ
Philosophy: Against Traditional Player Levels
Reasoning:
- Allow players to reset and play with newcomers easily
- Tie better gear to completing certain number of Rifts instead
Alternative Approaches:
- "Forgetful potion" to reset abilities/gear usage
- Player level as requirement for equipment use
Incremental Progression (If Implemented)โ
Benefits:
- Respect player's time
- 20-minute Rift with no new gear still increases XP
- Small gains (0.1% damage per level) make runs feel worthwhile
Vault Hunters Comparison:
- VH expensive to reset anything, even builds
- Player level should be incremental increase
XP Sourcesโ
Options:
- Mob kills (could be exploited)
- Completing objectives (fair amount of XP)
- Mob drops give purpose beyond defending loot
- Allows passive builds to be viable
Reset Typesโ
Respec:
- Redistribute points while keeping progression
Prestige:
- Start over after max level with reward
Complete Reset:
- Wipe data to play with friends at same level
- Shouldn't be easily accessible
- Command
Implementation Concerns:
- Command for server admins useful
- Risk of accidental resets needing admin assistance
- Current POC: Players receive loot box when leveling up
- Need to implement system and identify flaws before rollback/revert system
Additional Topicsโ
Emerged organically through discussion
Loot Goblin:โ
- Made it through pitch, approved
- Warren/Andy picking up next week or tomorrow
Stories opening:
- Art: Sketches or Blockbench models
- Dev: Program behaviors for enemy class
Rift Timer (Soft Timer):โ
- Approved
- Needs stories
- Warren spinning up Dev implementation (part of 0.3.0)
Other 0.3.0 Contentโ
- Only two feature-related items in 0.3
- Bug fixes: Add essences as items, fix collect item objective
- Data packs in progress for abilities
- Merchant/quest data pack issues could tag to 0.3.0
In Progressโ
Anomaly Model Fix (Dany):
- Fixed, needs review
- Adds model for creative menu icon/hover display
Discussion Focus Prioritiesโ
Next Update Focus: Rifts
- Rift-centric topics: Mob types, loot types
- Room design discussions needed
- Mob classifications needed
- Framework for mob interaction in Rifts
- Establish what can be worked on for 0.3.0
Next Actions
- Get more into pitch prep and pitch voting
- Come to conclusions and implement
- Room design and mob classification frameworks still needed
Timeline
- Meeting notes in next day or two
- Continue pitch prep submissions
- Focus discussions on Rift-centric content
- Establish mob interaction framework