Looking for a Plug-in creator that enjoys Harvest Moon

Discussion in 'Archived: Plugin Requests' started by Rsredmage, Feb 11, 2012.

  1. Offline

    Rsredmage

    Hello!

    I am looking for an author (because I do not know code at all, just have ideas) that would enjoy brainstorming plug-in ideas that was inspired by one of my favorite games, Harvest Moon!

    Off the bat, some ideas would involve:
    - Setting up a way to buy/sell farm animals,
    - Pre-made/basic farms that possibly a person could receive like a kit
    -Even if it was set on the map with a way for the member to receive something like a deed and can only have one (to prevent others from "claiming" multiple farms)
    -A way to restore health by laying on the bed (possibly over time)

    Again I'm not a coder and I know this may be asking quite a bit, if it is "too much" or just not possible, that's fine! I'm just curious if it can be done and if anyone would be interested. Also any suggestions (already made plugins or for additional Harvest Moon ideas) and opinions are more than welcomed!

    Thanks,
    Redmage!
     
    redhotmo and matthayez011 like this.
  2. Offline

    TACTICALboom

    Harvest Moon is a fun game, but buy/sell farm animals.....that difficult, I'm actually on a skype call with a huge harvest moon-player, and he said your idea should include the ability to marry....lol. Anyway, Nice idea, I am a developer, however not interested in this project, because i'm heavy in development of other ideas, but i wanted to let you know that I do like idea!
     
  3. Offline

    Rsredmage

    Well thank you for the interest. So is the animal idea actually possible (though difficult)? Marriage would be interesting to include, something along the lines of a prefix/suffix idea?

    With the animals, even if there was a way to sell the animal egg through a shop and then limit it's use?
     
  4. Offline

    TACTICALboom

    Yeah, there is no real way as far as I know, to limit a players use of an animal egg in terms of how many times they have used the egg. Now, I don't know a massive lot about spout. However there is likely away to create a block that dispenses a certain amount of 'some-animal'. Now pre-set farms...thats a real idea there. It could be done with a complicated generation code, (including getting the the players x,y,z positions, modify those values so it wouldn't spawn anything on the player, then write buildings...literally, place different blocks at different variable locations.) Believe it or not thats a good method....the other apparent option is to use World Edit as a dependency and load schematics of different size preset farms, which is obviously a lazy quick way to do it..... actually go back to the first method I described....maybe have a special block....or a sign on a block....that one could place to create their 'starter farm' and there could be advanced farms.....it could hook into an economy....they could purchase different size farms! Sorry for the jumpy post....I'm thinking as I'm typing....if no one takes you up on this i might attempt it(AFTER I finish my current project). But i will not attempt a Spout plugin, so the animal trading aspect is very very very unlikely at best. Wait, idea, what if people had electronic "deed's" to a certain amount animals? And they could redeem them! and chickens would spawn around them! SCORE! Now as far as land deeds, i don't do so much cuboid management, but i have a friend that could do that. So....wow long post, tell me what you think of my ideas!!
     
  5. Offline

    Rsredmage

    Wow that all sounds awesome! Also, no problem with "jumpy" typing, it's kind of cool seeing it unravel as you type.

    Now with the block placement to generate a farm, do you mean something like the Precious Stones plugin (but instead of generating a field, it would be a farm)? That way different stones could produce different levels of farms? Say something like small and cheap, then an upgrade (again in terms of how the actual HM game mechanics work)? I'm guessing this would probably require WorldGuard?

    As for the animal deeds, you mean something like a kit? Maybe you "purchase" the Kit and it would spawn animals around the player? What about something in terms of an in-game Buycraft (plug-in) where if they donate (but this can be in-game currency) the player is given the ability to use a permission for a set time. Is something like this possible without being ridiculously involved?

    Thanks again for all the involvement. I'm guessing you are starting to take to this idea?
     
  6. Offline

    Zaros

    +1 on this. I loved Harvest Moon!
     
  7. Offline

    Rsredmage

    Yea lol I'm playing a DS emulator with Island of Happiness right now... My wife laughed at me then said she wanted to play it too!

