Minecraft Maps / Challenge & Adventure

Defend the Village v0.8.1 (RPG-like game)

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pinksheep451's Avatar pinksheep451
Level 38 : Artisan Sheep
13
This game is in early access and everything is subject to change over time. No updates planned as of now.

You are living in a village while suddenly hostile mobs try to attack it. Mobs will try to kill villagers and destroy its barriers and you need to stop them from destroying your village. Until then, you will need to attack mobs to stop them from raiding your village.

Part of Minecraft Dunegons features will be used in this game.

MECHANICS:
This game is highly complicated with tens of thousands of commands to run this. I also use custom loot tables to customize the way monsters drop loot. And at the end of the development cycle, the game could run with about 200000+ commands total in all functions.

Your home village is the lobby of the game, and the center of this lobby is where players spawn (shown as the emerald block you're standing when you spawn). There are various buildings with a villager inside each of them; the bank is an exception with two villagers inside.

When you interact with villagers, you can read their message so you can know who they actually are. There may be buttons when you interact with villagers; hover over them for its description. A button in chat looks like green text with square brackets surrounding it. When you click on the button, it executes a function; red buttons are not usable.

Some villagers in the lobby are merchants; they can sell or upgrade items for coins, and you need to have at least the cost to accept the offer. You can also use a purchase card to use coins from your bank account, but this item can't be used when upgrading items.

The bank is where you can interact with coins with the banker or other players. You can deposit or withdraw your coins into the bank and they will be kept safe when you go to adventures. You can also transfer coins to another player via a coin transfer request. (Currently coming soon.)

Talking to the adventurer will allow you to start the game. Hitting the start button teleports all players to an area where you can customize the adventure level, but you can't go back afterwards, so be sure all players are ready before you begin.

You can also toggle a setting called "one life only" mode. In this case, you don't respawn under any circumstances, although your max HP and healing is buffed. Also, the villager golem allows players to regenerate health at a base rate of 1% per second. And if it's destroyed, you no longer regenerate health under any means, although healing potions will still work. Rewards for completing such an adventure are usually higher than when you play normal.

In an adventure, you must defend the core of the village, which is the iron golem. If you don't toggle "one life only" mode, if you die, you respawn as long as the villager golem is still there. Otherwise you become a spectator. If all players are spectators, you fail the adventure, you respawn at the player spawn, and there are serious consequences for failing one. (WARNING: If you ever leave the game during an adventure, it will be treated as though you died when the villager golem was destroyed.)

If you don't toggle "one life only" mode, adventure score is calculated through maximum villager golem damage and the number of deaths combined for all players. Because adventure score is calculated using minimum villager golem health and NOT its health at the end, using a golem repair block to repair the villager golem will not increase adventure score, but can be used to maximize the score. So the more player deaths in the adventure, and the higher maximum villager golem damage, the lower the adventure score will be.

Reaching certain score ranges can give players bonuses.

  - 95%+: Outstanding, maximum bonuses, little to no villager golem damage/deaths
  - 88-94%: Excellent, typically a small fraction of villager golem damage, few deaths
  - 80-87%: Great, typically reasonable golem damage, several deaths
  - 70-79%: Good, typically moderate golem damage, tens of deaths
  - 60-69%: Average, typically a large portion of golem damage, large number of deaths
  - 50-59%: Fair, typically major golem damage, many deaths
  - 1-49%: Poor, no bonuses, typically severe golem damage or destroyed, many, many deaths
  - 0%: Failure, no XP, all players dead when golem destroyed

Note: The score depends if players complete an adventure or not. Failing an adventure will result in a score of zero, and completing one can give players a score of 1-100%. Scores below 50% are rarer the lower they go, and to get 100%, players must not die and let mobs touch the villager golem.

Mobs will spawn at the sides of the village. The villagers use barriers to ensure the golem is not destroyed. If these villagers are killed, the barriers they are using are deactivated, allowing enemies to use the paths towards attacking the golem. Protecting corner villagers is a must if you want extra coins because these villagers, when the raid ends, will reward all players with extra coins for saving them.

Health in the game is completely different from vanilla Minecraft health. It is affected by levels. Unless you're in a questline, it is not possible to know the health of every mob, but you can check the health of the nearest mob. You can see other players' health below their name, and you can see your health bar in the action bar. You also have a Mana/magic bar, which is depleted from using "spell" items. Such items have a certain ability and a certain MP cost. If you run short on MP, you may not be able to use your spell items.

When killing monsters, they may drop coins and XP diamonds. XP diamonds are converted to XP upon completing an adventure and coins are automatically deposited into a player's purse, which is then used to buy various items.

Players can level up by collecting XP diamonds and completing an adventure. Unless in a questline, if the player completes an adventure with no deaths and they don't toggle "one life only" mode, they can receive extra XP (or coins if at level 100). You can see your experience bar by viewing your stats from a villager. Upon leveling up, your health and magic points increase. It takes approximately 62.1 million XP to level up to 100.

Note that the levels system does not only apply to players. Several elements of the game use levels. Weapons, armor, mobs, and the adventure itself. The adventure level measures the adventure difficulty. The higher this level, the harder mobs you can expect to fight, but the more loot they can drop. Weapons and armor use levels to represent the strength. Mobs use levels to represent their health and attack damage.

