Minecraft: Tribes

A team based pvp hands-on building strategy game mode.

version: alpha 0.3.1

Objectives

Conditions which cause a team either to win or lose the game.

Team total deaths

Each team starts with a total of 20 lives. Every death of a player in that team decreases that count. Team loses the game when it runs out of total lives. See Pillars Of Life on how to increase that count.

New recipes

Paper recipe

Since our Blueprints require paper we didn't want the players to get stuck in progression when spawning near an area with no sugar cane.

Craft 9 paper with 3x3 of any one type of leaves on a crafting table.

Blueprint recipe

Added recipes to craft 9 different Blueprints each to correspond with a specific type of building it allows to create. Craft a Blueprint by surrounding a building specific item with paper on a crafting table.

Items corresponding to a building Blueprint:

New Items

Blueprint

Blueprint allows you to pick a place and start constructing the Building of the type it represents. While holding the Blueprint item in your main hand aim at an even ground and right-click to generate a building structure made up of GhostBlocks.

Uneven ground or solid obstacles above the wireframe in the height of the building restrict the placement. The ground under the structure is replaced with Foundation blocks.

New Blocks

GhostBlock

GhostBlocks are designed show the expected Building structure and track its construction progress. The default (blue) state of a GhostBlock shows the expected block to be filled in. Players can attempt to fill a GhostBlock by holding a block in their main hand and right-click a surface that is against the GhostBlock. Left-clicking a filled in GhostBlock will detach the block placed in by the player and pop it on the ground. GhostBlocks themselves can't be directly destroyed, read more at the Foundation block section.

Once all the blocks in a Building structure are filled in correctly (same block with correct placement/direction) the GhostBlocks are replaced with the respective Building entity.

The left picture below shows the 4 possible colored states of a GhostBlock (plus a 5th empty state only accessible in creative mode):

The default blue variation shows the expected block to be filled in: east facing birch wood bottom stairs
The green variation is the correctly filled in state
The orange variation has been filled in with the correct block but its facing south
The red variation has been filled in with an unexpected block

P.S. Only the green variation of the GhostBlock is solid, rest of them don't block movement to make it easier to build larger structures

Foundation

Foundation blocks are designed to allow a means to destroy an incomplete building structure made out of GhostBlocks. Breaking one of the Foundation block destroys the whole foundation and all the blocks above that (height up to 10). Any tool/weapon can be used to break a Foundation block but its durability is high (comparable to Obsidian).

Foundation blocks are only generated while using a Blueprint to create a building structure and are replaced with Cobblestone once the Building has been successfully constructed.

Buildings

Buildings are living entities designed to provide means for passive resource generation, perks/upgrades and are place to train various military units. Upon completing the construction started with a Blueprint a building joins the team of the player that finished the construction. They are immobile, can be damaged and killed like other entities. Right-clicking on a building of the same team opens its interface allows to interact either with its tasks or inventory. All buildings have 3 designated inventory slots to provide input for tasks. Destroying a building returns some of the material it took to build it.

Farm

Health: 600.

Inventory: 9 slots that accept only food items, 1 that accepts a plant/seed.

Farm provides farmer villagers an area to till the land, plant, harvest and bring home the crops a player can specify by inserting a plant/seed into the designated inventory slot.

Initial work area is 17² blocks around the farm building, upgradable to 25². Farmland needs to see the sky in order for the farmers to find their way around.

Tasks:

Materials: 52 8 9

Quarry

Health: 600.

Inventory: 15 slots that accept only ores, metals and alike.

Quarry provides miner villagers an area within they will start digging downwards through any dirt/rock/ore layer and return what they have mined back to the Quarry inventory.

Initial work area is 21² blocks around the quarry building, upgradable to 29². Miners are targeting topmost blocks from the sky.

Tasks:

Materials: 4 25 5 8 5 1

Lumber Yard

Health: 600.

Inventory: 15 slots that accept only wood logs, 1 that accepts saplings.

Lumberjacks will attempt to cut down all the trees growing around the Lumber Yard, return the logs to its inventory and replant saplings specified in the designated inventory slot.

Initial work area is 61² blocks around the Lumberyard building, upgradable to 85². That area must be visible from the sky in order for the lumberjacks to find trees and planting spots.

Tasks:

Materials: 57 16 38 30

Mausoleum

Health: 400.

Tasks:

Materials: 25 32 19 6

Spider nest

Health: 400.

Tasks:

Materials: 21 17 8

Archery Range

Health: 400.

Tasks:

Materials: 18 23 4 25 37 11 4

Guard Tower

Health: 500.

Guard Tower attempts to shoot arrows at nearby enemies, players of the same team are able to assign it a specific target.

Commands:

Tasks:

Materials: 17 20 20 40

Pillars Of Life

Health: 800.

A team is granted additional 5 maximum lives per Pillars Of Life. That bonus is lost if the building dies. Defending these buildings become essential if the team has exhausted its natural life reserve.

Tasks:

Materials: 22 31 4 1

Keep

Health: 1000.

Inventory: 15 slots to store any type of items.

Keep attempts to shoot arrows at nearby enemies, players of the same team are able to assign it a specific target.

Allows to advance technologies through Stone, Iron and Diamond eras.

Commands:

Tasks:

Materials: 16 8 152 21 124

Academy

Health: 500.

Allows to research and unlock additional technologies.

Tasks:

Materials: 6 13 12 6 10 16

Units

Farmer

Health: 20

Commands:

After spawning start working for the Farm that created them.