    +1 for kids at heart!
     
  8. Offline

    TACTICALboom

    Okay well, In theory, you could generate any structure you wanted with work. So, my idea is: provided a player has sufficient funds, they could buy a plot(so they cant just place it anywhere) This plot would come with a deed for a basic starter farm, a few chickens, sheep, and cows, also seeds. On that plot, while they are standing in it, they could issue a command to redeem their starter farm deed..this starter farm would then be generated within their plot. Possibly restrict people from what the can do on their farm as far as modify it. The player could then redeem their animals by say, '/hm redeem animal [deedname]' and it would spawn as many animals as that deed entitles them to. If they want they can then purchase other kits of different levels, each kit would include a different farm, a specially sized plot, a deed(or separate deeds) for the animals in which that kit entitles them. Now for what you stated: I don't like using WorldGuard/WorldEdit as a dependency, so id do without, and for having donator able to have a certain permission for a certain time....well i don't know without just a macro.
     
  9. Offline

    Rsredmage

    Well it wouldn't have to be a donator, I was saying something similar to that situation. Basically they would use in-game economy to buy or "activate" the ability to use a certain command like /spawn sheep and they would have to purchase that right once per use.

    So how would this deed work? Is it something like a /kit that would place seeds in the inventory and activate a /spawn line of code?
     
  10. Offline

    Zaros

    Still have the original disc for a wonderful life and the cartridge for the gameboy (Friends of Mineral Town). Never played Island of Happiness, but it doesn't look as good as the classics!
     
  11. Offline

    TACTICALboom

    No, this deed is the same thing as a kit. It is a virtual object. When redeemed, it actully splits itself into smaller deeds, for each aspect, the plot, the farm, the animals, the seeds, and the tools. When you redeem them they spawn what they correspond with and the specifed amount. I would have a kits.yml, a deeds.yml and a config.yml. Im sure you can guess which hold what info. now...
    as for that, that whole, pay-per-use idea, its not a bad idea...but think of how many times you would have to enter that command. You could know exactly how many of what animal you want to buy, and after you have purchased a deed called "sheep[6]" '/hm redeem sheep[6] ' 6 sheep would spawn. If you had the begginer kit, '/hm reedem b-kit' To Player: "The contents of 'b-kit' have been registered and are ready for redemption!" + "Its contents are: [list of contents(deeds) that would be configurable for each kit]" and you could then proceed to redeem those.
     
  12. Offline

    Rsredmage


    Yea it's really not as good as the classics.

    Oh man. See why I'm not a coder!? My ADD is already going WTF! lol. The idea behind it seems really cool, though difficult to do.

    Yea I can see what you mean about the typing tedious amounts per animal, I was just thinking that most would only type it around 2 times due to breeding, possibly a third in the case of grieving or something.

    This whole Harvest Moon idea is really getting the coding sparks flying, isn't it!?
     
  13. Offline

    Zaros

    Might be easier if you plan it out like this. Things I'm unsure that will work are marked with a [P]:

    Animals:
    Creatures:
    - Start out with # cows/chickens/sheep as babies
    - X% chance a day that two creatures will create a baby of the same type

    Mechanics:
    - '/farm animal' menu for buying animals/animal supplies
    - Place-able grass is bought from the shop
    - [P] If a animal goes without grass in an x radius for y time, it gets marked as 'sick'
    - [P] Animal directly in the rain for too long gets marked as 'sick
    - [P] /farm animal heal' command to buy you animal's health back
    - [P] Animal not healed in X days has a Y% chance of dying and a Z% chance of getting better

    Crops:
    Mechanics:
    - [P] Water by crops dries up every day and must be replaced
    - [P] Plant without water for X days will die (rain obviously can't affect this)
    - '/farm crop' menu for buying crops

    You two can work out a bit more on it, that's just my ideas organized. Going to sleep ;)
     
  14. Offline

    elite823

    blindmelon
     
  15. Offline

    Rsredmage

    Wow that's some really interesting ideas! To me it sounds right up the ally I was thinking, but as a coder is this possible? My biggest concern is someone making this and taking time, then MC updates and people have to go back and fix it. Lets face it this is a lot of work.

    So for the x% of breeding, you mean completely overriding the in-game breeding from crops and making it a chance to breed? Or in addition to breeding, they also have a chance to breed? Would this put too much pressure on the server in terms of lag? I like the idea, but if there are, say, 20 active players each with 2 sheep, according to the percentage, they have a chance to continuously breed over time even if no one is there to manually breed them?

    Or do you mean a chance to breed, say, once or twice in a 24 hour (real world) period?
     
  16. Offline

    TACTICALboom

    @
    && Rsredmage
    Okay so First of all, as a very experienced developer across all boards,
    I don't really understand what your trying to say here...and how does the player get to this point? You mean they start out as babies when redeemed?
    & @
    Well, a buy menu for animals, yes, but my idea was that you can buy deeds for x-amount of an animal so they don't spawn where you don't want them to. Now...for everything you tagged with a [P] I understand these were just 'possible things' but, from a programmer's perspective, tracking so many animals to ensure they aren't sick...and all the scheduling...and then a paramerterized random to decide to decide its fate....if it was done, it would be intensive and just slow the server, think of how many different people, what is there was a 'massive ranch' package, with mass amounts of animals?, plus its not something any developer could just, 'type up'. So I dont think that would be plausible.
    now @
    Woah! Hold on there man, not bad ideas but keep in-mind that's changing minecraft game mechanics, something not easily done. Not impossible, but storeing thousands of blocks of crops in-memory, checking to make sure plants have water near them, and constantly checking to insure a certain time hasn't past, even if it checks in intervals....on-going processes like this make for heavy heavy plugins. but of course a shop to buy crop seeds water buckets maybe, aswell as bonemeal would be done. but changing the way farming works...I wouldn't.
    But Zaros thanks for the input though because ill probably end up doing something with this....!
     
  17. Offline

    Zaros

    The breeding would be for mobs, and the check could happen either real days or game days (overriding vanilla breeding). Say a player has 10 cows, that is 5 pairs on animals. If the chance is 2%, then it rolls the dice 5 times for that player. You'd pretty much roll a number from 1-100 (including), and if it was a 1 or 2 a baby would spawn. You can generate a random number in maybe .001 ms, so 5 pairs of mobs would take .005 seconds. It would take 1000 mobs for a second long birth check, and I'm sure you'd hit the mob cap before then. Also if you mark a mob as belonging to an owner and check for that owner being online, you could probably cut the time in half. Could be an option for larger servers.


    I'd love to add more, but I'm in class.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 23, 2016
  18. Offline

    TACTICALboom

    I see what your saying, but keep in mind most of the commands could only be used with the 'plot' that must be purchased, otherwise all the plugin would provide is animal trading, which is not what were looking for. Which is why i proposed the ability to purchase animal deeds, so they can be bought anywhere and redeem when ready. For the new-farm-dynamics...the problem is..when? When would the blocks check to ensure they have a water source? On what event? And by 'region' yes i suppose the plot they owned would be that 'region' but that require getting the blocks in that chuck constantly, and check the blocks for farm land with a for loop. Or log every block-place-event and check for farmland. There is no real way to limit the amount of crops grown at one time efficiently without logging block-place. Also 'sick mobs' idea, even with what your proposed there would have to be tons of schedulers running, one for every single mob. But it would be awesome to have this on an RPG server with and economy, so people could make a living as farmers with organized land and farms, they would be able to interact, trade deeds, sell goods at markets, and maybe permit/restrict access to their farms. I would like this possible without logging everything, potentially slowing the server in the process. If you eliminate changing farm mech's and animal mech's, then the only time things happen are when a player issues a command, making for a very light plugin. I love the ideas, but until a good method for execution of your ideas summit's, I think its impractical. But don't get me wrong, ILOVE your ideas.
     
  19. Offline

    Rsredmage

    Tactical
    yea that is my main concern is the lag. Everything would have to be logged and then confining more code to a specific plot, wouldn't that put a lot of stress on the plugin it is running with?

