Watamote_Some progress on the server so far: Players will be allowed to "rent" plots of land within the game using in-game currency. This will allow for players to build homes or set up shops of their own within towns/cities and other areas while ensuring nothing is left abandoned should they decide to build then never come back or otherwise go inactive. If they aren't logged in for 30 days the lot will clear out for another player to use.
Oct 4, 16
Watamote_Replaced Citizens "Sentry" plugin with Sentinel and it works now. Progress on the server can now continue. To test Sentinel NPCs, create an NPC with /npc create name then type /trait sentinel to activate it as a fighting NPC. We can adjust NPC's armor, health, attack rate, respawn time, and equip them with any armor or weapons we want. This can be used to create a wide range of guards as well as enemy NPCs that can take the form of any player or monster!
Sep 25, 16
Watamote_I've been incredibly busy lately, so there hasn't been any progress on the new server. Rest assured, I'll get back to it as soon as I get the chance.
Sep 22, 16
Watamote_The first 10 floors have been painted and imported into the game world. They are a bit plain now, but most of what they will be will be added manually. I will begin creating structure templates next. We're also looking for a way to reduce player's need to type in commands. We are hoping to find an item based interface for in-game commands, particularly warps, which will only be allowed in specific areas.
Watamote_We now have Sketchmap. Using this we can put any texture we want onto walls. This will be helpful for making elaborate decorations, signs and tutorials.
More information and commands on how to use the plugin can be found here: [link]
Sep 10, 16
Watamote_I have put together a short list of things that need to be done in order to get things rolling:
1. World Paint at least 10 floors* 2. Create structure templates* 3. Find plugins* 4. Find NBTeditor* 5. Design Resource pack* 6. Design server list icon 7. Command block research
World layout and patterns:
* Size: Floor radius should be consistent-- as in all the same size. We need to decide on a uniform size for each floor that is neither too large or too small-- so that anywhere a player is standing in the world they are within view distance of something interesting in every direction (provided it isn't the edge of the map.) There should be no large areas of nothingness. Each floor should fit everything neatly together. It is common knowledge that smaller maps are more fun to explore because everything that is worthwhile is readily available and everything has a distinct purpose.
* Floors should be grouped into sections of 10. For instance, every 10 floors should feel like part of the same "world" and carry the same theme. Each floor will contain a particular challenge players must overcome in order to unlock the next floor. At every 5th floor, there will be a powerful mini-boss that has the potential of dropping rare items or weapons appropriate for that level range. Every 10th floor will contain an elaborate dungeon containing puzzles, traps and a final boss.
* Floor themes: Each section of floors should follow a particular theme. The first 10 floors will likely be a peaceful grassy hillside type land. The next 10 floors could be a desert, or tundra, or a vast dark forest. Each floor within a section will have variations to make them different from each other. --like some might have a large hill or mountain, or a capital city or town, or perhaps a nest or establishment of some hostile creatures. Our goal for launch is 100 floors, but there is no limit to how many we can add later.
* Regarding World Paint: World paint is a program that allows the user to paint out a map using tools similar to what one would find in a program like Photoshop. The 2D image can then be converted into a 3D world within the game. A tutorial on how this can be done is shown here:
* Regarding Structure Templates: Think about World of Warcraft or similar games. You might notice some of the buildings, such as inns, are copy pasted in areas where they are needed. Different towns and cities will come equipped with different things, but for the most part players will find familiarity in things they need on each floor. All we will need to do is build one or two types of each kind of building, and several types of other objects such as large trees we can use to populate and decorate each floor as needed. Once a building is made, it can be saved using WorldEdit, and pasted anywhere it is needed at any time.
* Regarding plugins: Because plugin developers cannot be trusted to keep their plugins up to date, we need to use as few third-party plugins on the server as possible-- opting instead to use command blocks and NBTeditors wherever possible. Plugins can be used for everything from handling boss events to to player interface and commands such as the ability to teleport from one place to another. Some plugins are necessary for handling player ranks and permissions.
* Regarding NBTeditors: This is the part where server work begins to look more like programming. Using NBTeditors, we can actually alter the properties and values of items and entities (such as monsters and animals) within the game. For instance, we can NBTedit a particular rabbit within the game to become hostile to players, have 1 million health, and hit like a ton of bricks. Said rabbit can also be programmed to drop valuable items and armor that can also be fully customized using NBTeditors. An example of this can be found here: