Erik Posted April 22, 2018 Report Share Posted April 22, 2018 (edited) As most have already noticed, Minecrafts "gamemodes" are called "playstyles" in Vintage Story. There are currently four intended playstyles, of which two are playable now. I want to discuss how they could work, or rather how I want them to work in detail. Playstyles should provide tweaks to mechanics or new mechanics to the game, but should not limit or extend the games content (i.e. new blocks, animals, monsters). This makes development of playstyles significantly easier and also prevents some playstyles to be superior and more viable. Playstyles and world types should be split. For each playstyle there should be a fitting, preferred/preselected world type, but other world types can simply be chosen from a list. This finally eliminates the problem of having to start a world in "Survive and Build" and cheating to become "Creative Building", just to play a world that is not superflat. Custom playstyles and worldtypes. They can be easily created, saved and shared, just like texture packs or mods. Custom playstyle should also be able to require or limit mods and world types, even limit the player to a player created map (linking extra content to playtyles them) to make this the preferred process of creating modpacks/adventuremaps and allow users to experience modded VS in a much easier way, where they can't screw up installing things. Custom playstyles should be able to be easily created through ingame menus and alternatively json editing. Playstyles are also a difficulty setting of sorts. There is a difference between a servers playstyle and a players playstyle. The player can have a different playstyle than the server, but in some settings the server has priority. In Singleplayer the servers playstyle is always changed to the players playstyle. Playstyles can be changed by cheating. These ideas would make playstyles a real thing and not a simple renaming of gamemodes. I want to further discuss the planned playstyles in detail, as well as configurable options for custom playstyles. Playstyle settings: Resource gathering: disabled: blocks the player destroys yield no drops enabled: blocks the player destroys yield drops Flight: disabled: player can't fly/noclip enabled: player can fly/noclip Block breaking speed modifier: Configurable number between zero and one point seven hundred cemuntillion. Player reach modifier: Configurable number between zero and one point seven hundred cemuntillion. Health: disabled: player is invincible simple: eating food regenerates health normal: hunger is drained to slowly regenerate health realistic: only herbalism/alchemy can heal Hunger: disabled: no hunger simple: hunger is only drained by regeneration or running normal: hunger drains by performing actions like walking, breaking blocks, jumping. brutal: hunger drains over time, doing anything will make it drain quicker. Hunger drain modifier: Configurable number between zero and one point seven hundred cemuntillion. Hunger punishment: disabled: no punishment for having zero hunger breathless: no running when at zero hunger hungry: debuffs at zero and low hunger starving: debuffs at low hunger and damage at zero hunger starved: debuffs at low hunger and death at zero hunger Nutrition: disabled: no nutrition management simple: three types of nutrients (protein, vitamin, carbohydrates) realistic: five types of nutrients (protein, vitamin, carbohydrates, fat, mineral) Thirst: disabled: no thirst simple: can drink any source of water normal: can't drink seawater realistic: water needs to be purified or it could poison Thirst drain modifier: Configurable number between zero and one point seven hundred cemuntillion. Thirst punishment: breathless: no running when at zero thirst thirsty: debuffs at zero and low thirst dry: debuffs at low thirst and damage at zero thirst dried: debuffs at low hunger and death at zero hunger empty: debuffs at low/zero thirst and instant death at zero hunger and thirst Warmth: disabled: not temperature management simple: only extreme conditions will require temperature protection realistic: death by cold will be common if you are not careful Gloom: disabled: no damage in the dark easy: debuffs while in total darkness hard: darkness can debuff and damage you Monsters (Technically they aren't really monster, but creatures from the future): disabled: no monsters mysterious: monsters limited to ruins and caves, no respawing worrying: monsters respawn in caves and ruins frightening: monsters appear anywhere dark terrifying: there is nowhere to hide, they are everywhere, everytime Animals: disabled: no animals. peaceful: animals will never attack the player passive: some animals will fight back when attacked territorial: animals won't instantly attack the player, but warn the player if he comes to close and only attack after that aggressive: some animals will attack the player on sight massacre: any animal will hunt you down and try to kill you, especially butterflies Monster damage modifier: Configurable number between zero and one point seven hundred cemuntillion. Monster health modifier: Configurable number between zero and one point seven hundred cemuntillion. Animal damage modifier: Configurable number between zero and one point seven hundred cemuntillion. Animal health modifier: Configurable number between zero and one point seven hundred cemuntillion. Player damage modifier: Configurable number between zero and one point seven hundred cemuntillion. Player health modifier: Configurable number between zero and one point seven hundred cemuntillion. Player inventory mode: creative: inventory with an infinite supply of everything in the game infinite: no limitation on inventory space normal: inventory is