    Also, in regards towards your RPG statement, I would have an economy system (probably essentials since iconomy isn't being worked on), a way to earn money through building, farming, mining, etc., a shop plug-in, etc., etc. So yes, there would be some RPG elements backing this plugin

    @ Zaros
    The potions sounds like a good idea, this way it is something already in-game, but how much work would have to go into making the potions usable towards animals?
     
  20. Offline

    TACTICALboom

    Rsredmage Go with BOSEconomy(Any Econ you want) & Vault. Vault is more essential than essentials. I said BOSE because of development ease but as an economy from the players POV, I don't like its Bracket system. So go with whatever, probably an ecomony that you like yourself and that has a good 'shop-plugin' and I personally think IConomy topped that zone.
     
  21. Offline

    Rsredmage

    I thought Iconomy isn't being worked on anymore? I'll still look into BOSEconomy anyway.
     
  22. Offline

    Zaros

    Thanks, but its your plugin. I have no position to tell you how to code it and white to code, I can only give small suggestions and argue for ideas that I feel are worth the trouble.
     
  23. Offline

    TACTICALboom

    @'your timer idea' I'm not surprised you haven't used it, its a swing class...that will not work properly/effectively especially when there would be 4,ooo timers(each entity would be placed at a different time).
    @'limit region to chunk' That would severely limit player space-and what diffrence would it make in keeping track of animals? All the animals that would be 'tracked' would already be in that 'region', and all the regions would still have to be looped for instanceof.
    @'store sick animals in hash idea' Thats actully not a bad idea, the issue would actully be formatting the time-stamp to match SMT(Standard Minecraft Time). Also I dont know how to get the server time, if i were to do this I would write my own time system(24hr) and use that maybe as a [softdepend] (a dependency needed for full functionality).

    @ 'You' I thank you for your suggestions, and am glad that you aren't mindless and, DO, in fact have valid arguments that are logical. But I have been writing software for a long time in every corner of development, if found things that just work and things that don't, but like i've told others, I have strayed from java awhile until maybe 4 months ago while I worked in C#. So methods of execution occasionally help, especially when I find myself writing pointers in java(sometimes my mind drifts to other languages).
     
  24. Offline

    Zaros

     
  25. Offline

    Rsredmage

    For lagging purposes and to maintain interest (instead of getting it down now and being bored) I would figure the timing values would be in 24-Hour vs SMT. To me, this would not only maintain interest by not allowing people to just hurry up and finish the "goal" of the server, but also for people who might only log on for an hour a day. This way you wouldn't have to calculate how many cycles per 24-hour period, and start working into insane numbers.

    Hopefully my ideas are not completely ignorant, and are somewhat helpful!
     
  26. Offline

    TACTICALboom

    Zaros When i was talking about your timer idea above, I was suggesting thinking about each animal, wouldn't you have to keep track of each animal to know when one was to die? Thus my exaggeration of 4000 timers, each animal would need one...Oh and thanks at the date format idea! I forgot about java's method for that!
     
  27. Offline

    Rsredmage

    <Edit by Moderator: Redacted mediafire url>

    That is a word document that outlines some ideas that I have and plots that I am working on. Feel free to add or comment about anything
     
    Last edited by a moderator: Nov 11, 2016
  28. Offline

    spywhere

    Looks interesting for me... I just thinking about this for a while...
    I can do the plugin... but not all in-game features will be made. Since, my Java is not quite good enough...
    And looks like it's required to setup your server to be a Mineral Town and most of all area will be protected.

    Marry system... I think normal chat with another people you love would be enough? Since, you can give an item to him/her...

    Inventory system... Can use only 3 slots (as Harvest Moon default backpack size) and need to buy a new one to increase an inventory slot...

    In overall of my idea... Just like convert Minecraft into multiplayer harvest moon game :)

    PS. Don't know if I free to do this plugin or not... Since, my plugin projects are growing up a lot in my head... :\

    @Edit
    [WIP] HarvestMoon - Convert Minecraft into Harvest Moon world!
     

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