- Mar 4, 2020
Visit the Kingdoms Blog to get the latest news as fast as possible!
Update (September 2020):
As suggested, I created a blog website! Kingdoms Blog Website
To maintain THIS thread and the blog at the same is a lot of work for me. I'm not good with words so it takes me hours to write stuff down, therefore the latest news are annouced on the blog page first and are then posted here. I will only have two updates in this thread, all other updates are archived on the blog.
This post will be extended in the next few days, to read the actual updates NOW visit the blog page!
Update (August 2020):
It's been a long time since I started this thread. In the mean time a lot of things have changed and the plan was altered. I realized that the final goal, for what Kingdoms should once become, was way to hard to be tackled from the beginning. Before we learn to run we should learn to walk. And so my plan needed a different approach. The problem was that I didn't want to develop this mod step by step without having a actually playable portion after each step.
The project needed a structure in which each milestone would be a playable component. I was thinking a lot about where to start and what to target first. The smallest playable component was the capturing/conquering part of Kingdoms, so this has to be my first big milestone. To have this first milestone be a standalone mod more things have to be added then might be needed for the final goal (Kingdoms Classic/Rise & Fall), but I hope that most of it can be used in the end.
About this concept:
Kingdoms is a project that consist of three phases each of them as a standalone mod. Their functionality varies from small scale arena battles to large scale world wars.
Phase 1 (Kingdoms - Conquest):
Minigame - Small scale arena battle (4-16 Players)
Conquest is the first phase of Kingdoms and will give the possibilty for small scale arena battles. Players will be able to join a team and compete against other teams. The goal of each team is to reach their objective that's defined through the gamemode, giving the opportinity to have a variety of different gamemodes/objectives. This part of the concept draws inspiration from typical gamemodes of well know games like Battlefield, Battlefront, For Honor and many more. Control points and objectives can be defined by the server admins.
The first step for Conquest is to get a "team conquest"-like arena mode running. In this scenario two or three teams will try to claim all capture points and defend them as long as they can. After a certain team score was reached the team with the highest score wins. I will try to make it modular, so other arena modes can be defined later on (like Deathmatch, king of the hill).
- Control Points
- Spawn Point
- Capture Point
- A capture point can be claimed by a team, giving the controlling team score points.
- Objective Point
- Currently a wildcard, could be like a capture point but only get claimed once. This could be used for arena modes with multiple stages.
- Will be balanced on the start of a match. Players may switch teams if they are somewhat equal.
- To win a match the objectives have to be targeted. Objectives depend on the gamemode and may vary.
- Custom Gamemodes
- e.g. Deathmatch, Conquest, Capture the Flag, King of the Hill
- Win condition: The player/team with the highest score wins the match. The match either ends when the time runs out or a certain score was reached.
Phase 2 (Kingdoms - Classic):
Serverwide system - Medium/large scale battleground (>16 Players)
Two or more factions will fight over the supremacy of a large scale, prebuild map. Outpost, villages and cities constist of multiple control points (This mechanic is taken from Conquest). Only if all control points are captured by one faction the region is claimed. Regions get besieged when a faction attacks a region of the enemy. Before a faction can start an assault a campaign must be started, giving the enemy faction the opportinity to defend the attacked region. A simple resource system is present giving the factions the option to use them as strategic resources to defend or attack a city.
- Multiple Control Points
- Besieged when not all Control Points belong to one faction
- Claimed when all Control Points belong to one faction
- When joining a server for the first time the player must chose the faction he will fight for. This decision can later be changed.
- Parties can be created giving the possibilty for smaller dedicated groups. This also helps friends to keep track over each other.
- Simple Resource System
- Strategic resources can be used for an assault or for defending a region.
- Additional Objectives
- Small objectives are scattered around the world, giving players more variety on what to do. E.g. dungeons?
- Win condition: A faction conquers all regions or a defined time runs out.
Phase 3 (Kingdoms - Rise & Fall):
Serverwide system - Dynamic large scale world war (>20 Players)
In Rise & Fall the system of Classic is taken and put into a regular open world of Hytale, creating endless possibilities. Instead of predefined factions players can start their own factions and create own outposts/villages. Villages can later be evolved into cities, but certain requirements have to be fullfilled to do so. Huge part of the third phase is the playerbased economy system. Through trading and production the value of resources is defined. Other than for Conquest and Classic there is no win condition for Rise & Fall, players could fight for eternity in this endless world.
Got Questions? Want to help?
- Endless war
- Dynamic Factions
- Independent Factions
- Factions that don't rely on other factions.
- Sub Factions
- Smaller factions that are part (clientel) of a larger faction.
- Relationship to other factions
- War can't be declared to allied factions. This prevents a rebellious group of players of a faction to start a war with another allied faction.
- Rivaly/War declaration
- Independent Factions
- Dynamic Regions
- Start as outpost/village, can later be evolved in cities.
- Playerbased Economy
If you are interested in joining this project or have any specific questions you can contact me here or on Discord (CaptainKeyboard#8550). At the suggestion of pqtch I also created a Discord server that you can find bellow.
Join my Discord server!
Origin of the concept:
The idea for this project is way way older than the concept itself. In the glories old days of Minecraft (~2013) a friend of mine and myself had this idea of creating a server where players fight over the rulership of territories, life on the streets as traveling merchants or work in some old and brittle coal mines. The problem was that this concept was just not feasible in Minecraft. Parts of it could have been made, but the longer I tought about it the more I was certain that Minecraft wasn't suitable. Starting with the awful combat mechanics, over to the bad performance and ending with the modding libraries changing from year to year.
I'm 21 Years old, I live in Germany and currently I'm in an apprenticeship as a software developer. Before that I studied software engineering for two semester and even before that I was at an IT school. As you can tell I have a little bit of experience But before you have high expectations I must admit that this is my first serious modding project I worked on.
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