Developing a unique RPG server (1 Viewer)


Watamote

Non-Member
Aug 27, 2016
12
Florida
I have a lot of experience creating and operating Minecraft servers. For four years I owned and operated what was more or less another Factions server, with odds and ends like a creative mode world and Skyblock on the side. We had a lot of interested ideas that set us apart-- with creative use of various plugins. I don't think I've ever seen another server that let its players have certain permissions with Citizens to create NPC bodyguards to defend their faction homes while they were offline. We had a base of about 50 loyal regulars who were on every day, with peak hours on weekends hosting nearly 100 players, especially during our weekly high-stakes Survival Games tournament. We had an RP world where two dominant city-states warred for resources and territory. Players were actually grouped into permission ranks that determined which side they were on, which determined who they could attack in world-PvP, what color their names were in game and on the tab list (red or blue), and whether or not NPC guards in each territory were hostile or friendly towards them. It was tons of fun. We had a lot of weekly PvP scenarios were I would pit the two teams against each other to capture an objective, or escort an NPC along a path. The most fun scenario was freeing a captive prisoner with explosives where one team would have to fight their way into a guarded location.

At one point, we released a second server after a new mod called Pixelmon was released. At the time there were only five other servers running this mod. Basically, Pixelmon turned Minecraft servers into a sort of online Pokemon MMORPG. It was a HUGE hit. The new server was TEN TIMES more popular than our first. The server list was filled to its limit nearly 24 hours a day, every day. We had to impose limits on how long players could stand afk before they were kicked to make room for the dozens of people who were constantly waiting to log in and play. We had our own unique player-run gym system. Players could challenge gym leaders in any order provided they were available, with a level cap of 60 across the board. Once players had collected all 8 badges, they would then be allowed to challenge the Elite 4, who were also players, after which they would become the Pokemon League Champion, of which there could only be one. We took great pride in ensuring our gym leaders and E4 were the best of the best, and only the most skilled players could beat them. Because of this, being champion was a huge honor, and something not many players were able to achieve.

Due to the overwhelming demand of the Pixelmon server, we decided to launch a THIRD server, also running the Pixelmon mod. This new server was set in the Johto region, whereas the first was in Kanto. This new server picked up nicely, and allowed some relief from our first Pixelmon server. Players who had earned ranks in the first two servers were allowed to benefit from them in the new one, and we even offered to transfer player's pokemon data from the old Kanto server to the new Johto one.

A couple of years, and $30,000 in cash shop "donations" later, activity started to decline a bit. The old factions server had become largely neglected because of all the attention the new Pixelmon servers were getting, and both Pixelmon servers felt relatively quiet compared to before, but still very active. It was at this point I decided to merge all 3 servers together into one big server. This worked surprisingly well, and made them infinitely easier to manage. We kept it going this way for another year or two, then things started to really decline.

The developers of the Pixelmon mod started writing their updates for Minecraft version 1.8, which makes sense. 1.8 had more to offer and was shiny and new. The downside was, many of the side-mods server owners depended on to operate were not updated to 1.8, which meant if we were to update our servers, there could be no more, or very limited anything else besides Vanilla Minecraft with Pixelmon on it. This meant players would not be able to claim and protect their property, there could be no more fun extra stuff like slot machines or monster arenas, and no more shops or economy. The final nail in the coffin was when they added all kinds of poorly optimized, resource intensive crap to the mod that somehow made it unplayable online without crashing the server constantly, and they didn't seem to care-- as long as people could play single player (and barely-- for many people, the frame rate while running the mod would drop below 5FPS.) They would also add things that were game-breaking to server player base-- machines that allowed the cloning of the legendary pokemon Mewtwo, items that allowed anyone to spawn in any items they wanted without permission and bypass protected areas by spawning in huge, useless clumps of leaves and logs called "grottos." The developers would not listen to us, and continued doing their own thing, not caring about the server community.

Because of this, we opted to stay with the latest version of Pixelmon that was still running off of Minecraft 1.7.10. There was no other choice, really. --and because there was no longer a steady stream of updates adding new pokemon and other content, players eventually got bored. We stopped getting new players, and the server became stagnant, with only a dozen or so loyal regulars floating about. After several months of drifting this way, I lost my passion for running the server. I could not motivate myself to get on and work on it any longer-- so I passed ownership of the server to one of my admins and went my own way. The new owner gutted everything that was good about the server, and replaced it with bland, generic crap that made it identical to every other Pixelmon server, of which there were now more than 35,000 listed to be running the Pixelmon mod, most of which were half-assed copies of ours, each one with one or two players, if not completely empty. There were just too many people doing the same thing. The server did not last two weeks with the new owner before closing down forever.

It's been a little less than a year since then, and my life has been quiet. Boring. I lost my job while I was running that server because I called out too much-- to run the server-- which was making my family more money than my job was at the time anyway. I keep getting ideas-- ways I could have done better before-- mistakes I could have avoided. I've been wanting to start over fresh, make a new server. The gears in my head have been turning for a while. What I needed to make this time was something that did not depend on mods developed by lazy, incompetent children. It needed to be independent. Original. Fun.

The other day, I was talking to a friend who was looking for work. We talked about how there aren't really any options for employment these days. I brought up how I used to make a decent amount of money running the server, and at that point it felt like it was time to come back. I think now I can make a difference in people's lives. There are servers out there that make millions of dollars a year because they stayed on the cutting edge and kept everything fresh on their own without the need for outside mods. I can continue doing nothing, being unemployed and penniless, or I can make something better-- something new.

