Ok new purpose of this thread is to be a place to post ideas.
POST YER IDEAS HERE!
=w=; took me this long just to put that...fail...
- The old purpose -
(Ok I'm just going to migrate a few things to a new thread here, since I'm going to just keep going with the concept of making minigames for the server...)
*Ahem*
Ladies and Gentlemen, Boys and Squirrels
sit yer sit-a-pons down and hold on to yer yukkuris, cause this is going to be somethin'
big
massive
humongous
GARGANTUAN
What is it you ask?
Minigames.
Yes.
Minigames.
Those little things that if ya have enough of them ya could make a whole new game.
I've already been goin on about making Capture the Flag, which was initially proposed by wonderweiss, a reality.
Bound determined to see to it that a semi-autonomous system gets added to the server so that, whenever 1 or a few people feel like doing something other than exploring Gensokyo or digging in circles looking for resources, they can.
To Implement a Semi-Autonomous Minigame hub
Now this whole thing is starting with Capture the Flag, but It's definitely not going to end with it.
So What We Can Do
- Make a central hub: This would help set players up for Capture the Flag, and then any new additional minigames can be added to it.
Because it's Touhou, let's keep it Touhou. Mind the Gap. Could either be incorporated into the gap realm or some other means.
- Make moar minigames: Capture the flag is just the beginning. And the only limit is the imagination. From Myon Hunters to Tour de Gensokyo...the possibilities are out there, just need to make them happen.
- Make maps: In order to make these minigames, we need some maps to rig up. There's a few concepts, and I'm certain we can make even more.
If we want good minigames, we need good maps which means we need builders. Everyone loves minigames, but nothing springs up on its own. Make it now, enjoy it for...a very long time.
Wonderweiss: Master Sparkin' an idea
Cicero_Pennomen: Call me the Conductor of Minigames
Sekibanki: The Host
[Insert moar names here]
Step 1: Determine # of players
- Room 1: a platform with about say 20 switches. Players stand on the piston and press a switch to confirm with the system their existence. Once all players (of any number) register a final confirmation switch can be pressed.
Counting room idea scratched
Step 2: Determine game modecapable of being played with the # of players
- Room 2: This is where the system(based on the activated command block circuit from room 1) will determine what game modes are available.
Simple: Capture the flag can be possibly rigged so that it can be a co-op game against hostile mobs. A raid if you will. this would be the 2nd game mode type the system would choose if an odd number of players are registered*.
*Concept: numbers that can be evenly divided by 3 may yield the possibility of a 3 way match...this is completely possible.
*Concept 2: another possible means is to have a 1 vs x players match...this I would need suggestions on.
Step 3: Team selection
- Room 3: Based on the game mode selected (by majority vote is a possibility) the system would then move players to a team select room. Self explanatory here. players go to the side of the room they wish and register. Preventing lopsided teams would be a challenge, suggestions welcome.
Here's the fun part, how to rig up the match to work with minimal need to reset the map.
First off, lets consider the basic mechanics: moving through a map to another base to get a flag and then return it to the home base.
There's a few possibilities in order to make this work, but to minimalize damage to the map and allow it to be locked so that it cannot be damaged I have the following possible solution.
- Flags: decorative in nature, a switch would be at the base that triggers a command block that gives the player a "flag item." Now if it's possible to make the system look for this specific item on the player would allow for more interesting concepts. but for now the basic would be this: if flag is captured, activate flag return and opponent flag capture "slots".
- Capture/Return: a few possibilities, but if we were to prevent dropping of the item (unless there is another way of going about this...) then the player would have to activate a command block that clears inv. of the flag item and activates redstone circuitry to reactivate the flag system so that it can be captured again.
*Issue #1: There would have to be a way to make the system able to identify friendly and enemies. This would most likely require groups which would bring up a issue with plugins and the server. If it were possible to make a temporary system that switches the player to a player system that allows the command blocks to check who is pressing the flag switches would be one possible solution.