Miner

Health: 20

Commands:

After spawning start working for the Quarry that created them. Miners don't take fall damage and are able to climb walls.

Lumberjack

Health: 20

Commands:

After spawning start working for the Lumber Yard that created them.

Controllable Zombie

Health: 30

Commands:

Are aggressive by default towards enemy units and hostile mobs.

After spawning will guard the building that created them.

Won't catch fire in sunlight unlike regular zombies. Default aggressive range 10 blocks.

Controllable Spider

Health: 16

Commands:

Are aggressive by default towards enemy units and hostile mobs.

After spawning will guard the building that created them. Default aggressive range 10 blocks.

Controllable Skeleton

Health: 20

Commands:

Are aggressive by default towards enemy units and hostile mobs.

After spawning will guard the building that created them. Default aggressive range 15 blocks.

Won't catch fire in sunlight unlike regular skeletons.

Interface

Perspective

To allow a better overview during a battle we've replaces third person views with a 15 and 25 block top down view. Use F5 key to toggle between the perspectives as before. While in a top down view the character is looking and targeting straight ahead which means you're still able to hit or shoot arrows at targets in front of you.

Selecting units

Pressing C key activates the unit selection mode - by left-clicking and holding down the mouse button you're able to mark an area and select any friendly controllable units or buildings within that area. Portraits and health bars of the units you've selected appear on the bottom right of your screen. Selection mode can be exited by either again clicking C or ESC key. Selected units will have green sparks above their heads.

Selecting commands

On the bottom left corner of your screen are the commands all of your currently selected units support. By pressing V key you're mouse is released from controlling your view and instead allow you to move it and select a command for your units to execute. Exit command selection by selecting one of them (some require you to additionally pick a target) or by pressing either V or ESC key.

Commands

Work

Only supported by villagers. Picking this command gives the player a target selector (a red box at cursor) which allows to specify the building for which the villager should work (given it matches its type, i.e. a Farmer works for a Farm). If an invalid building type or ground is selected then the villager will start looking for the closest building of the type where it can work and use that as the target.

Move

Allows to specify a destination block where the units a player is currently controlling ought to move. Until further commands a military creature is only aggressive towards enemies who are within their 5 blocks the target destination.

Follow

Makes the units a player is currently controlling to follow that player. Best way to rally the troops to the battlefield is to lead by example.

Attack

Gives the player a target selector to point a specific non-friendly living entity to turn the controlled units attention to in an aggressive manner. Until further commands the unit will remain within its aggressive range from the position where the target was when the command was given. Targeted entity will have red sparks above its head.

Guard

Makes the units a player is controlling to stay near the position they are when the order is given but keep their eyes open for trouble. Measured outwards from that position they will guard the area up to their aggressive range and attack enemies that enter it.

Patrol

Makes the selected units to patrol between the point they are at when the order is give and the other destination the player giving the order chooses with a selector. The units will attack enemies who enter their aggressive range measured from their current location en route. After combat they'll return to patrolling.

Idle

Reduce the controlled units behaviors to a minimum, that means military creatures won't try to attack hostile targets and villagers won't try to work.

Dismiss

Relieves the currently selected units from control - they will still continue executing their last active command.

Tasks & Technologies

Tasks (on the left) reusable buttons in the building inventory (with the exception of demolish - which destroys the building).

Technologies (on the right) one time buttons in the building inventory to grant improvements or unlock additional technologies. Their effect is either team-based (applies to all buildings/units in a team) or building based (apples to specific building or the units of the type that this building is able to produce). Most of the technologies have up to 4 levels, each next one is accessible after advancing technological era in the Keep building.

Repair

Repair building. Initially by 10 health. Upgradable after researching improvement technology.

Demolish

Demolish the building. Initially returning 85% of the materials. Upgradable after researching improvement technology.

Spawn zombie

Create a controllable Zombie.

Spawn archer

Create a controllable Skeleton archer.

Spawn spider

Create a controllable Spider.

Spawn miner

Create a Miner villager.

Spawn farmer

Create a Farmer villager.

Spawn lumberjack
Advance Era

Advance to Stone, Iron and Diamond Era to unlock level 2 - 4 technology upgrades.

Upgrade field

Upgrade the working area of a specific Farm.
Level 1: 19² / Level 2: 21² / Level 3: 23² / Level 4: 25²

Upgrade forest

Upgrade the working area of a specific Lumberyard.
Level 1: 67² / Level 2: 73² / Level 3: 79² / Level 4: 85²

Upgrade mine

Upgrade the working area of a specific Quarry.
Level 1: 23² / Level 2: 25² / Level 3: 27² / Level 4: 29²

Upgrade integrity

Upgrade the armor of all buildings.
Level 1: 5 / Level 2: 10 / Level 3: 20 / Level 4: 30

Improve repair

Improve the amount of health repairing restores.
Level 1: 20 / Level 2: 30 / Level 3: 40 / Level 4: 50

Improve demolish

Improve the % of materials demolish returns.
Level 1: 90% / Level 2: 95% / Level 3: 100%

Research Armor

Unlock unit armor upgrade technologies.

Upgrade armor

Improve the armor of the specific unit type this building is able to produce. Upgrading villager armors affect all types of villagers.

Research weapons

Unlock unit weapon upgrade technologies.

Upgrade weapon

Improve the weapon of the specific unit type this building is able to produce.