Stats in the game, viewable from Stats Viewer
  • Health (HP): measures the amount of damage a player can take before dying. Stats Viewer shows maximum HP.
  • Protection: measures a player's defense and calculates damage reduction. There is a cap of 320 Protection.
  • Magic (Mana or MP): measures a player's ability to use spell items. Stats Viewer shows maximum MP.
  • Health regeneration: indicates how much health a player regenerates per second.
  • Strength: shows how much damage a player can deal when hitting enemies. Stats Viewer shows maximum strength since it is controlled by attack speed.
  • Attack speed: measures how fast a player can attack. Stats Viewer does not show attack speed.
    Formulae to calculate various elements
    Mob health = a*(1.07^[(1+a*0.001)*(b-1)]), where a is mob health and b is mob level

    Attack damage (player and mob, except vexes) = a*(1.05^[(1+a*0.001)*(b-1)]), where a is attack damage and b is level

    Attack damage (vexes) = 45*(1.05^[(1+45*0.001)*(a-1)])-50, where a is level

    Upgrade cost (axe) = (80*a-160)*(1.2+0.2*b), where a is the axe attack damage in vanilla Minecraft and b is the axe level

    Upgrade cost (armor) = 100*a*(1.2+0.2*b), where a is the number of armor points for the armor and b is the armor level

    XP to next level = 100*1.12^(a-1), where a is the player's current level

    Upgrade cost (villager) = 100+10*a, where a is the villager level

    Upgrade cost (villager golem) = 1000+100*a, where a is the villager golem level

    Protection damage reduction = 100-(100/5^[​a-320]), where a is the player's protection points
    Miscellaneous map info
    Time built: 2022/10/06 - today
    Mob stats at level 50
    MobHealthAttack damage
    Zombie275164
    Vindicator330273
    Pillager330160-180
    Evoker33060 (doesn't change with levels)
    Vex193442
    Illusioner440160-180
    Ravager (not ingame)1377655
    Upcoming updates
    • Loot luck, which affects the number of coins or XP you get from killing monsters.
    • The ability to enhance your gear with gemstones. And instead of using coins, you now use Minecraft XP. Also if you run low on XP, you can buy XP bottles.
    • Questline, similar to Minecraft Dungeons.
    • You can choose any variant of village you want to defend.
    Expected v1.0 (end of development cycle) release date: 2024-2025
        End of Development Cycle features (upcoming)
        • Questline, from releasing villagers in pillager outpost jail cells to defeating the Illager Boss (100000 max HP, 750 damage per hit, takes the form of a ravager)
        • Minibosses, e.g. ravager (10000 max HP, 200 damage), wither (20000 max HP, 300 damage), ender dragon (40000 max HP, 500 damage)
        • Abilities, i.e. dealing increased damage, etc.
        • More weapons, including bows and crossbows.
        Progress60% complete
        Tags

        7 Update Logs

        Update #7: v0.8/v0.8.1 : by pinksheep451 01/21/2023 7:43:09 pmJan 21st, 2023

        I've been busy in the past weeks, but I've finally released this update.
        - Added a questline. Currently player abilities are coming soon. This means custom items, new mobs, etc.
        - Added custom advancements. More will be added in the upcoming weeks.
        - Added a new statistic, protection. Caps at 80. Because of this, a new potion has been added.
        - (0.8.1) Fixed where multiple fail messages would appear when failing to try to defend your village.
        - (0.8.1) Added the illager boss, which you can fight it while the last level is in development. Unlike failing an adventure, if you lose your last life while defeating the illager boss, you won't lose any coins in your purse unless you leave the game.
        - (0.8.1) Added temporary commands so players don't get confused when their armor piece level is 40.
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        pinksheep451
        11/23/2022 5:23 pm
        Level 38 : Artisan Sheep
        history
        pinksheep451's Avatar
        I have decided that I am not going to release small updates but rather one massive update that will 100% complete this game. Sorry for no updates for a few months but it's because of my datapack Minemart.
        1
        YaeSatomi
        10/20/2022 9:20 am
        Level 30 : Artisan System
        YaeSatomi's Avatar
        Your gameplay look quite similar with my game lmao.
        1
        ended__
        10/18/2022 1:10 am
        Level 33 : Artisan Crewmate
        ended__'s Avatar
        haha i kept dying xD
        1
        pinksheep451
        11/06/2022 3:18 pm
        Level 38 : Artisan Sheep
        history
        pinksheep451's Avatar
        Dying in the game doesn't mean a game over unless the villager golem is destroyed. It's not uncommon to die one or fewer times in an adventure because of how my game works unless your HP and level is high enough and you constantly heal yourself.
        1
        ended__
        11/26/2022 11:52 am
        Level 33 : Artisan Crewmate
        ended__'s Avatar
        ah no i mean

        for some reason i just kept dying over and over



        although i just joined in
        1
        pinksheep451
        11/27/2022 5:30 pm
        Level 38 : Artisan Sheep
        history
        pinksheep451's Avatar
        I'll have that examined some time later, probably a bug in the game that doesn't set your HP to 100...
        Edit: The datapack that codes the game was supposed to set your stats, but for some reason when you log on, it didn't.
        Now it has been fixed.
        1
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