So today I am beginning work on a new and improved Minecraft server I have been planning for several months now. My goal is to create a fun and completely unique role-playing server based loosely on the concept presented in Sword Art Online. Basically the world will be divided into a number of separate unlockable "floors," each with its own unique content and layout. Each floor will require players to meet certain requirements to move on to the next, each more difficult than the last. Every 5th floor will be a powerful mini boss, and every 10th floor will be an elaborate dungeon. I plan to make the dungeon designs similar to those found in the Legend of Zelda series-- with puzzles to obtain keys to open doors to progress. Aside from that, each floor will have at least one city or town, or a trading post in which players can buy and sell equipment, repair armor, or rent designated plots of land they can use to build whatever they like on. Players can use these towns to teleport between floors they have unlocked for themselves.
Anyone interested in being a part of this can visit our temporary Enjin page:
http://finalheavenmc.enjin.com/
Personally I am really looking forward to designing dungeons for the server. Once development has reached a point where the server becomes playable we will begin beta testing and inviting popular Youtubers and friends to get the word out.

I have put together a short list of things that need to be done in order to get things rolling:

1. World Paint at least 10 floors*
2. Create structure templates*
3. Find plugins*
4. Find NBTeditor*
5. Design Resource pack*
6. Design server list icon
7. Command block research

World layout and patterns:

* Size: Floor radius should be consistent-- as in all the same size. We need to decide on a uniform size for each floor that is neither too large or too small-- so that anywhere a player is standing in the world they are within view distance of something interesting in every direction (provided it isn't the edge of the map.) There should be no large areas of nothingness. Each floor should fit everything neatly together. It is common knowledge that smaller maps are more fun to explore because everything that is worthwhile is readily available and everything has a distinct purpose.

* Floors should be grouped into sections of 10. For instance, every 10 floors should feel like part of the same "world" and carry the same theme. Each floor will contain a particular challenge players must overcome in order to unlock the next floor. At every 5th floor, there will be a powerful mini-boss that has the potential of dropping rare items or weapons appropriate for that level range. Every 10th floor will contain an elaborate dungeon containing puzzles, traps and a final boss.

* Floor themes: Each section of floors should follow a particular theme. The first 10 floors will likely be a peaceful grassy hillside type land. The next 10 floors could be a desert, or tundra, or a vast dark forest. Each floor within a section will have variations to make them different from each other. --like some might have a large hill or mountain, or a capital city or town, or perhaps a nest or establishment of some hostile creatures. Our goal for launch is 100 floors, but there is no limit to how many we can add later.

* Regarding World Paint: World paint is a program that allows the user to paint out a map using tools similar to what one would find in a program like Photoshop. The 2D image can then be converted into a 3D world within the game.

* Regarding Structure Templates: Think about World of Warcraft or similar games. You might notice some of the buildings, such as inns, are copy pasted in areas where they are needed. Different towns and cities will come equipped with different things, but for the most part players will find familiarity in things they need on each floor. All we will need to do is build one or two types of each kind of building, and several types of other objects such as large trees we can use to populate and decorate each floor as needed. Once a building is made, it can be saved using WorldEdit, and pasted anywhere it is needed at any time.

* Regarding plugins: Because plugin developers cannot be trusted to keep their plugins up to date, we need to use as few third-party plugins on the server as possible-- opting instead to use command blocks and NBTeditors wherever possible. Plugins can be used for everything from handling boss events to to player interface and commands such as the ability to teleport from one place to another. Some plugins are necessary for handling player ranks and permissions.

* Regarding NBTeditors: This is the part where server work begins to look more like programming. Using NBTeditors, we can actually alter the properties and values of items and entities (such as monsters and animals) within the game. For instance, we can NBTedit a particular rabbit within the game to become hostile to players, have 1 million health, and hit like a ton of bricks. Said rabbit can also be programmed to drop valuable items and armor that can also be fully customized using NBTeditors.

* Resource Packs: Using resource packs, we can actually force players to download new data upon logging in. Resource packs can determine the texture of each block and graphics for each item in the game. For instance, we can use a resource pack to turn an otherwise useless and unobtainable item, such as a melon stem, into something that looks like a key-- which we can then program to function as a key within the server world. Resource packs can also be used to customize the game's sound effects and music.
 

Tigeax

Clan member
Jan 31, 2016
672
Netherlands
Clan Rank
Staff Sergeant
Staff Sergeant
This seems like a pretty cool idea [MENTION=71613]Watamote[/MENTION]!
I would love to help you with this.
I have a basic understand of most minecraft plugins like world edit and voxelsniper and commands and stuff.
Has been a long since i played minecraft and i havent really kept up with the updates, im up to date to about 1.7/1.8

( [MENTION=36507]Fox[/MENTION] mentioning you because im not sure if this counts as being in another communty. If it is or not please let me know in a PM)
 
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Watamote

Non-Member
Aug 27, 2016
12
Florida
This seems like a pretty cool idea [MENTION=71613]Watamote[/MENTION]!
I would love to help you with this.
I have a basic understand of most minecraft plugins like world edit and voxelsniper and commands and stuff.
Has been a long since i played minecraft and i havent really kept up with the updates, im up to date to about 1.7/1.8
Excellent. [MENTION=62814]Tigeax[/MENTION]. Send me a PM with your Minecraft username and I'll add you to the whitelist and reply with the IP. We're actually making progress a lot faster than I originally anticipated.
 

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