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[WIP Dalek Mod Suggestion] The Doctor's Confession Dial [Structure]

Intro

I imagine this will be a long thread, so I'll take it bit by bit, getting feedback as I go. Once the thread is complete, I will take the "WIP" out of the title.

 

The Structure

Structure Name: Confession Dial Dimension ("Clockwork Castle")

As Seen in: Heaven Sent

Lore/Background

 

Description: The "Clockwork Castle" is a large castle in another dimension.

 

Accessing the Confession Dial Dimension

  • The Confession Dial Dimension will be accessible via a Confession Dial Item and some special structure, such as a teleporter (suggested by Doe_Killer)
  • The Dial itself can be crafted (suggested by Doe_Killer) or could be the drop of some Boss Mob

Dimension Properties

  • Most blocks in the Confession Dial cannot be mined, and most that can do not leave drops
  • None of the items collected inside the confession dial can be carried outside of the dimension
  • Each room resets after the player leaves
    • The exception to this is, of course, the room with the Azbantium wall

Special Rules about the "Clockwork Castle"

  • While the player is in the 'Clockwork Castle" his or her normal inventory will disappear until he or she clears it or gives up. 
  • The player will gain two items upon entering: A confession dial (which can be used to just quit the challenge) and a confession item, which has a limited number of uses. The player will be able to use many of the items in the dimension to complete puzzles, but will be unable to bring in anything from the outside.

Details about the Confession Dial

  • I'm imagining the confession dial as a sort of late or mid-game test that the player only needs to go through once (aka, we're assuming that when you enter the dimension, you are the last copy. Additionally, you will not need to do this challenge again if not desired). If the player so desires, he or she can go through dial again, of course if he or she has a confession dial item.
  • In this dimension, the player will be stalked by the veil. When cornered, the player will be able to freeze the veil with some sort of confession. The player will only have a limited amount of confessions, however.
  • The whole dimension is filled with puzzles to solve and various traps.
  • Many of the rooms will be from the show, and, of course, room 12 will contain the way out.
  • The player cannot summon or fly a Tardis in this dimension
  • The "Clockwork Castle" is randomly generated each time a player first enters their confession dial.
  • Each time a player confesses, the buildings making up the "Clockwork Castle" rearrange themselves. 

 

The Veil

  • The veil is the player's one enemy in the Confession Dial Dimension
  • It will follow the player at a constantly slow rate, ever slow, but never stopping.
  • To imitate the flies from the show, the Veil will have a particle effect around itself, signalling to the player that he or she needs to more on.
  • One touch from an advancing Veil will cause either an instant death or a poison effect with slowness.
    • If the latter, the Veil will beam off (no reward for the player)
    • If the Veil gets the player and does not kill him or her, the player can try to make it back to the teleporter. If he or she makes it, he or she can get a second chance at the "Clockwork Catle"
  • Even with keep inventory off, the teleporter in the castle will retain the items the player had before dying

Details about Confessions

The confessions will look like pieces of paper, and when used the player's confession will be displayed client-sided in  his or her chat (based on a suggestion by Doe_killer). These confessions are pulled from a file in the server folders. Each confession will be a random comedic statement so that it is obviously not aimed at anyone. Something like "I ate the last cookie." Examples of confessions that could be used will be contained in the following spoiler

Show content

Ideas for jokes confessions:

  • I love cows
  • I'm Afraid of the Dark
  • I didn't realise that the confession dial did this
  • I didn't do any of the work
  • My favourite is Doctor is secretly Dr.Who (Canon jokes)
  • I play Pokemon Go everyday

 

 

Rooms from the Show

The Garden

Contains a shovel, a dirt mound, and a place to start digging. There is, of course, the number 12 there.

Room 12

Contains a wall made of Azbantium. This will be minable. I'm considering having it be minable with a tool made from parts found around the "Clockwork Castle"

Teleporter Room

Contains a Teleporter. This is where the player will first spawn. It also contains a reset lever. I'm debating whether or not the player will have to return here if he or she gets caught by the Veil.

