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October Update #2:
October Update #1:
Kingdoms - Blood & Steel:
Kingdoms - Rise & Fall:
Got Questions? Want to help?
Join my Discord server!
Origin of the concept:
About myself:
I anxiously held back my Github repository, because I wasn't convinced of my own code. The first few commits where very janky and I knew that the construct wasn't any good. But I got to a point where I think I can start off and show you what I got. The code itself isn't much, now I could simply write it down in less than two hours, but there was way more to it than just the code. The thought process in the background took me way longer. Less talking, more coding! Blood&Steel on GitHub
October Update #1:
TLDR: Take a look at 'Kingdoms - Blood & Steel' down below! For more detail check the blog post!
As always, a lot has changed. My previous attempts to get a decent architecture, where every component works nicely together, failed for a variety of different reasons. The first issue was that I didn't know what I want to have, I just started coding. This is completely fine with me, through my attempts I now know what I want to have. My second issue was that I handled to many things (e.g. solo/teamarena) as special cases and had to create redundant stuff just to make it work for every case. And this lead me to my last issue where I just tried to make everything as versatile as possible, ignoring it's ease of use.
Finally I think that I got to a point where I have a good enogh foundation to create upcoming features upon. Gladly I didn't update this thread for the september update, in hindsight it would have been a waste of time.
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.
Kingdoms - Blood & Steel:
Description:
Minigame - Small scale arena battles (4-16 Players)
Kingdoms Blood & Steel is an arena framework/creator that gives you (the server administrator) the possibility to create simple or complex arenas accordingly to your own needs and ideas. Game modes like death match, conquest, storm and capture the flag are easily set up and predefined templates are already provided by the mod itself.
If more complex arenas are needed you can also create your own templates. Through custom templates you can create a huge variety of different game modes. You have the option to define every round differently, rounds can have multiple stages where each team can have their own objectives and goals. What action gives points and how a winner is evaluated is all in your hands.
To give you a small glance on what's possible: You can have the first round as a death match, the second round could be a conquest-like mode and the third round could have multiple stages where players have to go through different scenarios.
How it works ingame:
Before you can set up the arena you have to build it first! So build every part of the arena (spawn points, control points, etc.).
Concept in progress: With commands or a UI you then define the borders and the location of the spawns, control points, etc.
Features:
- Team or solo arenas
- Players either fight on their own or play as a team
- Rounds
- Repeat a round multiple times OR
- Unique rounds with different goals
- Staging
- Multiple stages through which teams can progress
- All teams can fight in the same stages against each other OR
- A unique staging system for every team
- Control Points
- Spawn Point
- Capture Point
- Can be captured by teams
- 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.
- Objectives
- Score/Kill Objective
- Teams have to reach a certain score or kill count
- Capture Objective
- Teams have to capture a capture point
- More fill follow
- Score/Kill Objective
- Conditions
- These will end the round and determine who has won
(Because everything works for solo and team arenas I will always refer to 'teams')
Kingdoms - Classic:Description:
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.
Features:
- Regions
- Multiple Control Points
- Besieged when not all Control Points belong to one faction
- Claimed when all Control Points belong to one faction
- Factions
- 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
- 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?
- (Campaigns)
- Win condition: A faction conquers all regions or a defined time runs out.
Kingdoms - Rise & Fall:
Description:
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.
Features:
- 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
- Taxes
- Trading
- Production
- Jobs
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.
About myself:
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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