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Author Topic: Mine Raider: The Adventures of Lara Craft (Minecraft Megaproject: Idea Stage)  (Read 4147 times)

Itnetlolor

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I just came up with an interesting little community megaproject idea we can do (also because I'm a bit lazy myself, and also want to see what everyone else can offer to the project).

Basically, the theme of this is obvious: I want to make a dungeon/tomb filled with tricks and traps. Because it has the most flexibility and niftiness in style, I'm going Egyptian with the theme.

Here's what I'll need at the moment:
-Anyone willing to assist me in the R&D for the project. (trapping, or adapting other game elements into Minecraft without modding)
-I need ideas and interesting ways to implement them, and efficiently enough to fit in a little space as possible.
-Anyone willing to take on some building tasks (be it aesthetic elements, or functional elements that need fine-tuning (timers and redstones)
-Artists for essentially anything else if we have enough tomb designers (in-game or to provide for the project, ideas I suppose)
-Good seeds with a vast enough desert or pretty enough scenery to plant a pyramid and/or sphinx. Better if 2 separate desert biomes.
-Comments

I'll continue elaborating this tomorrow. It's pretty late.

Volunteers:
-Itnetlolor (Myself), Project Leader (Design, Simple MC R&D (non-redstone tricks), Architecture)
-Jack_Bread, Builder
-ExKirby, Beta Tester (and builder)
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Project Goal: Primarily a fun, yet still challenging, tomb to raid for Minecrafters. As a bonus project, if anyone is willing, a multiplayer edition of it. Some tricks and traps may require more than 1 person, and there will be applied traps that make use of 2 different people interacting with levers and pressure plates in order to progress (a high-up pressure plate holds a steel door open that leads to another room with a torch trap that must be triggered (by taking the torch), and this progresses until the end when all the torches must be placed by one player, and the fall trap must be triggered by the other (torches are placed in spots that prevent a connected sand block in a whole chain from landing in the trap pit that collapses and dooms the player in the final hall into a bottomless pit (while the other player watches in horror) and it continues towards collapsing the ceiling in the other player's hall and floods them with magma.

This is the kind of stuff I want to make.

Considering the requirements for it, MCEdit is encouraged, and will develop this even quicker. For more complicated elements, go ahead and make them in-game, and then export them as a schematic when implementing them to the main project. Right now, we have no "big picture", so go nuts with your ideas. We'll find out how to compose it all together into a fun experience later.
« Last Edit: March 21, 2011, 02:16:17 pm by Itnetlolor »
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Itnetlolor

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Notes and screenshots?

Itnetlolor

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Just in case...

Farseer

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Primordial Desert

Try it. :p It has prebuilt pyramids with traps etc, too, so you could probably take a look at those and work out how they work.

ein

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Interesting.
I'll definitely be following this.
Not sure I can help though, my experience with traps and puzzles is limited, but I've started to toy around with the redstone circuit simulator.

Itnetlolor

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Primordial Desert

Try it. :p It has prebuilt pyramids with traps etc, too, so you could probably take a look at those and work out how they work.
Seems interesting, but it also seems like too much desert and wavyness. I prefer to keep it to a good seed (probably something from this link; Some sound promising enough). Plus, I want the pyramid you start outside (and may need to solve an introductory puzzle to get in) to be big and somewhat complex inside. I mean, I want it big enough that you may need to make a stop or 2 to the top in order to trigger another/next series of traps/levers. The rest of the dungeon will be deep underground with bits of natural light at times, and uses some glowstone or torches (I may look into researching some cool lighting trigger effect tricks using falling gravel and/or glowstone).

I was thinking we can make use of some tricks and traps and counter-measures that require knowing binary to solve (Like placing torches in the slots that equal let's say '13'. 001101, so torches in slots 3-4-6 and then pull the lever opens the next door, or something like that. Similar can be done with minecarts  and rails and pits with pressure switches (and maybe other minecart tricks).

There will be places that have no lighting, and you may need to use the steel+flint to be able to see (torches are pretty much only for puzzles, and be sure you kept them all). Some underground lanterns may be available (fueled by netherrack, and sometimes rigged with/near wood, and even if you try to disarm it by punching out the wood (also a rule not to do: mine), there may be sand that falls and collapses the room, or fill it with water or magma), and some will become traps. If you accidentally burn down wooden support beams, then a cave system will collapse (using some falling sand/gravel tricks I thought up that can be used). You'd have to be cautious; especially if you're playing on any difficulty besides peaceful (suggested for first-timers).

We can also make use of ice and heat traps and whatnot to trigger water flows as well. Basically another goal of this is to think outside the box and put out all the stops in creative trapping and puzzling, and maybe add a jump puzzle here and there. And who knows? Maybe a stray treasure chest will contain some old TNT to solve some puzzles, or skip some puzzles. But beware which ones you skip, they may prevent you from finishing the tomb and escaping with your life.

A pretty cool cinematic trick to signal an end or end of the beginning or something should be a minecart rollercoaster that runs over a redstoned plate as it's moving quickly (like the wooden switch), TNT is detonated (or a chain-reaction of arrowshots) chase you down while the ride is caving in. Other redstone switches are triggering and changing your course slightly (but still essentially railroaded towards the end) while all this is going on. We'll need someone who knows how to set it all up however, along with a launch system to keep the minecart moving from beginning to end (with maybe some jumps).

I would imagine the best way to get the final product done and made will be importing individual elements or sections (say, chunk-based scaling (What is that? 32x32xinfinite?) elements). That sort of tiling can make developing the infrastructure and overall building of the final product easier. Depending on the biomes (much exploring initially, of course) we can probably clean out the tomb area, fill in the infrastructure, and then when its time to call the project final, fill in the rest of the gaps with the infrastructure, double-check the design elements, then bury it all under sand and a layer of dirt or whatever the prior biome was. I dunno. What do you think?