Fireplace Room

Contains a Fireplace and clothing of the Twelfth Doctor

Bedroom 1

Contains the painting of Clara as well as a Throwable Stool

Banquet Hall

Contains food for the player.

 

Reward

  • After clearing the Confession Dial, the Veil will spawn in front of the player and die, dropping a lot of exp (from a suggestion by doe_killer) as well as  some other items (TBD).
  • The player's confession dial (item) will be deactivated upon exiting this dimension and can be kept as a trophy or keepsake (suggested by drwhofan111). To reenter the confession dial dimension, the player will need to craft a new confession dial (suggested by drwhofan111).
    • In the item description for the deactivated confession dial will be the text "Finished" written in gold (suggested by Wodaman01).
  • There will be a chest at the end of the dungeon. It will contain a number of the blocks which make up the castle. There will also be a painting of Clara which appears in the chest which can be used for decor or for crafting a Clara memorial Tardis. The teleporter from the spawnpoint would be included, purely for decor; a number of throwable chairs/stools would be in the chest; a few clockwork blocks could be included; and a Twelfth Doctor coat could be included. There will be a chance for the Doctor's Guitar to appear. The Doctor's Sonic shades may also appear.
  • I'm thinking of having a Fob Watch as a reward for completing the Dial. The crafting for the Dial itself will require a bit more work if I go in this direction
  • I'm still thinking about rewards. Feel free to share any ideas below.

More Information

  • Due to the amount or rearranging this suggestion would consist of, this dimension would likely either be best suited for singleplayer. Perhaps a singular castle could generate on the server which everyone is able to visit, but not change.
    • In this case, the castle would be visitable at any time. No costs whatsoever.
  • I'm considering adding the televisions from the show into this suggestion; though, I'm thinking of having them display the distance between the player and the veil or the current coordinates of the veil. If SWD could code it to show whatever the Veil is currently looking at, though, that would be very cool
  • I'm aware that there's no real award, currently, for beating this structure. I'll work on that.

Other Suggestions

  • I'm aware other people have done threads on the topic. I'll include links to them later on.

Feedback

  • I'm looking forward to hearing everyone's thoughts on the suggestion.

 

 

More will be added at a later time. For now, I'm leaving this as a sort of base for the the thread to be finished on

nice! I like the idea.

support x10

 

EDIT: Actually, how do you "Confess"

At the moment, I'm thinking of having it as an item the player gets upon entering the Dial. Using said item will allow the player to confess

I really like this take on this story. I like the particle effect around the veil, and it being a warning to the player. I like the puzzles and traps that the player would have to get through while in the dial, perhaps slowing them down as the Veil follows them. Also the only one castle in a world, much like there's only one End and one Ender Dragon to fight (pre 1.9).

 

I've been thinking a lot about how the player would get into the dial. Much like how the player needs to obtain certain materials to get to the End (blaze power, ender pearls, end portal frame), I was thinking something similar with the confession dial. My ideas are that the player needs both a teleporter and a dial to enter it, the teleporter on the outside connecting it to the one on the inside. The dial could be obtained as a rare drop from a TimeLord? (not entirely sure about this). To get the teleporter working, the player would need materials from several dimensions; this would ensure that the player has reached a higher level of gameplay, much like getting to the End. The teleporter could be part of a generated structure the player has to find. This would expand the suggestion a lot, so there's probably a better way of doing it, this is just my idea. I think I go on about this topic so much because this is my favorite episode of the new series.

 

As for an end reward, my suggestion for this had Gallifrey unlocked for the player. However, assuming Gallifrey is accessed by the TARDIS like the other dimensions, perhaps the reward could be lots of xp for destroying the Veil, and unlimited access to this dimension, where the player can gather useful items that can't be found anywhere else (like throwable chairs). And since the rooms reset, the player would be able to obtain large quantities of these items.

