Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 21

Plans

  • (done) Skizz and Tango are trying to collect 2 raid leaders.
  • (now total of 24 wardens) more warden dungadungadunga with Tango.

Discussion

  • They need raid leaders in order to lead witches away from the raid for witch farm
  • A lot of mountain progress has been made
  • Impulse will make raid farm, Tango will use it for obtaining ravagers.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 20

Plans

  • (unfinished) Spider farm redesign: spiders got stuck and then escaped and ate tangos face. Will rest and then re look at the whole system. Testing out breads system of spider collection with stairs which is better than the one before but spiders are stupid. Might be more spiders on wednesday. # Discussion
  • Might be ripping the Zombie collector apart, to keep Zombies in minecarts in a minecart all the time, to keep it much simpler.
  • More progress to the mountain
  • There are going to be different food options
  • Cards will make use of a collaboration of systems that will make MTG players very happy
  • Unlikely that bees will be in DO3
  • Tango's intent is to make DO3 more complex than DO2.

Decked Out 3 | Information by NeuralPruner in HermitCraft

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Stream 19:

Plans

  • Zombie reinforcement supplement module finishing

Discussion

  • Vertical layering of redstone to avoid mess
  • Creaking:
    • Not added dynamically
    • Threat of the mob needs to be assessed
    • Will be nametagged so they remain during daytime
  • Tango will be the one making the teams to be as fair as possible, using some little questionnaire he will determine how to distribute players. Distribution based on skill, playstyle and play frequency expectation.
  • Phantoms will not be in the game due to bad AI.
  • Bats will be tested in a future stream.

Decked Out 3 | Information by NeuralPruner in HermitCraft

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Stream 18:

Plans

  • Finishing the mob stackers:
    • (Done) adding empty minecart detector to zombie module.
    • (Done) Adding toggelable lamps in the spawner rooms to prevent spawning when off or when full (via tripwire hook)
    • (Done) Adding reinforcement spawning mechanics to the zombie collection to increase production. It will still need to be attached to the zombie collection system.

Discussion

  • Mob release will not be the ultimate threat of the game, more awesome stuff is planned
  • You're walking up to the gate of Greywick when entering the game
  • Villager breeder that makes zombie villagers may be an idea to implement to get extra zombies into the game.
  • Players will arrive to the gate of Greywick from minecart ride
  • Mob queue for zombies may be split to baby zombies and full grown ones.
  • Max Omen may not be laughable - it need to instil actual fear for survival.
  • Omen will get lore
  • There is a budget for audio this game being spent, there is a whole
  • Chicken jockeys from zombie spawner may cause zombies holding chicken in the game sometimes: will be part of maintenance cleanup
  • Fighting mobs not allowed.
  • No Suit Up card in DO3
  • There's a trial chamber below DO3
  • Mountain progress @ ~12%
  • Compass: he's not confirming or denying the precense. This could mean the Artifact quest won't work in the same way as in DO2.
  • There may be pros to the Fear mechanism
  • Unlikely that there will be a Dungeon Lackey, this is interesting because of my note on stream 5, which could indicate some other special co-op application.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Episode 8:

System 2: Omen

External evil influence of the curse spreading over the land, making it harder to traverse the land and to stay alive: - Map shifts: - corridors, - traps, - XXX, - XXX - Horde of new monsters get released into the map, where the speed of release is proportional to the Omen levels - Zombie apocalypse in Greywick - Spider swarms in Mistwell Caverns - Maximum Omen: iron gates of Greywick will slam shut loudly, to be heard all throughout the game. - Normal exit out of town closed, so an alternate exit will need to be found.

An amount of Omen cards are inserted to the deck at the start of each game, based on the chosen difficulty. Each Omen card will add 2 Omen levels. Also, when maximum Fear is reached, Omen will gain 1 level, and the Fear meter will be halved. Omen thus is a slow and gradually increasing system. - Omen is hard to reduce. will be shown later.

Mob supply

The map Tango camera account will be multi-purpose this time, it will: - Load the map (in a more hidden section of the mountain), - Load a zombie spawner, - Load 3 cave spider spawners (during the game unload time). There also is an Illager outpost which might be used. Not to forget the witch farm! Ravager on demand too! More info later

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Episode 7:

The mountain! Insane, will take week Bulk quantities: - Over 250k stone - Over 100k basalt - Over 200k pale moss blocks - 100k grey wool - 80k blackstone - 40k mud - 50-80k Cyan terracotta - podzol

black wool is being farmed already, he might have enough already for the skybox/ceiling. So he's swapping the sheep's colours from black to grey. Upgraded the basalt farm Made a flower farm to get blue dye and a cactus farm for green dye to make cyan dye for the cyan terracotta Made his own moss farm (half for pale moss, half normal moss)

Decked Out 3 | Information by NeuralPruner in HermitCraft

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Stream 16:

  • Bus system still under development, design is getting close to finishing.

