Goal: To create an internally consistent questing world that is potentially endless in size.
By the end of the project I hope to have created an almost entirely human-designed minecraft map (which will essentially be a floating continent) complete with its own End realm and Nether.
The Overworld will be split up (initially) into four main zones, the first three of which are themed around the Zelda-esque concepts of Courage, Wisdom and Power. The fourth will serve as a sort of amalgamation of the previous three.
(If this all turns out well I suspect I'll end up making a much more original V2.0)
Players wont actually be able to break blocks in the Overworld as a norm, instead they'll have to complete quests to get resources and access to specific resources. As they complete more quests they'll gain access to things like mining facilities and farms. The idea being that you use the resources from these areas to prepare yourself for increasingly the harrowing quests.
Each zone will have its own questing hub which will usually be connected to the resource gathering areas relevant to that zone. These hubs will serve as a sort of stop-off point or base while the player is questing in that area. Each one will be designed around the theme of its zone (The Hallowed Halls of Wisdom, The Colosseum of Power and so on).
The End will be fairly vital to the overall design, its vast emptyness serving as a sort of sub-space for various things that would be impractical to contain in the Overworld. Possible uses include things like allowing players to have plots in which to build their own houses, or possibly contain the interior of air-ships that take players from continent to continent.
However it's main use will be in containing the all important fast travel system, the basis for which has already been built. Essentially its structure will mirror that of the map in that it will have four zones and the design of each warp gate will be based around that of it's corresponding Overworld structure.
Going through one of these gates will drop you from the sky directly above the warp spot its respective location. The main advantage of this approach is that it allows the chunks to render before you even see it making for a smooth transition. Plus it means you can give the player some truly spectacular views on their way down.
Of course these warp spots are three block deep pools of water to avoid the splattering of players. Their design is intentionally simplistic in order to make them easy to locate on the map and to add an air of mystery for new players. Access to the various gates of the warp-zone and use of the warp spots to return to the warp-zone will be dictated by quest completion.
All of this is just the basic outline of course, there'll be more to come in the future.
Let me know what you think.
By the end of the project I hope to have created an almost entirely human-designed minecraft map (which will essentially be a floating continent) complete with its own End realm and Nether.
The Overworld will be split up (initially) into four main zones, the first three of which are themed around the Zelda-esque concepts of Courage, Wisdom and Power. The fourth will serve as a sort of amalgamation of the previous three.
(If this all turns out well I suspect I'll end up making a much more original V2.0)
Players wont actually be able to break blocks in the Overworld as a norm, instead they'll have to complete quests to get resources and access to specific resources. As they complete more quests they'll gain access to things like mining facilities and farms. The idea being that you use the resources from these areas to prepare yourself for increasingly the harrowing quests.
Each zone will have its own questing hub which will usually be connected to the resource gathering areas relevant to that zone. These hubs will serve as a sort of stop-off point or base while the player is questing in that area. Each one will be designed around the theme of its zone (The Hallowed Halls of Wisdom, The Colosseum of Power and so on).
The End will be fairly vital to the overall design, its vast emptyness serving as a sort of sub-space for various things that would be impractical to contain in the Overworld. Possible uses include things like allowing players to have plots in which to build their own houses, or possibly contain the interior of air-ships that take players from continent to continent.
However it's main use will be in containing the all important fast travel system, the basis for which has already been built. Essentially its structure will mirror that of the map in that it will have four zones and the design of each warp gate will be based around that of it's corresponding Overworld structure.
Going through one of these gates will drop you from the sky directly above the warp spot its respective location. The main advantage of this approach is that it allows the chunks to render before you even see it making for a smooth transition. Plus it means you can give the player some truly spectacular views on their way down.
Of course these warp spots are three block deep pools of water to avoid the splattering of players. Their design is intentionally simplistic in order to make them easy to locate on the map and to add an air of mystery for new players. Access to the various gates of the warp-zone and use of the warp spots to return to the warp-zone will be dictated by quest completion.
All of this is just the basic outline of course, there'll be more to come in the future.
Let me know what you think.