- Mobs for difficulty: Because there isn't too many of us here, this would make single player and 2 vs 2 matches more...interesting. Primary thought would be to have a command block spawn a few ghasts and skeletons (if single player or raid mode) and then another to kill them all when the match is done.
*Note: in order for the map to be autonomous, I would think having it so that the maps cannot be damaged by anything (player or mob) would need to be set. unless...other options are available...
- Match Timer: No idea how this could work w/o a MASSIVE redstone circuit...suggestions welcome.
yes maps.
we need some Gensokyo styled maps for this.
b4 I was going to copy and paste elements from the permagensokyo file, might still do that to save time but I want to keep things open ended here.
Small map type 1: Moriya VS Hakurei
- the two shrines are closer than before due totrollukari Yukari's gaps. This incident happens during a heated argument between Reimu and Sanae over a precious object that the other has... and now they are preparing for war and they're dragging everyone else into it.
Medium map type 1: SDM Battle Royale
- Flandre and Remi are playing keep-away in the Mansion (how cute~) *ahem* and you have this irresistible urge to play along...
But the object the adorable sisters are playing with...something is amiss here.
Small (or Medium?) map type 2: Trouble in Kappa Valley
- everyone is in a very...strange mood. Two kappa factions have formed protecting these two halves of a machine from the other side. If they aren't put back together soon things can get ugly...
Super Large map type 1: Moriya VS Hakurei: Episode 2 - The Shrine Wars
- Those silly shrine maidens are at it again. Except this time there's no gaps to shorten the distance between the two shrines. The Hakurei Republic has taken the Human village as a front line of defense against The Moriya Rebels, who have stationed sentries along the misty lake and are using the SDM as a frontline fortress.
--------- What I need some advice on:
Mind the Gap: What plugin is used for them so I know what to look up for commands and ultimately settings.
Team Groups: How tricky would it be to set a temporary group change so that teams can be created, friendly-fire can be disabled, and possibly have mobs aggro against specific groups (to add some chaos and keep lag low-ish rather than using NPCs)
Fall through the gap to the next room
Here shall be the list of things to be completed and who is working on it.
Each map will have a sort of "theme" to it.
Some concepts were illustrated above that were made up off the top of my head.
Small map type 1: Moriya VS Hakurei
- the two shrines are closer than before due totrollukari Yukari's gaps. This incident happens during a heated argument between Reimu and Sanae over a precious object that the other has... and now they are preparing for war and they're dragging everyone else into it.
Medium map type 1: SDM Battle Royale
- Flandre and Remi are playing keep-away in the Mansion (how cute~) *ahem* and you have this irresistible urge to play along...
But the object the adorable sisters are playing with...something is amiss here.
Small (or Medium?) map type 2: Trouble in Kappa Valley
- everyone is in a very...strange mood. Two kappa factions have formed protecting these two halves of a machine from the other side. If they aren't put back together soon things can get ugly...
Super Large map type 1: Moriya VS Hakurei: Episode 2 - The Shrine Wars
- Those silly shrine maidens are at it again. Except this time there's no gaps to shorten the distance between the two shrines. The Hakurei Republic has taken the Human village as a front line of defense against The Moriya Rebels, who have stationed sentries along the misty lake and are using the SDM as a frontline fortress.
Here be the list of everyone who is dedicated to the minigame project and is working on a Map Project.
- Terminal of Minigames: Cicero_Pennomen
Capture The Flag
- Currently designing initial test map
Boat Racing
- Concept
Myon Hunters
-Concept
POST YER IDEAS HERE!
=w=; took me this long just to put that...fail...
- The old purpose -
Spoiler:
(Ok I'm just going to migrate a few things to a new thread here, since I'm going to just keep going with the concept of making minigames for the server...)
*Ahem*
Ladies and Gentlemen, Boys and Squirrels
sit yer sit-a-pons down and hold on to yer yukkuris, cause this is going to be somethin'
big
massive
humongous
GARGANTUAN
What is it you ask?
