Ragemod is a complex database-driven server mod that turns a Minecraft server into a fully-fleshed MMORPG. Designed to work alongside the Heroes mod which provides XP/leveling, classes, and skills, Ragemod integrates NPCs, towns, quests, and warfare. All of the elements are integrated with each other - NPCs visit towns of players that have finished quests for them in the past to offer gifts; certain quests can give one faction bonuses during the next battle; web standings report player success with both warfare, PvP, and questing. At the core is the design for a town vs. town warfare system that seeks to finally bring exciting and balanced siegecraft to Minecraft. In addition, an innovative NPC foreign language system adds flavor to the RPG world. After 4 months of work, Ragemod is approximately 60-70% complete, with over 10,000 lines of code written. Sadly, other projects and deadlines have taken away the time I had to code this summer, so I need to find another lead developer to take my place. I am looking for a developer to coordinate all of the code for the remainder of the project, and also to seek out other partial contributors and integrate their work. I will remain to finish design documentation and coordinate the project, as well as to serve as a liaison with the server staff. I can also help with writing the web code for player standings and other database-related work (I write web/DB software for a living so this comes quicker to me than Bukkit). While a lot of progress has been made, there is still much to be written. Candidates for this position should be willing to dedicate some serious time and effort to get this finished. Applicants must have significant programming experience, a love of RPGs and online games, and the desire and ability to be a community leader. The ideal candidate has played MMORPGs before and has an intense passion to create an online world that is not only fun to play, but feels real to the players. The point of Ragemod is not to create the next biggest plugin, but to team with content creators to build an immersive universe. (to read the backstory for Rageland, the home of Ragemod, click here: http://www.rageland.net/wiki/index.php?title=Story RAGEMOD FEATURES: DATABASE ** Complex and evolving database to track all kinds of player interactions, NPC info, and warfare stats ** DB-integrated task system for server upkeep processing ** Connection pooling for efficiency ** Monthly stats will be calculated for each player across many aspects of Ragemod (PvP, quests, warfare, etc) to confer medals, titles, and special ranks LOTS ** In the world capitol, Rage City, players can claim their own lot in-game using the /lot commands ** Once claimed, no other players can build or grief their lot, unless given permission with /lot allow ** As soon as lots are claimed, the owner will appear on the online Lot map MEMBERSHIP ** Ragemod is designed to be self-funding with a built-in donation/membership system ** Donation amounts are entered into an admin page which gives player Member status at the rate of $X/month ** Players can automatically claim spacious Member lots in the city if they have donated a sufficient amount ** Along with their home lot, Members earn space in the Market where they can sell/buy from other players even while offline ** While a Member, players will be able to instantly teleport back and forth from their town to their lot in the capitol for no charge ** Other benefits are automatically conferred upon Members and removed when membership expires (players still keep their lots) FACTIONS ** Players that wish to take part in warfare, PvP, leveling, and combat can join one of the two warring factions of the Alchemist Guild ** Players that wish to build, mine, and trade peacefully can join the Merchant Guild, although this is not considered a faction and its members are officially neutral ** Killing low-level or neutral players will increase the bounty one a player's head, claimed by the first person to kill them ZONES ** Rageland is divided into circular zones based on distance from spawn; the farther you travel from spawn the more dangerous the world becomes ** New players to the server will be given areas to explore, mine, and perform quests with no danger of PvP from higher-level players ** The Zones: *** RAGE CITY: No PvP, no monsters, many public buildings, trainer NPCs, easy quests, enemy players may even be neighbors *** NEUTRAL ZONE: PvP between faction members only, easy monsters, NPC towns, many quests *** WAR ZONE: Open PvP, medium monsters, player towns, NPCs that visit player towns, town to town quests reward interaction between neutral and faction players *** THE WILDS: Open PvP, hard monsters that spawn during day, no building/mining, randomly spawning chests, hidden quests, and portals to difficult instances *** TRAVEL ZONE: Special Nether area that connects Rage City with player towns that have purchased