Author Topic: Ideas for a Blockland Adventure/Platformer Gamemode  (Read 1020 times)

Inspired by open world 3D games like Mario 64, Mario Odyssey and more recently Legend of Zelda: Breath of the Wild, I think Blockland could definitely benefit from a big gamemode that allows the player to explore big open worlds with lot's of activities to do and things to collect, not the typical "The golden brick" meme kind of thing, but it could be an adventure for something, I've got some ideas in mind:

- Be able to travel to different maps, each having it's own theme, with missions scattered around, being able to talk to a NPC to activate a mission on your mission list, and be able to earn something in return
- Mission list, a list of missions that you currently have to do, and the ones that are already completed can be checkmarked.
- Currency and prizes, at missions, the prize can be money or equipments for your player that can allow you to traverse to places that you coudn't reach before (a rope to reach the other end of a bridge to continue your adventure for example) and there could be stores that allows you to buy items.
- Bosses, depending on the location you reach, there could be a boss blocking your way, so you must prepare yourself in order to defeat that boss first.
- You could unlock new locations by having a certain ammount of *insert collectable object here* sorta like the stars in Mario 64

Not sure if this whole thing would work but it would be really fun to have a gamemode like that, and maybe it could work in online, but each player having it's own missions to do, and maybe they can help each other out.
« Last Edit: September 14, 2017, 11:11:33 AM by Filipe »

thing is content takes a lot of time to make and nobody really is able to form a team of builders and content creators that would all agree to follow some sort of regular work schedule under some sort of project leader.

ex: me making prison escape gamemode. making maps for it takes like half a month to 2 months depending on the builder, followed by a week of setup. and thats not including time it takes to code things and such.

if i was working on blockland full time then yeah i probably can finish the code and setup for pb in a few months, assuming i start with a build, but thats a bit excessive of an assumption to make. for a gamemode like this, it could take a year or two of full time work to make it happen. look at ports viridian rpg, which actually aims for this kind of goal, and has been in development for many years by now
« Last Edit: September 14, 2017, 12:03:50 PM by Conan »

This is a great idea, but I agree with Conan. Something like this would take a very long time to make. I think this would fit more as a separate game then a gamemode. But that would take even MORE time as you would have to reprogram everything Badspot and the rest of the crew programmed, so I guess my opinion is ridiculous.

My concern, of course, is that of Conan and PumpkinMan57. I don't think a project of this scale within Blockland is viable. One of the biggest problems with mission/quest-based games in Blockland (or really anywhere) is lack of replayability. Even if you can do a quest multiple time (which you probably shouldn't be able to anyway), you don't really want to. This is why most RPGs nowadays opt for a more grindy approach to gameplay. It's just easier to create different types of monsters, ores, weapons, armor, and even locations than it is to create unique quests to keep players occupied. Personally, I really miss the days of VCE quest-based RPG back in good-ole v9. But many of those servers had to trade quality of building for quality of quests.

Regardless, I would like to attempt to advance the conversation a bit. Do you envision this as a singleplayer or multiplayer game? By the sound of it, singleplayer would probably be more fitting. I don't want to poison the well, but I personally think singleplayer would be more fitting for this gamemode.

What should the backdrop of this gamemode be? Medieval? Sci-fi? Or do we want to try and harness the "Blockland feel" as the theme?

Also, if I might add, the key to making this project viable is going to be creating maps that can facilitate a large number of missions. Once a team of builders, programmers, writers, etc. is assembled, you're probably going to need to spend at least a month or two just planning before you actually get around to building anything (other than rough layouts).