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Story Mode Gameplay Support #62

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BenCheung0422 opened this issue Dec 26, 2024 · 0 comments
Open

Story Mode Gameplay Support #62

BenCheung0422 opened this issue Dec 26, 2024 · 0 comments

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@BenCheung0422
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Supersedes #59

Introduction

TerraModulus supports customizable sandbox survival gameplay, since there are several configurations could be customized by users. However, the world system also benefits Story Mode Gameplay, a conceptual gameplay style that follows an explicit storyline flow, common seen in RPGs. Story Mode is a conceptual idea, a scheme, but allows another gameplay style supported in a great way.

The sandbox survival gameplay is the default or vanilla gameplay mode available from the game. In addition, if more Story Mode features are supported besides the already supported gameplay features, a comprehensive system would exist to support various and deep gameplay contents, without having to bother too much about the game engine.

Characteristics

The Story Mode features would help the maps with a story flow, or a minigame, or an adventure game flow with a clear storyline and game flow; otherwise, the currently proposed features could already support general survival or adventure gameplay.

As for the features that mostly only a Story Mode Gameplay, or an RPG generally has:

  • Character Development and Progression:
    • Leveling Up: Characters gain experience points and level up, increasing their stats and abilities.
    • Skill Trees: Players can choose and upgrade various skills or talents, allowing for customized character builds.
  • Narrative and Storytelling:
    • Main Storyline: RPGs often have a central narrative that guides the player's journey through the game.
    • Side Quests: Optional missions that offer additional content, rewards, and backstory.
  • Complex Combat Systems:
    • Turn-Based or Real-Time Combat: Structured combat mechanics, often with tactical or strategic elements.
    • Special Abilities and Spells: Unique skills and magic that characters can use in combat.
  • Inventory and Equipment Management:
    • Looting: Collecting gear, weapons, and items from defeated enemies and treasure chests.
    • Equipment Customization: Ability to equip and upgrade weapons, armor, and accessories to improve character stats.
  • Detailed World and Exploration:
    • NPC Interactions: Engaging with non-player characters for quests, trade, and story progression.
    • Exploration: Discovering new areas, dungeons, and hidden secrets within a richly detailed world.
  • Moral Choices and Consequences:
    • Decision-Making: Players often face moral choices that affect the game's story and world.
    • Branching Storylines: Different outcomes and endings based on player decisions.
  • Character Relationships:
    • Party System: Forming and managing a party of characters with unique abilities and backstories.
    • Companion Interactions: Building relationships with companions, which can influence gameplay and story.

Comparing it to Minecraft Vanilla:

Feature RPGs Minecraft Vanilla
Character Progression Leveling up, skill trees, character development No character progression, focus on creativity
Storyline and Quests Main storyline, side quests, narrative focus No predefined story, player-driven objectives
Combat Systems Structured combat with special abilities Simple combat, focus on survival and creativity
Inventory and Equipment Looting, equipping and upgrading gear Resource gathering and crafting
World Exploration Richly detailed world with NPC interactions Procedurally generated world
Moral Choices Player decisions affecting story and world No moral choices, open-ended gameplay
Character Relationships Party system, companion interactions No companion system, single-player focus

Summary

  • RPGs offer structured progression, rich narratives, complex combat systems, and detailed character interactions, providing a deeply immersive experience.

Note: The above list, table and summary for enumerating general RPG features are organized by AI.

Features

There are several features and functionalities required to support this idea. Other than using Data Packs and Resource Packs, a mod or a mod pack would be quite helpful for these.

Without Any Mod

Firstly, Story Mode would most likely be in Adventure Mode, which would be handled by #56. The Quest System would be supported by Data Pack, and the system would be handled by #61 in addition to the Advancement System.

Special world generators could be configured by Data Pack. It could be a general generation configuration for an open free world with some structure generation rules, or based on an existing one or a set of maps provided with additional generations. Though the generator could just set to empty and the creator could just use a well-made map that would be the same as is in the distribution, in other words, no generation. However, there could be an option that the creator provide a set of maps, and the generator select a map from them and use for generation (or just copy the whole map). An important point is that, using generators requires creating a new world, but not distributing the whole map, so barely just a Data Pack (and with a Resource Pack) would be distributed.

Using Mod(s)

This would be a more viable solution, allowing more customization options. The Mod API would be another system, but what features supported without using any mod would also be supported, including but not limited to Quests and Advancements.

Advanced features would include dialogs and trading for NPCs and stores, but they would not be used by vanilla survival gameplay.

Designs

Many features could be used, but for some "Quest Tree" implementations as seen in some Minecraft mod packs, the Advancement System would be more suitable.

This is open to collect ideas about what features to support for the Story Mode concept.

It is not something definite due to the conceptual nature, but certainly the point that the above features are within the scope of supports.

See Also

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