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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