@FartiliciousManChild help me out here
If you want to release the game before you update to 1.13, make it 1.12 ONLY
Ok so the tile should explain the basis of the game pretty well. Due to the new boat mechanics they now absolutely fly over ice. I'm talking about 24 blocks / second. On the SMP server some of us play on, @FartiliciousManChild built an absolutely massive track where you have to race down. It's a lot of fun, and also quite difficult. So I thought, why not try to get this added to Cube.
Part 1 - Levels and XP: The first thing I'll be discussing is a level system. Formula for required XP to get to next level:
15 * (1/3x)^1.5, Rounded Down, where x represents your current level
For Reference:
To Get to 10: 91
To Get to 20: 258
To Get to 30: 474
To Get to 40: 730
To Get to 50: 1020
To Get to 60: 1341
To Get to 70: 1690
To Get to 80: 2065
To Get to 90: 2464
To Get to 100: 2886
To Get to 125: 4034
To Get to 150: 5303
To Get to 175: 6682
To Get to 200: 8164
Well, how do you get XP? It's simple:
25 XP for 1st place
18 XP for 2nd place
15 XP for 3rd place
5 XP for Participation
+15 XP for All Successful Shortcuts
+350 XP Top Score of the Day
+225 2nd Best Score
+150 XP 3rd-5th Best Score
+100 XP 6th-10th Best Score
+10 XP for Top 10%
+3 XP for Top 25%
Top 10% just means that all scores are recorded from all those day's races and if you score in the Top x% you'll get an xp boost.
Part 2 - The Tracks: Obviously for a gamemode like this, lots of tracks will constantly need to be added to remain popular. ACCEPT COMMUNITY BUILT TRACKS (unless they just don't work) and put them in a tester. Ones that get enough upvotes will be incorporated as a full map. This game will have 5 different types of tracks:
Beginner Tracks: These tracks will just be straight up tracks, with straightaways and some small curves. Shortcuts will present the form of narrower paths with sharper curves, still having barriers. These will be quite easy to master and be a good practice track.
Level Required: None
Easy Tracks: These tracks are similar to beginner tracks, with sharper curves and unprotected shortcuts. These are also quite easy to master.
Level Required: 10
Medium Tracks: The difficulty takes quite a jump here. We'll start to see obstacles such as non-ice blocks and fence posts blocking the way of the track. Some straightaways will be unprotected. Shortcuts will be very narrow (1-2 blocks wide) or be medium width with obstacles. Expect 180 degree turns to start making their way in.
Level Required: 20
Hard Tracks: Another huge jump occurs here. Nearly every part of a hard track will have some sort of obstacles, all straightaways will be unprotected, and most small curves will be unprotected. Use of redstone mechanisms will be required at times, such as using a piston to jump over a large lava lake or to take a shortcut. Speaking of shortcuts, all hard track shortcuts will be very difficult such as 1 block wide paths or piston jumps.
Level Required: 45
OH BOY!: Oh boy! tracks are going to be extremely difficult, with frequent redstone mechanics, traps, dead ends, and very little edge protection. On top of that, you have a barrage of fireballs attempting to destroy your track! In addition, signs will appear throughout the track that contain stuff you have to memorize. At the finish line, there will be 3 fake finish lines. If you don't memorize what the signs said, odds are you're picking the wrong finish line and getting blown up!
Level Required: 75
Part Three - Voting Options: Just add one voting option for time of day. Nothing else should be added.
Part Four - For 1.13: For Medium+ difficulty, once 1.13 rolls around ocean sections of track should be added that utilize the new magma block mechanics. For Oh Boy! difficulty possibly add some elder guardians around.
Part Five - Stuff I'm less confident about:
A. (Requires a water section): Add a small detour with a lever on it that drops concrete powder onto the water section. It will solidify on contact and be quite a pain to go through. Hard+ difficulty
B. Elytra sections. Shouldn't be added to any of the 5 options I described here, but instead as a separate track type. Between two points, elytra will work and something can be used to reach a higher point.
C. Jump! At some finish lines you'll have to dismount the boat at the right time to finish.
Part Six - Final Thoughts:
Vote in the poll. If you vote anything but Yes, explain yourself. Pictures may be uploaded later if this gets a lot of support.
