Minecraft 2, Part 3: The Player

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    (This originally appeared on the Minecraft Forum here)

    Minecraft 2, Part 3

    The Player<u></u>


    Before we can discuss what the player can interact with, we first need to establish what the player can do, and what properties it has. Minecraft doesn’t give the player much to keep track of, doesn’t show everything pertinent, and doesn’t let the player do many physical actions other than move and jump. While this might fit into Minecraft’s simple theme, I plan for the sequel to be a bit more complex, and I believe this would create a more fun experience, for at least the more hardcore gamers out there.

    If you see something like e/n/h, that means that this value changes depending on difficulty, and displays what the value is on easy, then normal, then hard. For example, 15/10/5 means 15 on easy, 10 on normal, and 5 on hard.

    Steve? Gets Serious

    Before we start, I’d like to show you a mockup GUI I’ve made. Please ignore that it’s not centered and any other minor discrepancies, and note that Minecraft 2 would not actually reuse any textures from the original game or look like this. I also don’t pretend to own any of the textures used, with the exception of my skin. Mousing over any bar will show the exact value it represents. You can click and drag on the player to rotate it.

    Health, Damage, and Respawning
    Your health meter is probably pretty obvious as to what it represents. You start with 50 HP, and when you get down to 0, you die. As you progress through the game, your maximum health will increase when you perform a major feat, such as defeating a boss for the first time. You can also temporarily increase it with potion effects or trinkets.

    There are several different types of damage you can receive:
    Normal damage: Ordinary damage that decreases your health and is reduced by armor.
    Piercing damage: Damage that can’t be blocked by most armor, but is considered normal damage for all other purposes.
    Magic damage: Damage inflicted by status effects, such as poison or fire. Can’t be reduced with unenchanted armor.
    Blast damage: Damage caused by explosions. It’s reduced by armor, but does huge damage to it.
    Wither damage: Damage that also increases your wither meter by half what was dealt to you. Players cannot legitimately deal wither damage.
    When you die, you will respawn at your original spawnpoint, or bed if you have slept in one, and drop a portion of your inventory depending on difficulty. On Easy, you will keep your entire inventory; on Normal, you will keep your hotbar and armor slots, and on hard, you will drop everything. You can change this to your liking with the gamerule keepInventory.

    At about halfway through the game, you will start encountering enemies new wither-type enemies who can deal wither damage to you. When that happens, your wither meter will start to fill up at a rate of half the damage dealt to you. Wither can also be given from other sources, such as trinkets or potions. Wither is a value from 0 to 1,000, and has two effects. First, it decreases your max health at the rate of 10=1% (at 1,000, you will die as you have no health). It also increases the damage you do to non-wither enemies by 1% for every 15 points of wither you have (the idea is that you are borrowing some of this evil’s power).
    There are multiple ways to get rid of Wither, but the two main ways are to deal damage to non-wither, hostile mobs (which will reduce your wither at the rate of 2 points per hit), or to drink a potion. You will also lose 50/25/10 wither on death.

    Mobs have no wither meter, so wither damage to them has no additional effect.

    Hunger and Saturation
    Hunger returns, as a value that goes from 0-100. Above 50, you will regenerate health depending on how much over that you are. At 51, you will gain 1HP per 5 seconds; at 100, you will gain 2HP per second, or 10 times that amount. Hunger is filled by eating food, and is reduced by performing physical activities. Basic activities like moving around reduce it at a slow rate, and intensive activities like fighting, mining, and healing reduce it by a lot more. When your hunger is empty, you will take 5 piercing damage per second until you are down to 15/10/0 HP. Hunger is set to 75 upon respawning.

    Saturation is the blue meter under it (I would pick another color, but I can’t think of one that looks good and contrasts well). Saturation is gained by eating more filling foods, and depletes over time at a static rate regardless of what the player is doing. Saturation reduces the rate at which hunger is depleted when above 50, down to no hunger loss at 100, and increases it below that, up to double hunger loss when empty. Saturation also provides a bonus to health regeneration equal to 1% of your maximum health per second when above 50. Saturation is set to full upon respawning.

    Experience (XP)
    This is similar to Minecraft’s XP system, though the rate at which you level may have to be adjusted. XP is spent on things such as enchanting and repairing as well as a few new things I’ll detail in future suggestions. Unlike in the current game, XP is no longer dropped on the ground in orbs and is instead directly awarded to the player that earned it. You will drop a quarter/half/all of your XP on death.

    This meter will appear whenever your breath is below full. It normally takes 20 seconds for the bar to fully deplete, though it can empty at different rates depending on status effects and enchantments. Your breath depletes in any liquid, including lava, so be careful diving. When you go back into an air block, the meter will stop changing for half a second, and then your breath will quickly fill back up. This prevents exploits like placing a torch underwater from being useful.