When I have the time, I'll probably spend some of it making a demo tomb with a few simple puzzles and tricks and traps. Get a feel for what I'm aiming for design/element-wise above and underground. Heck, even an obelisk can lead to a hint, you just have to get to it from inside and take a good look.
« Last Edit: March 21, 2011, 02:09:05 am by Itnetlolor »
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Saint

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So, you're the ideas guy?
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

Jack_Bread

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I'll volunteer for building. Although, I don't really like MCEdit, I do have a bunch of mods that really speed up building in singleplayer.
Also, the Minecraft Structure Planner is pretty useful. It can export schematics that are useable in MCEdit. I used it to build the dome.

ExKirby

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I'd be happy to do some beta testing. And also to help do a small amount of building.
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Itnetlolor

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So, you're the ideas guy?
I don't need to exclusively be the ideas guy. Kinda why I started this thread too. I wanted to see what else everyone else can offer, be it ideas, constructions/schematics, aesthetic construction, etc.

I don't have a server to work on, but having something like MCEdit as a method of resetting the map and making adjustments and constructing (in parts even) in. I want to maximize compatibility by keeping it vanilla mode (like Skylands was).

I thought up a way to prevent treasure chest abuse for the tomb (using it as a free platform), use dispensers instead, and placed high up, or shooting into a pit from above that then makes the treasure land at your feet when you reach it. It would also provide an interesting effect. If you want to go the extra mile, use the sound boxes to play the Zelda "room unlocked" theme.

If you want to work on the project, just state what role(s) you want and I'll update the list accordingly.

EDIT:
Tried out the structure planner. Seems really useful. Helps with constructing the pyramid part (half- and whole sandstone blocks make it up; unless it's a lesser pyramid and has a sharper build), at least (kinda wish they had a pyramid option). Screwed around with the pixel art and mimicked ALL GLORY TO THE HYPNO-TOAD.

Anyway, I mimicked the hypno-toad in it and it looked good. I like that schematics can be exported from it. It really helps. Heck, even putting in the exact numbers allows precision work to be done.

I have been wondering about how to put in console commands in singleplayer. Thanks for those links. I hope they don't effect the game too much. At least giving me supplies when I need (without having to save then INVEdit) them or flight, and I shouldn't have too hard a time getting things setup. Now if there was a /noclip mode.
« Last Edit: March 21, 2011, 02:51:55 pm by Itnetlolor »
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Briggsy16

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I'll volunteer for building. Although, I don't really like MCEdit, I do have a bunch of mods that really speed up building in singleplayer.
Also, the Minecraft Structure Planner is pretty useful. It can export schematics that are useable in MCEdit. I used it to build the dome.

I love you. That structure planner is perfect!
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ExKirby

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Wait, I had an idea. On that minecart ride, while the TNT is being nuked, epic theme music shall be playing in the background. The active redstone will set off a block of TNT that will destroy the track where the player is heading. The only way to stop the destruction is by hitting a switch on your way down, which kills the music... and the TNT. Good idea?
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Itnetlolor

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The theme music may require either a jukebox or a series of tune blocks playing where they can be heard, but not destroyed, or at least, they're paced in a way that they're only destroyed after they played the tune/note (think like Still Alive, except the TNT is detonating a moment after the tune/note has played, and doesn't interrupt the play-cycle).

Regarding the ending, the lever/switch better be in a spot that can be easily hit while moving, or at least like a pre-set TNT block that can collapse some blocks before the chasing blocks catch up with you (this may take a bit of understanding of the sand-fall mechanics). I dunno. We can play that by ear.

EDIT:
Interesting thought. Using the structure planner, if you have any fancy hallway ideas and such to apply (best advised, something modular in design), just set the planner to a decent height level and just build vertically what you have in mind, then when importing it into MCEdit, just rotate it 90 degrees and then place it. It should make fancy textile artwork and such that spans the halls easier to do from one program to another. Just make a base pattern or something, then copy-paste the layer for as long as you want the hall pipe section to be made. After the base is set, start designing and double-check between 3D and planning view. Simple solution to an otherwise time-consuming problem.

A secondary thought regarding the program itself: I hope I'm not the only one that thought "With this program, I can build my own XCOM base." (build the building sections in the program, then export it into MCEdit. Boom, got your XCOM base.)

The pixel art option can do well with making all sorts of interesting landscape artwork (heiroglyphics, mosaics, tapestries, etc.). This can really help if we intend to drop hints that require... well, perspective to work out, or bring out the artist in everyone.
« Last Edit: March 21, 2011, 05:28:44 pm by Itnetlolor »
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Jack_Bread

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I did a bit of searching and I found that the seeds "Mojang" and "Chuck Norris" give pretty awesome deserts. "Chuck Norris" has several large sand mountains.
EDIT:
I have been wondering about how to put in console commands in singleplayer. Thanks for those links. I hope they don't effect the game too much. At least giving me supplies when I need (without having to save then INVEdit) them or flight, and I shouldn't have too hard a time getting things setup. Now if there was a /noclip mode.
TooManyItems is an in-game inventory editor. It even works in SMP if you're an op. Singleplayer Commands does have a noclip mode. The command is noclip. ;)
« Last Edit: March 21, 2011, 06:07:41 pm by Jack_Bread »
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Vactor

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i built a sphinx awhile ago on jaycraft Gold 1(pre sandstone), a screenshot is on the site:

http://www.jaybud.com/Screens.php

it was complete with a secret tunnel and a room inside the head where you could look out the eyes.  Deep underneath I had planned a room of sand suspended by torches over a single golden block, which if removed would collapse the entire room onto the adventurer. (unless immediately replaced indiana jones style.
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