limited, expandable by bags realistic: inventory is limited, player can only have one bag equipped Player inventory size modifier: Configurable number between zero and one point seven hundred cemuntillion. Weather: disabled: no weather normal: weather exists, no tornadoes realistic: weather and tornadoes exist Seasons: disabled: no seasons normal: seasons change in regular intervals, normal order random: seasons change randomly, random order westerosy: Long winter/summer, short spring/autumn, random length for winter/summer Light sources: infinite: torches never burn out semi-infinite: torches burn out, but other more advanced lamps not realistic: all light sources burn out Block gravity: normal: only few blocks will be affected by gravity realistic: most blocks fall, mines need support beams Farming: easy: soil nutrition doesn't exist normal: crops will require a specific nutrient in the soil, but replenish the others hard: crops will require a specific nutrient in the soil, but fertilizer is needed to replenish it Ranching: easy: animals will regularly respawn normal: animals won't respawn, they reproduce passively hard: animals won't respawn, manual breeding required Survive and Build (the default playstyle): Resource gathering: enabled Flight: disabled Block breaking speed modifier: 1.0 Player reach modifier: 1.0 Health: normal Hunger: normal Hunger drain modifier: 1.0 Hunger punishment: starving Nutrition: simple Thirst: disabled Warmth: disabled Gloom: disabled Monsters: frightening Animals: territorial Monster damage modifier: 1.0 Monster health modifier: 1.0 Animal damage modifier: 1.0 Animal health modifier: 1.0 Player damage modifier: 1.0 Player health modifier: 1.0 Player inventory mode: normal Player inventory size modifier: 1.0 Weather: realistic Seasons: normal Light sources: semi-infinite Block gravity: normal Farming: normal Ranching: normal Creative Building (no problems, just building): Resource gathering: disabled Flight: enabled Block breaking speed modifier: 0.0 Player reach modifier: 5.0 Health: disabled Hunger: disabled Warmth: disabled Gloom: disabled Monsters: disabled Animals: disabled Player damage modifier: 9000.00000000001 Player inventory mode: creative Weather: disabled Seasons: disabled Light sources: infinite Block gravity: normal Farming: easy Wilderness Survival (realistic survival, not hardcore death scenario): Resource gathering: enabled Flight: disabled Block breaking speed modifier: 0.5 Player reach modifier: 0.66 Health: realistic Hunger: normal Hunger drain modifier: 1.2 Hunger punishment: hungry Nutrition: realistic Thirst: realistic Thirst drain modifier: 1.0 Thirst punishment: empty Warmth: realistic Gloom: easy Monsters: disabled Animals: territorial Animal damage modifier: 1.6 Animal health modifier: 1.0 Player damage modifier: 0.8 Player health modifier: 1.2 Player inventory mode: realistic Player inventory size modifier: 1.2 Weather: realistic Seasons: normal Light sources: realistic Block gravity: realistic Farming: hard Ranching: normal Survive and Automate (less survival more building): Resource gathering: enabled Flight: enabled Block breaking speed modifier: 0.6 Player reach modifier: 1.5 Health: normal Hunger: simple Hunger drain modifier: 1.0 Hunger punishment: breathless Nutrition: disabled Thirst: disabled Warmth: disabled Gloom: disabled Monsters: mysterious Animals: passive Monster damage modifier: 0.7 Monster health modifier: 1.0 Animal damage modifier: 0.8 Animal health modifier: 1.0 Player damage modifier: 1.0 Player health modifier: 1.5 Player inventory mode: infinite Weather: normal Seasons: normal Light sources: infinite Block gravity: normal Farming: easy Ranching: easy Edited April 22, 2018 by Erik 2 Link to comment Share on other sites More sharing options...
Stroam Posted August 19, 2018 Report Share Posted August 19, 2018 I think it should be, create an instance. An instance is a folder with its own copy of all included files and configurations. Select a modpack or vanilla and it's version for the base of an instance from a modpack portal. The base can be updated to an older or newer version of the modpack manually by the user. The user is only notified if there is an updated version of the base they are using exists or if there's a newer version of a mod included in the instance. Since each instance has it's own folder with its own copy of mods and configurations, you can have multiple instances with the same modpack each with its own configurations. Configurations include enabled/disabled mods, changes to each mod, additional mods that you add to the instance by selecting them from a mod portal and mods you removed from the instance. Each instance has its own set of worlds. Worlds have "difficulty" settings. These are just flags for which the modpack can tailor its configurations to make things easier or more difficult. The downsides of this approach are since each instance has its own copy of the base version of the game + mods + configurations + worlds, the file size can be quite large. This usually isn't much of an issue. Due to each instance being self-contained, sharing between instances is not possible and if you have configurations you always use you have to set them up each time you make a new instance. This included keybinds, handicap settings, view settings, etc. The downside to how it's done in minecraft is that to switch between worlds you have to close out of world selection screen to the minecraft main menu, then close out of the minecraft client to go back to the twitch instances. This, however, would not be a downside for VS as both twitch client and mincraft client would be one thing in VS. Link to comment Share on other sites More sharing options...
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