Closed CollinHerber closed 1 month ago
Do we want to give names to the wilderness' in between cities?
Subworld library works around classes - so one instance of each subworld subclass - but i seem to have gotten around that, cuz it seemed fun, and i was thinking it would probably be neat to use this for the building server, but maby also for wilderness? - idk about towns as it feels more systematic to have a subclass for each - but we could.
Do we want to give names to the wilderness' in between cities?
I ask as there would be no point considering this if wilderness' end up having names as we could just make a subclass for each using that name. (as opposed to wilderness 1,
wilderness 2
... wilderness n
or RavenCrest x OtherCity Wilderness
, RavenCrest x OtherOtherCity Wilderness
)
Pushed it to subworld-instances
Do we want to give names to the wilderness' in between cities?
I could see that being fun. We could have specific quests that revolve around those areas. Like we could create a normal world with a specific biome and then it's go find that biome and do x in it. Such as retrieve a scroll or something.
That said not sure we'd want them to all be named. Might be fun to just have inbetween wilderness for hackin and slashin
I'd say it's reasonable to have named wildernesses and unnamed ones. The path to Ravencrest should be named, but an interim travel path to a random, one-off location or a wilderness just for farming mobs could easily be Unexplored Wilderness.
Now that I look over this - would there be a reason to use this over implementing some debugging directly into #214? Something like having the waypoint UI be openable anywhere (perhaps with command?) and have all locations unlocked by default. That'd save time on both the /travel
command itself and also adding an admin system, though the latter may apply to other future things anyway.
This only applies for all places that have waypoints, but that'd by default be the places with the most testing and we could add waypoints to otherwise inaccessible places for debugging.
With other aspects like the new bossing system which will be more of a "Got to get to this point before you can do it" And these boss areas won't ever have waypoints either. They will either be items for an entrance such as a map or a quest trigger.
Alongside this I wonder if we can get some tooling around /world create
or something where we can allow builders to create brand new worlds which will create the new world file, save it, and then be able to be traveled to from and back so multiple people can collaborate on the same world at the same time and the files can be export/imported from the mod files themselves easier.
As we continue to build out these towns and new worlds we will want an easy way to travel to these areas and contribute to builds or just be able to test within them.
These should only be able to be used when in Debug mode or you have Admin Perms on the server. To be an admin we will use a
/POTAdmin
command to assign that on the server. The reason we want these admin perms is so we can potentially invite builders onto the server and limit them.The
/travel
command should take in a string that matches one of the town names.We will want to add persistence to the world so when an admin is added via a command it is saved and don't need to make yourself admin each time you join server.
Programming Needed
/travel
Command/POTAdmin
command