Figured this should sit as one suggestion since they all tie together.
First off, multiworld. Basically, having multiple Map objects, with each player tied to a certain one. Not overly complex if implemented properly from the start. This would also probably include portals (special stillwater that teleports you to another map when you walk into it).
Secondly, game modes. Each map could have a "game mode" tied to it, which could be implemented via C# or a scripting language and could define new commands and disable commands from the standard set for players within that world. In addition, game modes could add hooks for special processing, such as "someone placed TNT, auto-detenate!" or "someone fell into the water, they lose the spleef round." These are some game-mode suggestions I've heard or thought up:
Lava survival mode - disables most teleporting and will send you to a specific landmark upon touching lava
Race mode - waits until a sufficient number of players are in the starting area then count down to when a wall is opened, registering the first people to get to the finish (possibly with cheating detection?)
Thirdly, AI mobs. This would tie closely with game modes. This could be useful for guards at buildings, patrol guys, someone giving you orders, stuff like that. These would be programmable similar to game modes. Presumably the mob engine would handle "mobs don't go through walls" and similar.
Figured this should sit as one suggestion since they all tie together.
First off, multiworld. Basically, having multiple Map objects, with each player tied to a certain one. Not overly complex if implemented properly from the start. This would also probably include portals (special stillwater that teleports you to another map when you walk into it).
Secondly, game modes. Each map could have a "game mode" tied to it, which could be implemented via C# or a scripting language and could define new commands and disable commands from the standard set for players within that world. In addition, game modes could add hooks for special processing, such as "someone placed TNT, auto-detenate!" or "someone fell into the water, they lose the spleef round." These are some game-mode suggestions I've heard or thought up:
Thirdly, AI mobs. This would tie closely with game modes. This could be useful for guards at buildings, patrol guys, someone giving you orders, stuff like that. These would be programmable similar to game modes. Presumably the mob engine would handle "mobs don't go through walls" and similar.