EDIT: Accidentally posted in Technical GD instead of Creative GD section. Please move.
I'm trying to find a rather realistic approach to death in my game. The idea was to have no magic, which eliminated resurrection in the classical sense. It's more medieval, so no respawning in a laboratory.
The only idea I can come up with in that regard is having the player respawn in a holy place (church, graveyard, etc) by the gods' will. I want the punishment of death to be the loss of all items on the player.
On to the mining aspect.
I've been attempting to devise a method of mining for the game I'm working on. Mining is a rather integral part of the skill system (and hence the economy system), though I'm unable to figure out a proper way to handle it.
My original thoughts were possibly something akin to Runescape, with specific mining nodes and areas. However, I don't want the ore to be easy to get in large quantities. My second idea was akin to WoW's method, where nodes are generated in the world, and respawn every once in a while. However, that too gives the player the ability to grind out large quantities of ore.
Then the idea of having pockets of ore available to mine that were sparse popped up. However, this would require the player to move further and further out into the world as time progressed, which could be an issue.
The idea I'm currently working with is instancing (?) of caves, where the cave entrance is generated naturally (low chance, obviously) and the player has to enter these areas. These caves would hold the pockets of ore above, and be (nearly) endless. However, the further in the player went, the better chance of better ores, but also the more dangerous the caves can become (due to enemies, cave-ins, etc).
Edited by BKrenz, 16 July 2013 - 09:55 PM.