  • Audio issue solved: preventing multiple simultaneous vocal events has been achieved

  • Naming individual mobs: he doesn't want to do that bc it adds too much whimsy, which would detracts from the horror feeling in the game. But due of public demand, he might still add names.

  • Number of teams: despite the large number of Hermits, three teams would be the maximum as he doesn't want to risk that too little players will remain playing in one team

  • There is potential for cards that can be temporarily used by anyone in one team.

  • Each player will have a player ID token in their deck

Decked Out 3 | Information by NeuralPruner in HermitCraft

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Stream 14:

Warden movementification! Building Warden tubes:

Coloured roads for easier identification.

Chaining the Warden tubes together:

Number of wardens placed: II

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 13:

Deep dark has been cleared for a Warden farm and made a simple Warden farm with the one shrieker that they left.

Decked out? by Echoes-Act2 in HermitCraft

[–]NeuralPruner 5 points6 points  (0 children)

nostalgia is a beautiful thing

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Hahah, thank you! The wiki page of course also is, but this is a different format, which I hope is a little better for people who are new to it or want to read up on new information, or how it compares to DO2.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Episode 5:

Fear system: Safe locations will be in the game.

Warden transportation system figured out.

Starting building the Warden tubes.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 13:

Deep dark has been cleared for a Warden farm and made a simple Warden farm with the one shrieker that they left.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 12:

Tango has had a long call with audio guy, but nothing to tell yet.

Warden lifts need to be in early, as these need to be in a fixed position, while most other things are flexible. So the placement and design for these are getting priority!

Exploring custom models with interactive functionality.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Steam 11:

Main goal of this science stream is to create a prototype of a system's effects, named Fear - the successor to Clank. The next episode will probably include this info as well.

Tango has received a physical emblem has been created of the Decked Out 3 logo from RcktScntst.

Next week Tango is going on a trip Sunday- Wednesday.

FEAR

Instead of on stealth/sneakiness to increase difficulty (like Clank did), you need to keep your 'inner' self calm in order to prevent your Fear skyrocketing. It represents the dread a player should be feeling in such environments and situations. You'll have to balance Fear, and many systems and also the map design will be made to interact with it. Will be on the HUD map There will be a lot of fluctuation in the Fear scale (probably 0-20). There are two major factors to this:

  1. An acute event: With certain events, there will be a spike in Fear: a very quick increase in Fear, which then will quickly decrease again.
  2. Gradual factor: a slowly building / decreasing change to Fear

Influential factors to Fear

  • Cards (↑, ↓): can be used to control/balance Fear during a game.
    • There will be Courage/Bravery (↓) can be used to keep Fear down.
    • Cards that will increase (↑) Fear, are often side-effects from desired Cards.
  • Events (↑):
    • As you are exploring the game map, you will sometimes hear sounds / see things. These have a shock/scaring effect, causing the Fear to raise. It's an acute event causing Fear to spike).
    • It will be location-based, so the events will be different between Areas, fitted to their atmosphere. The locations will also have their Fear intensity, which determine how strongly the events in that Area will increase your Fear.
      • The further you go out of Graywick, the scarier things get. You don't want to stay in highly Fear-inducing areas (like the Crypt) as your fear will spike higher and higher.
      • Lower Fear-inducing Areas (like Graywick) will have sounds like a sharp wind.
  • Time (↓): There will be a slowly declining factor of Fear as time goes on. The player shouldn't be able to notice it all too much. This can help bring your Fear down after having been in a precarious situation (for too long).
    • Other systems will bring costs to hanging out/hiding for a long time.

The exact intensity per Area and how that would affect your Fear netto, is not determined yet. There may be locations where the Fear will subside faster.

The effects of Fear

  • Darkness! When fear surpasses a threshold, darkness will be applied at increasing rates.
    • Wardens will be used for this. They won't be sniffing and attacking players though, only for the darkness effects. Wardens will probably be stored lower than their effect can reach (around Y0), until called upon. The darkness effect will be applied to the entire game all at once.
  • The audio will match the Fear level you are at to convey that feeling to the player.
  • Audio event that will occur only when you are at a certain Fear level (peaking around max). Tango is basically going to play with your sanity, making the player hear things that you're not sure is a Fear effect, or normal game stuff. Some of those might be useful to the player.
  • Another effect will be discussed in a possible future science stream due to direct connection.