If you want to release the game before you update to 1.13, make it 1.12 ONLY
Ok so the tile should explain the basis of the game pretty well. Due to the new boat mechanics they now absolutely fly over ice. I'm talking about 24 blocks / second. On the SMP server some of us play on, @FartiliciousManChild built an absolutely massive track where you have to race down. It's a lot of fun, and also quite difficult. So I thought, why not try to get this added to Cube.
Part 1 - Levels and XP: The first thing I'll be discussing is a level system. Formula for required XP to get to next level:
15 * (1/3x)^1.5, Rounded Down, where x represents your current level
For Reference:
To Get to 10: 91
To Get to 20: 258
To Get to 30: 474
To Get to 40: 730
To Get to 50: 1020
To Get to 60: 1341
To Get to 70: 1690
To Get to 80: 2065
To Get to 90: 2464
To Get to 100: 2886
To Get to 125: 4034
To Get to 150: 5303
To Get to 175: 6682
To Get to 200: 8164
Well, how do you get XP? It's simple:
25 XP for 1st place
18 XP for 2nd place
15 XP for 3rd place
5 XP for Participation
+15 XP for All Successful Shortcuts
+350 XP Top Score of the Day
+225 2nd Best Score
+150 XP 3rd-5th Best Score
+100 XP 6th-10th Best Score
+10 XP for Top 10%
+3 XP for Top 25%
Top 10% just means that all scores are recorded from all those day's races and if you score in the Top x% you'll get an xp boost.
Part 2 - The Tracks: Obviously for a gamemode like this, lots of tracks will constantly need to be added to remain popular. ACCEPT COMMUNITY BUILT TRACKS (unless they just don't work) and put them in a tester. Ones that get enough upvotes will be incorporated as a full map. This game will have 5 different types of tracks:
Beginner Tracks: These tracks will just be straight up tracks, with straightaways and some small curves. Shortcuts will present the form of narrower paths with sharper curves, still having barriers. These will be quite easy to master and be a good practice track.
Level Required: None
Easy Tracks: These tracks are similar to beginner tracks, with sharper curves and unprotected shortcuts. These are also quite easy to master.
Level Required: 10
Medium Tracks: The difficulty takes quite a jump here. We'll start to see obstacles such as non-ice blocks and fence posts blocking the way of the track. Some straightaways will be unprotected. Shortcuts will be very narrow (1-2 blocks wide) or be medium width with obstacles. Expect 180 degree turns to start making their way in.
Level Required: 20
Hard Tracks: Another huge jump occurs here. Nearly every part of a hard track will have some sort of obstacles, all straightaways will be unprotected, and most small curves will be unprotected. Use of redstone mechanisms will be required at times, such as using a piston to jump over a large lava lake or to take a shortcut. Speaking of shortcuts, all hard track shortcuts will be very difficult such as 1 block wide paths or piston jumps.
Level Required: 45
OH BOY!: Oh boy! tracks are going to be extremely difficult, with frequent redstone mechanics, traps, dead ends, and very little edge protection. On top of that, you have a barrage of fireballs attempting to destroy your track! In addition, signs will appear throughout the track that contain stuff you have to memorize. At the finish line, there will be 3 fake finish lines. If you don't memorize what the signs said, odds are you're picking the wrong finish line and getting blown up!
Level Required: 75
Part Three - Voting Options: Just add one voting option for time of day. Nothing else should be added.
Part Four - For 1.13: For Medium+ difficulty, once 1.13 rolls around ocean sections of track should be added that utilize the new magma block mechanics. For Oh Boy! difficulty possibly add some elder guardians around.
Part Five - Stuff I'm less confident about:
A. (Requires a water section): Add a small detour with a lever on it that drops concrete powder onto the water section. It will solidify on contact and be quite a pain to go through. Hard+ difficulty
B. Elytra sections. Shouldn't be added to any of the 5 options I described here, but instead as a separate track type. Between two points, elytra will work and something can be used to reach a higher point.
C. Jump! At some finish lines you'll have to dismount the boat at the right time to finish.
Part Six - Final Thoughts:
Vote in the poll. If you vote anything but Yes, explain yourself. Pictures may be uploaded later if this gets a lot of support.