WOSGame - Survival Edition

scottwolff
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WOSGame - Survival Edition

by scottwolff » Tue Jun 14, 2016 19:27

Wide Open Sandbox Game

(no, this is not endorsed by Stephen Wozniak, XD)

Currently here is the concept to the design of it (subject to change). It is incomplete and in the pre-design stages at current but here is what I have so far:

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WOSGame - Survival Edition

Ultimately this subgame attempts to bring Minetest into alignment with the design concept considering pitfalls and possibilities of the trope Wide Open Sandbox genre games that it by its basic nature belongs to (or because it is under the shadow of the dreaded x-craft).

" Open world design is a level design paradigm characterized by the lack of artificial constraints to the player's movement within the game world, typically ranking high on the Sliding Scale of Linearity vs. Openness. This is in contrast to games featuring No Sidepaths, No Exploration, No Freedom (like Half-Life)." - http://tvtropes.org/pmwiki/pmwiki.php/M ... penSandbox

This attempts to fit the level design trope by integrating level design such as the open class system which has the best examples in Skyrim and Fallout. The best definition of reward and leveling is in the specialties mod. However, the best example is the split between vanilla minetest and technic or the integration of the two. Compare Skyrim to Fallout and the level of technology and difference and appeal of each is evident.

*Specialties mod
*Quest Framework

*possible merge


To Do: The levels gameplay offered here is inherantly flawed so the code will need to be tweaked. Ultimately would like to provide more of a user friendly interface for specialties.

Update: I have tweaked it with patch suggestions to limit flying and infinite blocks. I am testing it and will put it up on my github soon.


" Sandbox gameplay is a type of gameplay that offers a large variety of mechanics and game systems for the player to explore and toy with, from Sidequests to Mini Games. This is in contrast to games revolving around a few core gameplay mechanics (like Portal). " - http://tvtropes.org/pmwiki/pmwiki.php/M ... penSandbox

Mini-game mods (games within a game)
Achievements mod*

*more user friendly use of this

Pitfall (http://tvtropes.org/pmwiki/pmwiki.php/M ... valSandbox):

"Although these two aspects often go hand in hand, there is a large number of games that have open worlds but no sandbox gameplay (e.g. the Metroidvania and Survival Sandbox genres). Conversely, there are sandbox games with a wide variety of gameplay systems but little effective freedom of movement. Only when the two aspects come together in a single game does it count as a proper Wide Open Sandbox." - http://tvtropes.org/pmwiki/pmwiki.php/M ... penSandbox

Ok, so basically survival servers limit the trope out of the box. The brother of Minetest (-craft) runs toward being this way too it is included in this style of gameplay.

Points: Almost no materials provided initially (give initial stuff), almost all equipment and shelters, Resources management gameplay, Death as a setback or complete reset.

Resource management - it suggests quite literally Hunger mods (thirst mod, or other limiting factors)


Integration points of the pie graphic on http://tvtropes.org/pmwiki/pmwiki.php/M ... penSandbox


Exploration - map tools, exploration tools? (forthcoming notes)

Random Stuff - included but not limited to things like lucky block (forthcoming notes)

Quest Design - Quest framework (level design with specialties)

Side Missions - achievements?

Other Side Missions - achievements?

Minigames - myArcade, myboardgames
 

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