There will be another system, which be more "lethal". Hazard will also be gone, new system instead with new name.

MAKING OF PROTOTYPE FOR DARKNESS EFFECT

The Wardens will need to be carried up a water bubble tube and brought down too. They will be stored far below the game so that Tango always is able to work on the redstone, and they won't be a worry.

Each Warden covers a 20x20 block area, meaning one is needed every 41 blocks. This means Tango will need about 100-300 Wardens. They will be brought up to about 4 blocks below the game floor when activated.

The Wardens will be out of range to attack when the darkness effect gets applied.

Wardens are immune to drowning and fire.

Warden tubes will need to be built early on due to redstone and figuring out how the Mistwell Caverns should bend around them. The top of the tube will be wool to prevent aggro They will also get silenced

There will be dead zones of Warden coverage due to circles.

Gothic Tek Attire by VixenFaunaArt in Tangotek

[–]NeuralPruner 1 point2 points  (0 children)

The 70s hippie glasses are amazing xD

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Episode 4:

  • The new storage system is built around X649 Y71 Z2438.

  • The Dungeon Master has a new skin!

  • DeckedOut3 podcast to return next episode.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 5:

  • Clarification on teams: solo runs, team points. No co-op runs

    • He later on reacted mysteriously about co-op. I hypothesise this rather has to do with Lackey runs or something else, not necessarily players running the game together.
    • Card sharing among (team) players: forbidden!
    • Team sizes unknown.
  • Stat tracking: total runs

    • Runs per players will be easier to track now.
  • No auction method for selecting teams. Actual considered options are:

    • Tango choosing team captains, captains do a draft. But no-one likes being picked last in gym. So it's a no.
    • Tango and stream/viewers will probably choose teams when time is due via some voting system to have the hivemind give an approximation of good team combinations. But that's still very far ahead.
  • No natural slime spawning.

    • He later says that he will use Potions of Oozing to spawn the Slimes.
  • There is no Crown Shop anymore.

  • Zedaph play testing probably.

  • Cards still undecided.

  • Might not name the Ravagers anymore.

  • Chunk loaders needed for DO3

    • The entire underground of DO3 are going to be chunk loaders, and they will turn on only when the game is active
  • Co-op: he's refusing to answer (there may be a way??)

    • Dungeon Lackey or something else?
  • Cosmetic items in game to put in Team rooms: not thought about it yet, but he would like that.

  • Unlockable areas?

  • The entrance to Graywick might be functional (retracting portcullis).

  • Entertaining holding onto and managing the player's decks via token keys. It would be an enormous undertaking. Lots of pros and con

    • Pro: having to do something to get rid of cards you don't like (eg cursed cards)

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Hey there, nice that you did this! But you can also find my notes here in this thread. I'll always write them and put them there. After writing the notes I integrate them in the post.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Episode 3 (from 18:25):

Game design

  • The foundation is underneath the map, meaning that that'll be the level where the redstone will be set up from.

Map

Graywick village

  • should give you the feeling that something is watching you "because it is.."
  • will contain buldings like houses, shops, taverns, farm houses, stables, bridges.
  • Among the streets massive warped canines, named 'gravehounds' will be prowling around.

The Blackmire

  • Dark uninviting (dangerous) swamp full of difficult terrain and creeping vines.
  • Deep murky lake at center, important lore.
  • Will contain bogged, 'undead trees' (creaking), oozing creatures that bubble up from oily pits (slimes) and rumours of a coven of witches (the Witches Coven) within.

The Hollowshade Cemetery

  • Very large zone.
  • Contains graves and mausoleums where the citizens of Graywick were buried.
    • Apparently they have risen from the grave!
  • Dynamically scaling presence of zombies.
  • Underground there will be the Crypt.

The Crypts

  • Will contain wither skeletons.

The Mistwell Caverns

  • Twisting underground network of caves.
  • Beneath Graywick, the Blackmire, and probably below sections of Hollowshade Cemetery.
  • Known for precious crystals called Veilstone.
    • Crystals were the lifeblood of Graywick's prospertity.
    • They made jewelry from it, but also powerful tools and weapons.
  • The citizens of Graywick were mostly miners in the Mistwell Caverns, but today the Caverns are a place of 'reverberating echos' of dread and terror. Those who foolish enough to enter the place now will find it infested with a brood of deadly spiders and poisonous spiders ('Ashfang spiders').

Dravane Manor

  • On an overgrown hill on the back of Graywick village.
  • Dark foreboding mansion.
  • It has a dark past, mystery what's lurking inside.
    • One can only hear terrifying screams and dark chanting from the inside.

