Started by
Vakontation
on
Topic category: Minecraft mod ideas exchange
Introduction
This mod idea aims to capture key aspects of the 2012 anime TV series Sword Art Online. This intends to be a loosely derived work, not involving the majority of the plot of the show, but instead just interpreting what makes the world in the TV show fun, and how that could be incorporated into Minecraft.
Key Aspects
- Combat Goals
- Minecraft: reach the End and defeat the Ender Dragon
- Sword Craft Online: defeat a unique boss in each dimension to progress
- Dimensions
- MC: Overworld, Nether, End
- SCO: finite-size islands of a single biome with one boss to fight to open a portal to the next dimension
- Gearing up
- MC: harvest ore, mining deeper for better ore, make strong armor and enchant it
- SCO: fight enemies for resources, use professions to craft gear, higher smith skill level for better gear
- Gear diversity
- MC: leather, wood, stone, chain, iron, gold, diamond, enchanted/non
- SCO: all gear unique to enemy fought for resources (e.g. boar skin armor, boar tusk spear)
- Power creep
- MC: Diamond has 3x power of Leather; Enchanted Diamond is about 2x power of Diamond
- SCO: all weapons have similar damage if user is unskilled with them, but better weapons have better damage scaling based on skill level; worst weapons are extremely less effective than best ones
- World interaction
- MC: (adventure mode) almost any block can be broken and harvested if using the right tool
- SCO: no blocks can be broken; world is as-is, made to be fully navigatable without needing to break or place blocks without getting stuck
- Dying
- MC: respawn at a bed or at spawn; game rule keep inventory can be enabled or items fall on ground
- SCO: skill levels and learned professions are reset, owned items are destroyed, respawn at start
- Crafting
- inventory has 2x2 grid or a table has a 3x3 grid, craftable items require you to have correct materials
- specialized inventory interface; no grids; crafting requires learning a profession and using a dedicated space and tools depending on chosen profession; non-instant crafting involving multiple steps and chance of failure and quality levels of gear produced based on RNG and skill level
- Economy
- trading options with villagers is random; currency is emeralds; no theoretical limit to amount of currency
- villagers have basic and predictable trade options; currency is finite; player trading has special interface
Combat Skills
Weapons
- 1H Slash
- Arming Swords
- Hand Axes
- Scimitars
- 1H Stab
- Rapiers
- Daggers
- Bagh Naka
- 1H Blunt
- Maces
- Warhammers
- Brass Knuckles
- 2H Slash
- Longswords
- Greatswords
- Greataxes
- 2H Stab
- Spears
- Scythes
- Polearms
- 2H Blunt
- Mauls
- Bo Staves
- Ranged
- Shortbows
- Longbows
- Shuriken
- Crossbows
- Magic
- Arcane
- Holy
- Black
- Druidic
Attributes
- Strength
- Weapon damage
- Carry weight
- Agility
- Dodge chance
- Run speed
- Jump height
- Tenacity
- Health pool
- Poison resistance
- Wisdom
- Spell cooldown
- Magic damage
- Intelligence
- Spellbook size
Professions
- Armor smithing
- Weapon smithing
- Cooking
Work in progress...
Edited by Vakontation on Mon, 05/04/2020 - 01:59
Reserved for future use
Reserved for future use
i love Sao what forge version is this