portals. No PvP/monsters. *** CHAOS WORLD: PvP sky world above the main world, with hidden entrance portals scattered throughout. Jumping down to the main world lands you safely in the corresponding place. Useful for raiding enemy towns. *** INSTANCES: Special worlds for mining or dungeon runs, accessible by certain portals. PLAYER TOWNS ** Each town can be red (fire), blue (ice), or white (neutral) ** Only residents can build in player towns ** Daily taxes for residents ** No PvP in neutral towns; enemies in faction towns can be killed but cannot cause damage during peacetime ** Players can only place one bed in their town - this becomes their spawn point (sleeping in the bed not required) ** Towns start as Settlement, and can be upgraded to Village, Town, City, and Capitol. Only one Capitol is allowed for each of the two factions. ** When upgrading to Town level, a portal will appear in the town's inner sanctum, along with an automatic sister portal in the Travel Zone ** In the center of every town is the Inner Sanctum. This 20x20 area cannot be modified and automatically upgrades its design when the town is upgraded (design is stored in config w/ ascii codes). This area also serves as the Treasury, where residents can deposit gold blocks to earn daily income. These blocks can be stolen by enemy players during wartime and raids. NPCs ** NPCs roam around the world randomly using a pool of locations and characters ** Characters remember players they have met before, and are grateful to players who have completed quests for them ** Large phrase database for NPC speech; players can submit their own phrases in-game to a web-based approval queue for admins ** 5 races, each with their own backstory ** Foreign languages for each race, along with player language skill that increases with contact ** Dynamic affinity between each player and NPC (Hostility, Aversion, Neutral, Friendship, Trust) ** Skin database, with many different skins for male and female characters of each race ** NPCs that are on Trust level with players will visit their towns and offer them gifts ** NPCs that are on Hostility level with players may offer other players money to kill them ** Special bounty NPCs can be paid to put a price on an enemy's head ** If maximum reputation is achieved with an NPC race, their elder will offer certain warfare bonuses for a price NPC TOWNS ** Provide a congregation point for NPCs of a specific race ** A single player is the Steward of an NPC Town and creates characters, spawn points, and backstory using in-game tools ** Each NPC Town will have at least one unique quest involving custom structures within the town - build restrictions will prevent cheating QUESTS ** Many different quest types (gathering, delivery, monster kill, secret hunting, player kill, custom dungeons, etc) ** Random generation of new quests based on a pool of basic quest data ** Integration with affinity (individual NPCs) and reputation (NPC races) WARFARE ** Multiple times a day, the server will randomly kick into Warfare mode ** Usually this will involve a raid on a specific faction town, although the more rare general warfare opens every faction town to attack ** If a town is declared open for attack, residents cannot build until warfare is over, and enemies will be able to break and place blocks, albeit with a long cooldown between each block change ** The objective for attackers is to find and destroy the beds of the town's residents, as this will stop their constant respawning ** If the enemies can make it into the Inner Sanctum, they can steal gold blocks from the town's treasury ** A running score is kept for the town under attack, taking into account defender kills, attacker kills, beds destroyed, gold stolen, and time spent for each player inside the town ** If the town's score shows it is losing the battle, allies will be notified to come and help save the town before it is too late. The town's altar in the Travel Zone will catch fire to quickly alert allies to come and help via the portal ** When the Warfare mode ends, the score will determine whether the town was successfully invaded. ** If invaded, the attackers will receive significant bonuses in XP and will receive a percentage of the town's money based on their contributions ** If successfully defended, defending players will receive large bonuses in XP and money ** All block changes by enemies will automatically be reverted when the battle ends ** A standings web page will track players contributions to invasions or defense MISC. ** Compass target can be set to any lot, player town, NPC town, and many quest NPCs ** Moderators can grant temporary permits to give players special building and other permissions If interested, please send me an email at firstname.lastname@example.org. While this project will not restart until I find a replacement for the lead role, I will still take applications for contributing developers to pass on.