Stress: a number variable that increases every time you are exposed to creatures or in the darkness, it makes you have nausea and blindness depending on the level of stress you are in.
Zombification: if a zombie bites you, you have X time to find a cure before you die and leave a zombie in your position.
Bleed: If you got shot by an arrow or hit by a sword there's a chance of lose bleed, which might takes you to bleed to death if you don't heal yourself before that happens.
Water purification: you did a thirst bar but you also need to purify it using a campfire to exterminate dangearous bacteria.
Exhaustion: sprinting too much can make you go slower for a short period of time.
Freezing: Cold biomes are too freezing for uncovered skin, if you don't wear any clothes there your "cold" counter will rise dramatically and you will be slowed and lose % of health every second!
Those are some good Ideas, I'll be adding water purification at some point, but I was hoping something that will completely change the game while easy and straight forward to implement.
To me, the stress mechanic seems unrealistic, since the player who's playing might have different emotions than the player character in-game.
Yea, you are right, stress mechanic is very abstract and subjective. I also thought you could implement a job system; the more mobs you kill, the more Fighter points you earn, and that means you'll hit harder. Same with farming or mining. Idk it could make the player focus on what part of the game they like the most.
Maybe something like Mining exhaustion? the more blocks you break the slower you mine (apply mining fatigue only if you are under 50 layer for example)
Cool idea, or I think it's best to add stamina, that depletes whenever you walk/run, jump, break, place a block. It will regenerate only if both hunger and thirst are higher than zero.
broken bones? could be a global variable that gives slowness or smt like that
Stress: a number variable that increases every time you are exposed to creatures or in the darkness, it makes you have nausea and blindness depending on the level of stress you are in.
Zombification: if a zombie bites you, you have X time to find a cure before you die and leave a zombie in your position.
Bleed: If you got shot by an arrow or hit by a sword there's a chance of lose bleed, which might takes you to bleed to death if you don't heal yourself before that happens.
Water purification: you did a thirst bar but you also need to purify it using a campfire to exterminate dangearous bacteria.
Exhaustion: sprinting too much can make you go slower for a short period of time.
Freezing: Cold biomes are too freezing for uncovered skin, if you don't wear any clothes there your "cold" counter will rise dramatically and you will be slowed and lose % of health every second!
Hope it helps! 😄
@sMarthz
Those are some good Ideas, I'll be adding water purification at some point, but I was hoping something that will completely change the game while easy and straight forward to implement.
To me, the stress mechanic seems unrealistic, since the player who's playing might have different emotions than the player character in-game.
Yea, you are right, stress mechanic is very abstract and subjective. I also thought you could implement a job system; the more mobs you kill, the more Fighter points you earn, and that means you'll hit harder. Same with farming or mining. Idk it could make the player focus on what part of the game they like the most.
Do you have a way to discourage people from cave diving to slow down progress?
It must be realistic and simple for the player to understand.
Maybe something like Mining exhaustion? the more blocks you break the slower you mine (apply mining fatigue only if you are under 50 layer for example)
Cool idea, or I think it's best to add stamina, that depletes whenever you walk/run, jump, break, place a block. It will regenerate only if both hunger and thirst are higher than zero.
you could add diseases or smt. or black lung if your exposed to too much coal