    The inventory is now separated into multiple rows of 10 each, and the hotbar now has 10 slots. The player starts with 31 slots (including the offhand slot), and can increase the number of slots they have in increments of 5 by finding rare inventory expansions. There are different types of inventory expansions, and the player can only use each type once (so, let’s say a certain mob has a rare chance of dropping it; you can’t use a grinder to easily farm for max inventory as you’ll only be able to use the one you get from that mob once). In addition, there are backpack trinkets that add 5 slots (these slots are brown and will drop whatever they are holding should the backpack be unequipped). The player can get up to 70 slots, including 60 permanent slots and 10 backpack slots. The line on the right of the inventory is a scrollbar.

    Equipment still has durability, but doesn’t permanently break and can be repaired.

    Armor, Resistances, Gloves, and Trinkets
    The four basic armor slots from Minecraft return, plus a new slot, the gloves slot. The glove slot provides little armor, but boosts your mining speed and unarmed damage.

    Armor now works differently in this game. Instead of filling up a bar (which doesn’t really need to be shown constantly anyway), each piece of armor provides a number of Armor Points. Armor Points reduce the amount of normal damage you receive by itself, so four armor points will reduce the normal damage you take by four. Regardless of your Armor Points, you will always take at least 10% of the damage dealt to you, more if the attack includes piercing damage. When armor is about to break, a flashing red icon of the armor is shown next to the hotbar.

    Trinkets are essentially accessories. Most trinkets consist of totems which provide stat increases and damage resistances not provided by enchantments. Totems are created with some material for the statue, and a gemstone for the eyes. The gemstone provides the effect, and the material affects the degree of the effect. However, like the aformentioned backpack, there are other, more unique trinkets you can use instead.

    Magic resistance increases your chance to avoid negative status effects. All players start with 50 magic resistance, which means a 50% chance to block a status effect. Most armors reduce magic resistance (though some increase it), and enchantments and potions increase it. Positive status effects, as well as effects given from drunk potions and commands, can’t be resisted.

    Your emeralds are no longer a part of your inventory by default; they have their own dedicated slot. You can grab emeralds by clicking on the slot, and you can drop them into your inventory if you wish. You can use them in crafting (for purely decorative items or to turn them into blocks which can be stored). Other than that, they are mainly used for trading. Emeralds in their slot will only be dropped in hard mode unless you change this behavior via keepInventory.

    The recipe book returns and functions similarly to what it already does, though you can change the size and position of the notifications for new recipes in the options menu. When you have a new recipe, there will be a yellow exclamation point over the recipe book and the new recipes.

    Compass and Map
    About 10% of the way through the game, you’ll be able to craft a compass, which will point towards spawn. Using it will add a compass slot to your inventory and a compass on top of your screen. You can click on the compass icon to open the compass menu, which will show your registered waypoints, allow you to add, hide, or delete them, and hide the compass. Later, you will be able to craft maps. Your first map will give you a minimap, which is always centered on you and has a zoom about equal to a current tier 2 map. You can’t open your minimap, but you can click on the icon to move, scale, and hide the minimap. You can also craft more maps to copy information from your minimap into a physical form that you can place on walls.

    The player can attack with any item, though items without a damage value will count as an unarmed attack. All weapons and tools have a cooldown value, and unarmed attacks have a very low cooldown.

    The player can jump up one block by pressing the spacebar. Hold it for higher jumps. You can no longer spam jumping by holding the spacebar.

    The player can break nearly any block, though tools are required to harvest most. Blocks will maintain how much they have been broken for a short time.

    The player can sprint, which increases speed and requires more hunger. Hunger requirements for sprinting are increased with armor.

    The player can sneak with the left shift key, and can toggle sneaking by double-tapping it (you can set toggling to be the default behavior in the options menu). While sneaking, you can’t fall off cliffs, you make no noise and are harder to detect, and your hitbox is decreased by half a block, allowing you to fit into 1.5-block tall spaces.

    All blocks have an additional property called “climbability” (feel free to suggest a better name) which affects how well the player can climb it. 0 is unclimbable, and 100 requires no additional hunger to climb and results in no speed loss. Most blocks have a climbability between 25 and 50. You can start climbing by holding the jump button as you jump into a wall. Climbing can be used as a quick way to scale mountains, but consumes a lot of hunger. Mapmakers can disable climbing with a gamerule.

    That’s all the basic information about the player I can think of. Feel free to think of more if you want. Stay tuned for part 4, in which we will discuss crafting!

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