Minigames.
Yes.
Minigames.
Those little things that if ya have enough of them ya could make a whole new game.
I've already been goin on about making Capture the Flag, which was initially proposed by wonderweiss, a reality.
Bound determined to see to it that a semi-autonomous system gets added to the server so that, whenever 1 or a few people feel like doing something other than exploring Gensokyo or digging in circles looking for resources, they can.
--------------------------------------------------------------------------~~The Plan~~--------------------------------------------------------------------------
To Implement a Semi-Autonomous Minigame hub
Now this whole thing is starting with Capture the Flag, but It's definitely not going to end with it.
So What We Can Do
- Make a central hub: This would help set players up for Capture the Flag, and then any new additional minigames can be added to it.
Because it's Touhou, let's keep it Touhou. Mind the Gap. Could either be incorporated into the gap realm or some other means.
- Make moar minigames: Capture the flag is just the beginning. And the only limit is the imagination. From Myon Hunters to Tour de Gensokyo...the possibilities are out there, just need to make them happen.
- Make maps: In order to make these minigames, we need some maps to rig up. There's a few concepts, and I'm certain we can make even more.
--------------------------------------------------------------------------~~The How~~--------------------------------------------------------------------------
Right now we have...Sekibanki's/Scooter's server. Of course we're not limited to one thing. Most of us here are amazing builders and skilled in making very good detailed structures.If we want good minigames, we need good maps which means we need builders. Everyone loves minigames, but nothing springs up on its own. Make it now, enjoy it for...a very long time.
--------------------------------------------------------------------------~~The Who~~--------------------------------------------------------------------------
Wonderweiss: Master Sparkin' an idea
Cicero_Pennomen: Call me the Conductor of Minigames
Sekibanki: The Host
[Insert moar names here]
--------------------------------------------------------------------------~~The Concepts~~--------------------------------------------------------------------------
->Migration of the one thread to here<-
Registration Terminal
Ok first thing first: a system to automatically sort a small number of players into a match.->Migration of the one thread to here<-
Registration Terminal
- Room 1: a platform with about say 20 switches. Players stand on the piston and press a switch to confirm with the system their existence. Once all players (of any number) register a final confirmation switch can be pressed.
Step 2: Determine game mode
- Room 2: This is where the system
What do you mean by "game modes"?
*Concept 2: another possible means is to have a 1 vs x players match...this I would need suggestions on.
Step 3: Team selection
- Room 3: Based on the game mode selected (by majority vote is a possibility) the system would then move players to a team select room. Self explanatory here. players go to the side of the room they wish and register. Preventing lopsided teams would be a challenge, suggestions welcome.
Match Mechanics
Here's the fun part, how to rig up the match to work with minimal need to reset the map.
First off, lets consider the basic mechanics: moving through a map to another base to get a flag and then return it to the home base.
There's a few possibilities in order to make this work, but to minimalize damage to the map and allow it to be locked so that it cannot be damaged I have the following possible solution.
- Flags: decorative in nature, a switch would be at the base that triggers a command block that gives the player a "flag item." Now if it's possible to make the system look for this specific item on the player would allow for more interesting concepts. but for now the basic would be this: if flag is captured, activate flag return and opponent flag capture "slots".
- Capture/Return: a few possibilities, but if we were to prevent dropping of the item (unless there is another way of going about this...) then the player would have to activate a command block that clears inv. of the flag item and activates redstone circuitry to reactivate the flag system so that it can be captured again.
*Issue #1: There would have to be a way to make the system able to identify friendly and enemies. This would most likely require groups which would bring up a issue with plugins and the server. If it were possible to make a temporary system that switches the player to a player system that allows the command blocks to check who is pressing the flag switches would be one possible solution.
- Mobs for difficulty: Because there isn't too many of us here, this would make single player and 2 vs 2 matches more...interesting. Primary thought would be to have a command block spawn a few ghasts and skeletons (if single player or raid mode) and then another to kill them all when the match is done.
