Minecraft Earth:Adventure

An adventure was a location on the map $$ where one or more players could have a survival-mode adventure. In an adventure, players were allowed to fight mobs, collect additional resources that are unavailable with tappables, and collect rewards.

Appearance
An adventure appeared on the map as a beacon pointing into the sky. A bright outline surrounded the adventure icon when the player had approached to within the player's tappable radius.

When an adventure appeared, it persisted on the map typically for 7 minutes. Some locations on the map consistently had adventures appearing on them continuously, and other locations had adventures appearing sporadically. After an adventure was completed (either by the time expiring, the players dying, or the player exiting manually), a new adventure appeared at the same location after a delay. The delay duration ranged from less than a minute to several minutes, depending on the location.

Preparation
Upon tapping on the adventure location, a screen appeared showing information about the adventure. Icons at the top were able to be tapped to learn:


 * general information about what might've been encountered,
 * who had experienced the adventure before,
 * time remaining before the adventure disappeared from the map.

A shield-shaped icon at the lower right allowed the player to give feedback about whether the adventure location was safe and appropriate.

Tapping on the hotbar let the player choose which items from the inventory were to be available in the hotbar when the adventure began. Any items placed here were lost if the player was killed during the adventure. A player was expected to have crafted the proper tools before entering an adventure. A pickaxe was needed for mining some stone blocks (a stone pickaxe was required for harvesting iron ore), a sword was useful for attacking hostile mobs, and an axe was most efficient for breaking wood items. Food was needed to restore health during an adventure if attacked by mobs.

Adventure buildplate
Tapping the Play button activated the device's camera, with the game's graphics overlayed on the real-world image on the screen. The player was prompted to place a build plate at a safe location in which to play the adventure.

Underground and above-ground structures were generated for the build plate. Most adventures included some structural features (such as cobblestone, grass, fences) along with animals at ground level and above, although some adventures appeared as a hole in the ground. Hostile mobs were able to appear above-ground or underground.

The buildplate that appeared was typically a 4×4 or 5×5 area, but the playable volume extended beyond the visible surface boundary. The edge of the buildplate was made of bedrock, which wasn't able to be mined. However, it was often possible to mine blocks from underneath this edge. Mobs wandered around beyond the visible edge on the surface, and water and lava also flowed on the real-world surface beyond the buildplate edge.

Collecting resources
Dirt, gravel, sand, wood, leaves, torches, flowers, and other plants were able to be collected without tools by tapping on the "punch" icon and then hitting the desired object. Mining this way took a similar amount of time as bare-handed mining in the regular Minecraft desktop or console game. The proper tools harvested faster (for example, using an axe on wood is much quicker than punching it), and harder materials were only able to be mined with a pickaxe.

Empty slots in the hotbar filled up first, and subsequent blocks and items were placed in the player's backpack inventory, which was available only during adventures, and was lost if the player dies.

Many adventures allowed the player to dig underground beyond the surface boundary of the build plate. Digging underground revealed useful and rare blocks, as well as fences, planks, rails, torches, coal ore, and various stone blocks. Iron ore was rare, typically appearing in veins of 1–2 blocks in a small fraction of adventures; 3–4 iron ore blocks were extremely rare. A stone pickaxe was required for mining iron ore and lapis lazuli ore (also rare), and an iron pickaxe was required for more exotic minerals such as gold ore, redstone ore, and diamond ore.

It wasn't usually possible to climb structures or descend into mines, although a player can crouch or stand tall to change elevation somewhat, which was useful for seeing, digging, and attacking under the surface boundary of the adventure's build plate. However, if the adventure was placed in a location where the player actually was able to go up or down several feet, such as inside a multi-level house or a treehouse, then they were able to go further up/down in the adventure, so long as their device tracked their movement appropriately.

A player was able to dig down to reveal a pool of lava and stand in mid-air over the pool of lava without harm; however, the player caught fire (and takes damage but does not die) from walking through lava on or above ground level.

Combat
Hostile mobs appeared above ground, but most revealed themselves when digging underground. The bearings toward hostile mobs were indicated by icons on the edges of the screen. Because a player had a longer reach with weapons and tools than in regular Minecraft, a melee weapon was sufficient for attacking mobs in the farthest corners of the adventure volume.

When all hostile mobs were eliminated, an Adventure Chest appeared somewhere in the adventure. Breaking it gave all participating players a couple of rare items, which included a minecart, glazed terracotta, or even a block of iron. The chest wasn't immediately visible; the player may have had to mine the adventure before seeing it.

$$, armor wasn't able to be crafted or worn, therefore hostile mobs were able to easily kill the player in just a few hits. The player resorted to tactics for defense, such as hiding behind structures or crouching beyond the adventure surface boundary, placing barriers between the player and mobs using building materials in the hotbar, and using the mob bearing icons to prepare attacks.

The player's health appeared as a horizontal bar at the top left of the screen. Attacks from mobs reduced a player's health. A player was able to restore health by eating food. If health was dangerously low, a useful tactic was to retreat from sight of the mobs, eat food to regain health, and then return to fight some more. Getting killed during an adventure caused all items in the hotbar, and all items collected during the adventure, to be lost forever; therefore, it was critical for the player to monitor health while hostile mobs are present.

Multiplayer
Multiple players were able to participate in the same adventure. Before an adventure began, an icon at the top was tapped to learn if anyone else had already been to the adventure, or was currently playing it.

During the adventure, other players were represented in the game by the tools they were holding. A player's view of another player included both the real-world image of the player as well as the tool that the player was holding.

All players received all drops and blocks mined by any player. For example, if one player mined an iron ore block, all players got the same iron ore block. If one player killed a chicken, all players received the raw chicken.

Gallery
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