This sugestion is good in many ways. I really like the Idea of the Rooms changing and having rooms from the show (And the Stool, let us never forget the stool). However I feel somethings could be improved. I personally think you should be able to bring things from the Dial out, but not bring things in. This would allow special items to be stored in the Dial and sort of gives the Dial a point, rather than just being a long trip to Gallifrey. I also thing the Player should have to go through the Dial more than once. Not too many times, but a few so they can atleast get an understanding of what the Doctor had to go through. So they can actually feel challenged rather than the Dial being a walk in the park. The Dial, to me, should be a late game challenge, something you have to go through to reach the ultimate reward.

Show content

This sugestion is good in many ways. I really like the Idea of the Rooms changing and having rooms from the show (And the Stool, let us never forget the stool). However I feel somethings could be improved. I personally think you should be able to bring things from the Dial out, but not bring things in. This would allow special items to be stored in the Dial and sort of gives the Dial a point, rather than just being a long trip to Gallifrey. I also thing the Player should have to go through the Dial more than once. Not too many times, but a few so they can atleast get an understanding of what the Doctor had to go through. So they can actually feel challenged rather than the Dial being a walk in the park. The Dial, to me, should be a late game challenge, something you have to go through to reach the ultimate reward.

 I feel that bringing things out would make the place very farmable (Since the rooms reset), and I feel that having to go through the dial more than once would get a bit redundant and tedious, gameplay-wise.

 

 

Show content
 
I've been thinking a lot about how the player would get into the dial. Much like how the player needs to obtain certain materials to get to the End (blaze power, ender pearls, end portal frame), I was thinking something similar with the confession dial. My ideas are that the player needs both a teleporter and a dial to enter it, the teleporter on the outside connecting it to the one on the inside. The dial could be obtained as a rare drop from a TimeLord? (not entirely sure about this). To get the teleporter working, the player would need materials from several dimensions; this would ensure that the player has reached a higher level of gameplay, much like getting to the End. The teleporter could be part of a generated structure the player has to find. This would expand the suggestion a lot, so there's probably a better way of doing it, this is just my idea. I think I go on about this topic so much because this is my favorite episode of the new series.
As for an end reward, my suggestion for this had Gallifrey unlocked for the player. However, assuming Gallifrey is accessed by the TARDIS like the other dimensions, perhaps the reward could be lots of xp for destroying the Veil, and unlimited access to this dimension, where the player can gather useful items that can't be found anywhere else (like throwable chairs). And since the rooms reset, the player would be able to obtain large quantities of these items.

 Definitely. I think I'll go in the direction of having the dial as a craftable.

The Veil will definitely drop exp and maybe a few special items (for the server, there would be some alternate way of obtaining said items).

 

I'm considering two alternative ways of having items from inside the "Clockwork Castle:"

Firstly, certain items could appear in chests in the building which won't be reset and actually can be brought outside.

Secondly, a chest could appear at the end of the Castle with some of the blocks and items from the structure as a reward for completing it.

 

Two other things:

One thing I had in mind was having the player's normal inventory disappear during the challenge so that he or she would need to use the tools inside the place

One thing I haven't thought of is how the player will get out if he or she gives up on the challenge. I'm thinking that the player will have some sort of escape item in his or her inventory

This is my favorite episode with Capaldi and this would be absolutely amazing to add into the mod as a side-quest kind of thing. I also think the dial should be reenter-able and have some sort of a durability to the item since it would be craftable. I love the idea and hope this gets added to the mod eventually. Gallifrey shouldn't be an easy place to get to.

 
 
 
 
 
 I feel that bringing things out would make the place very farmable (Since the rooms reset), and I feel that having to go through the dial more than once would get a bit redundant and tedious, gameplay-wise. 

 Definitely. I think I'll go in the direction of having the dial as a craftable.The Veil will definitely drop exp and maybe a few special items (for the server, there would be some alternate way of obtaining said items).

 

I'm considering two alternative ways of having items from inside the "Clockwork Castle:"

Firstly, certain items could appear in chests in the building which won't be reset and actually can be brought outside.

Secondly, a chest could appear at the end of the Castle with some of the blocks and items from the structure as a reward for completing it.