*Note: in order for the map to be autonomous, I would think having it so that the maps cannot be damaged by anything (player or mob) would need to be set. unless...other options are available...
- Match Timer: No idea how this could work w/o a MASSIVE redstone circuit...suggestions welcome.
HERE'S THE FUN PART THAT ANYONE CAN PITCH IN ON!
maps.yes maps.
we need some Gensokyo styled maps for this.
b4 I was going to copy and paste elements from the permagensokyo file, might still do that to save time but I want to keep things open ended here.
Now the plan pipeline has this in mind:
Small map type 1: Moriya VS Hakurei
- the two shrines are closer than before due to
Medium map type 1: SDM Battle Royale
- Flandre and Remi are playing keep-away in the Mansion (how cute~) *ahem* and you have this irresistible urge to play along...
But the object the adorable sisters are playing with...something is amiss here.
Small (or Medium?) map type 2: Trouble in Kappa Valley
- everyone is in a very...strange mood. Two kappa factions have formed protecting these two halves of a machine from the other side. If they aren't put back together soon things can get ugly...
Super Large map type 1: Moriya VS Hakurei: Episode 2 - The Shrine Wars
- Those silly shrine maidens are at it again. Except this time there's no gaps to shorten the distance between the two shrines. The Hakurei Republic has taken the Human village as a front line of defense against The Moriya Rebels, who have stationed sentries along the misty lake and are using the SDM as a frontline fortress.
--------- What I need some advice on:
Mind the Gap: What plugin is used for them so I know what to look up for commands and ultimately settings.
Team Groups: How tricky would it be to set a temporary group change so that teams can be created, friendly-fire can be disabled, and possibly have mobs aggro against specific groups (to add some chaos and keep lag low-ish rather than using NPCs)
--------------------------------------------------------------------------~~The Progress~~--------------------------------------------------------------------------
Fall through the gap to the next room
--------------------------------------------------------------------------~~The Project List~~--------------------------------------------------------------------------
Here shall be the list of things to be completed and who is working on it.
~~Maps~~
The bigger group of projects and by-far the more important.Each map will have a sort of "theme" to it.
Some concepts were illustrated above that were made up off the top of my head.
Now the plan pipeline has this in mind:
Small map type 1: Moriya VS Hakurei
- the two shrines are closer than before due to
Medium map type 1: SDM Battle Royale
- Flandre and Remi are playing keep-away in the Mansion (how cute~) *ahem* and you have this irresistible urge to play along...
But the object the adorable sisters are playing with...something is amiss here.
Small (or Medium?) map type 2: Trouble in Kappa Valley
- everyone is in a very...strange mood. Two kappa factions have formed protecting these two halves of a machine from the other side. If they aren't put back together soon things can get ugly...
Super Large map type 1: Moriya VS Hakurei: Episode 2 - The Shrine Wars
- Those silly shrine maidens are at it again. Except this time there's no gaps to shorten the distance between the two shrines. The Hakurei Republic has taken the Human village as a front line of defense against The Moriya Rebels, who have stationed sentries along the misty lake and are using the SDM as a frontline fortress.
~~Mechanics/Redstone Systems~~
This is the next step after maps are made. Making each map move and change accordingly. This may not be as big as setting up plugins for the minigames, but may help alleviate the need to do so.~~Plugins~~
This is going to be most likely the core of the minigames, since redstone and command blocks...only go so far.--------------------------------------------------------------------------~~Who's working on what?~~--------------------------------------------------------------------------
Here be the list of everyone who is dedicated to the minigame project and is working on a Map Project.
- Terminal of Minigames: Cicero_Pennomen
--------------------------------------------------------------------------~~Concept Pile~~--------------------------------------------------------------------------
Capture The Flag
- Currently designing initial test map
Boat Racing
- Concept
Myon Hunters
-Concept
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