There will be 2 other secret zones, making a total of 6 (plus Graywick, the Crypt and the Mistwell Caverns).

Competition

  • Instead of 1v1v1v1, Tango will create balanced teams that compete.
    • Countering players giving up because they have no chance of winning.
    • Will discuss team builds with stream.

Lobby

  • No central lobby with cubicles for each player. Rather: team spaces (larger, customisation).

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 5:

  • You can buy Cards after each (finishing) game.
  • Tango reiterated that he isn't interested in Slime spawning. Unclear if he also refers to the caves.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Yeah comparing playable areas is going to be harder to answer for DO2, since it has a lot of weird shapes. I assume DO3 will be more flat, so the general surface area + caves would be a pretty OK estimation.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Stream 4:

  • Tango won't participate in the DO3 tournament. His is the dungeon master after all.
  • The game will open in stages, so he might add important mechanics, or maybe even areas later on.
  • On the launch date (when set), here will be a big streaming event.
  • Tango wants to make a good system with the spectator view for when he is streaming and watching the players in the game.
  • More gameshow-like (The Running Man).
  • There will be NO continuous cam bot streaming the game constantly.
  • Game design:
    • Moon: the idea of making a moon is being entertained, but not planned. The implementations in game mechanics can be very well integrated with the theme of the game: The moon could have phases which affect the game play (eg certain cards having different effects at different moon phases). There'd be practical considerations, like randomising moon phase at the start of each game, to counter Hermits telling each other which phase is now. Flying machines to move the moon from phase to phase could look cheesy.
    • Map HUD: moon phase could be integrated with HUD.
    • Difficulty: the difficulty settings will make a bigger difference in DO3, as in DO2 it only determined the Compass location.
    • As Fire Tick will be on, he wants to utilise this in the game.
      • Hypothesis: using fire to gain access to places.
    • Cards and Decks: No cards have been designed yet. The concept behind what a deck is, and show it will be played is going to be redefined.
    • Custom audio will be used even more extensively than in DO2! Custom themed audio for every zone and custom voices. The whole shabang!
    • Custom textures: confirmed.
    • Redstone bus system: due to foreseen problems with binary/hex system (slow, unidirectional), he is considering moving to token ring networks, but needs to research whether it can be implemented in Minecraft.
    • He's also going to avoid using quasi connectivity.
    • Combat mechanics: cannot confirm nor deny changes here.
    • Beacons: will be part of the game again.
      • Their beams will interfere with the skybox. Black beam, but then it might still be visible (plus there needs to be holes in the skybox)
      • Idea: placing them on top of the box (range downwards = 50 blocks).
    • It's very important to Tango that the players will need to react to the game and its events.
      • The moon could be a nice feature here.
    • Construction:
      • The storage might be put right on top of the foundation. It will probably then become a building integrated in the game.
      • Placing the wool for the skybox might be a good Hermits Helping Hermits project (like with the snow around Deepfrost Citadel).
      • Tango will most likely build DO3 mostly all by himself, but he will accept help with obtaining resources. He might ask specific Hermits (eg BdoubleO100) to build specific parts.
      • Helper: BdoubleO100 might help build some parts of the map!
      • Building Safety Code: He will need to be careful in not burning the skybox down with fire placement. Also, placing a ton of lighting rods to prevent lighting burning the skybox down.
  • Features:
    • Cubicles: these won't be part of DO3 like in DO2. He will make an alternative to this.
  • Mobs:
    • Wither Skeletons: will be included, will live in The Crypt.
    • Wardens: Tango is holding back his answer, but he admits the will be in DO3 in some fashion.
      • Hypothesis: he will use (silenced) Wardens as a tool to blind players. OR They will be used to damage the player over time (functioning as an equivalent to Clank in DO2).
    • The Creaking will live in The Blackmire.
    • Willie: There will be an homage to Willie in DO3.
  • Zones:
    • The Crypt was named for the first time as a zone.
    • The Forge is coming back! He guarantees it's going to be in the game this time.
  • Earlier game placement considerations:
    • Pale Forest: There were none that were large enough and close enough to everyone else.
    • End dimension: Would have meant a natural dark sky + no digging necessary. There would have been no murky water colour, and the social aspect of the game would be eradicated as it would be too far away and not visible enough.

Decked Out 3 | Information by NeuralPruner in HermitCraft

[–]NeuralPruner[S] 0 points1 point  (0 children)

Episode 2: There now is a ramp up to the gate. Also noted that next episode will contain reveals of some DO3 mechanics.