(Mess up the quote a bit when trying to trim it). My thought was that, You go through the Dial until you punch through the wall and you get reset when touched by the Vail. When touched by the Vail, you would lose everything you gained and have to get back to the wall (which would take around 5 minutes. Some things, e.g Cooked Chicken, are constantly reset because there is no other way to get these things, and the things I suggested the player can obtain are Twelfth Doctor items, e.g Sonic Shades, Guitar, Red velvet coat, a spoon and an Iron shovel (obtained during the Digging bit). So you only get reset if you get touched by the Vail, if your smart and can avoid him and break though the wall, great. Once out of the Dial, I suggested it deactivates, so its just a trophy you can't use again and if you want to do the challenge again, you'd need to craft another one (which I had crafted with a nether star). 

My thought was that, You go through the Dial until you punch through the wall and you get reset when touched by the Vail. When touched by the Vail, you would lose everything you gained and have to get back to the wall (which would take around 5 minutes. Some things, e.g Cooked Chicken, are constantly reset because there is no other way to get these things, and the things I suggested the player can obtain are Twelfth Doctor items, e.g Sonic Shades, Guitar, Red velvet coat, a spoon and an Iron shovel (obtained during the Digging bit). So you only get reset if you get touched by the Vail, if your smart and can avoid him and break though the wall, great. Once out of the Dial, I suggested it deactivates, so its just a trophy you can't use again and if you want to do the challenge again, you'd need to craft another one (which I had crafted with a nether star). 

 I'll add some of items. I especially love the idea of having a deactivated dial left over as a trophy.

As for chicken, you just reminded me I left out the banquet hall XD. Adding it now.

 

By the way, thoughts on the player having to get back to the teleporter to get a second chance in the same confession dial? (like the Doctor did in the episode).

By the way, thoughts on the player having to get back to the teleporter to get a second chance in the same confession dial? (like the Doctor did in the episode).

That would be cool

 

Thread updated.

 

I'm taking a go at making a model of the Veil. I'll include it in the main thread once finished

 


 WIP:

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Maybe have the confessions in a folder but have being in a confession dial a 10% thing.

Maybe have the confessions in a folder but have being in a confession dial a 10% thing.

 Sure. Maybe it could be something configurable client-sided.

 

For the 10% thing, I'm not exactly sure what you mean...

Like a ten percent chance to be teleported to a confession dial before you run out of regenereations.

My thought was that, You go through the Dial until you punch through the wall and you get reset when touched by the Vail. When touched by the Vail, you would lose everything you gained and have to get back to the wall (which would take around 5 minutes. Some things, e.g Cooked Chicken, are constantly reset because there is no other way to get these things, and the things I suggested the player can obtain are Twelfth Doctor items, e.g Sonic Shades, Guitar, Red velvet coat, a spoon and an Iron shovel (obtained during the Digging bit). So you only get reset if you get touched by the Vail, if your smart and can avoid him and break though the wall, great. Once out of the Dial, I suggested it deactivates, so its just a trophy you can't use again and if you want to do the challenge again, you'd need to craft another one (which I had crafted with a nether star). 

 I'll add some of items. I especially love the idea of having a deactivated dial left over as a trophy.

As for chicken, you just reminded me I left out the banquet hall XD. Adding it now.

 

By the way, thoughts on the player having to get back to the teleporter to get a second chance in the same confession dial? (like the Doctor did in the episode).

 Sorry for the late reply, Don't notice this comment until now. I think it would be easier if the player just respawned there with a message in chat saying 'You have been reset' then tell them basic instructions on what to do (they would also receive these instructions on first entering the dial, so there not completely confused). 

 

Also had another idea. What if, instead of confessing to move the sections of the castle, the player has to find buttons. This would mean they can't just run over to the wall, and they have to find all the buttons. There could be one in the grave and other ones at wherever else the Doctor got clues from. Not exactly show accurate, but a good excuse to get people to see more of the castle (and maybe find some hidden goodies (e.g Twelves red velvet coat)).

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