I've coded revival life as a datapack. I unfortunately can't give you a link since youtube will just delete my comment if I do that, you'll just have to search for "Revival Life" in modrinth's data pack section.
Grian said that any ideas suggested basically prevent them from being used as grian wants to use something original, not something someone else came up with
@@auraFireblood yup! I think before secret life was announced and limited life just ended i saw an idea for a new life series that was mildly similar to secret life which came after, not entirely but I think it's still significant
With hunted life you could do that the target isnt random after the first session, If the boogy fails to kill their target they become the bounty in the next session, if the boogy kills their target then the guardian becomes the bounty.
Idea I've been workshopping: Allied Life. To work, there would need to be 16 players exactly. In the beginning of the server, the 16 players are broken up into 4 teams of 4. The players do not know which team they are on or who else is on their team. Each one of these teams operates like a hivemind. They start off green, and the team is allowed to die 4 times collectively before turning yellow (note that teams do not share health, just lives). When a team turns yellow, the players are split into teams of 2 (again, they don't know what team they are on or who else is on their team), and are allowed to die 2 times collectively before turning red. When a team turns red, they break and become lone players. Extra notes: 1) when someone on a team dies, the others do not. They just get a pop up on their screen saying '-1 life'. 2) when I say the team gets --- lives collectively, what I mean is if skizz, scar, martyn, and timmy were on a team, everyone could die once and they would go down to yellow, or maryn could die twice and timmy could die twice, and they'd still have lost the same amount of lives and go down to yellow. 3) a varient of the boogeyman would be in this series as the boogey-team, where the team has to work together to take a life off of an oposing team. 4) the only enchanter would be hidden in a trial chamber. 5) teams do not necessarily need to base with each other or even work together (except in boogey-team situations). (Edit) 6) each player on a team remains it's colour until all collective lives have been lost, even if they have died. (Edit #2) 7) teams share xp levels, so it's harder to enchant and there is a way for players to figure out their teammates
I really really like this idea, i just have two questions 1) Would death messages still be enabled? Like if in the team you said as an example, martyn got a "-1 life" pop up, would he still be able to see that scar was the one who died (as in "GoodTimeWithScar fell from a high place")? 2) With the boogeyteam having to work together to take one life away, do you mean in the way that they take away one of the collective lives or that the boogeys have to set the other team down the yellow/red? Again, your idea is incredible the more i think about it. Lots of confusion at the start and more interaction between people who might usually not interact. Very cool!
@@staplif thank you! The answer to your first question is yes, so the team can figure out who is in it some way. The answer to your second question is one of the collective lives, so just 1 kill (I mean technically if they target a green team that is on 3 deaths that team will go down to yellow, but it isn't required for the boogeyteam to make a team go down a colour)
Like your Rival Life ideas. What if there is is a damage method in each episode that if you can get your rival to take damage by that method then you will regen the damage your rival suffered. The method of damage to attempt could be rolled randomly like the boogey with a reveal at the beginning of the game session and each player has a different method to persue. Keep it secret or team up as they like.
I love the idea! The regenerating the damage they take by that method doesn't work unless they regenerate more health than normal, because regenerating the health your rival loses happens anyway. Instead, I'd have a randomly chosen, secret damage type that damages both you and your rival with no one regenerating. That way, the shared health pool between rivals can slim down and it can help or even replace the 'taking damage at the same time' mechanic. Rivals would then try and find out which damage type it is and use it to their advantage.
Grian said he would not take any other ideas for a life series that he did not come up with on his own. However he did admit that if other do invite him he said if the premise sounds interesting he might join.
I got a couple ideas for a life series too. Purge life: players have 3-6 lives. Each session will start in daytime, but once night arrives, it can only end when a certain number of players die, increasing with every session (session 1 need 1 death to skip, session 2 needs 2 deaths, etc). Greens can't attack anyone, yellows can only attack greens, and reds can attack anyone. However all colors can only be aggressive during night. Each night a random non red player will become the boogie, needing to kill a player before the night ends, otherwise they lose a life. If the boogie dies, they will be cured. Any boogie involve death however will not count towards the toll needed to skip the night. In the last 30 mins of every session, a purge night will begin, an unskippable night where every color can attack anyone they choose.
I've come up with many ideas, but my favourite is Cursed Life. (It may at first seem a bit complicated but it shouldn't be too difficult to wrap your head around.) Every session, someone is randomly given the curse. When a player has the curse, their nametag is black and their lives don't change, so they can die as many times as they want without consequence. However, if a player has the curse at the end of the session, they're immediately set to one life, and have a health bar with only six hearts. The player who has the curse can be hostile to all players, however, upon killing someone, that person does not lose a life, but rather, they too get the curse. The player who just had the curse then gets to choose whether they wish to keep the curse, or get rid of it. So there can be multiple cursed players at once. Fortunately, at the start of each session, someone else is randomly chosen to be the 'curer,' and they have the ability to cure the curse from any player. If all players are cured and nobody has the curse, there is a one in three chance that the curer receives the curse and a new curer is chosen, but otherwise, the session continues like basic third life. What I love about this is how the curse is both the biggest strength and the worst fear. It's something you'd want to keep yourself safe, but also what you absolutely must get rid of before the end of the session. I also think there'll be some interesting dynamics between the curer and the player/players with the curse. If there are any crucial or slight problems with this idea, please let me know. There are a few variables that could definitely be manipulated to potentially make things more balanced so give your thoughts.
I think having a person able to cure the curse would be kind of anti climatic though, because then the players could just agree that whoever gets the curse goes to the person that's able to cure them at the start of each session Also, I feel like having it to where multiple people can be cursed at the same time would be overpowering, maybe as the season progresses the amount of people that start cursed can go up but I feel like the curse should just be handed off to the next player when the cursed person kills them. Last thing would be that it would be best if no one knew the cursed person was cursed, but instead each round the person with the curse would have to do something to give hints. It would be like having a task in secret life, except all the tasks are terrible. And that would be randomized but it would make it to where people would have a way of seeing who is cursed just by watching for odd behavior
I'd had an idea - fools life. So whatever life you're on you get a different April fools day update twist, with the portals from infinite update working and the potato dimension! You'd use the last life life system to allocate numbers and the more lives you have the worse update you get, e.g. 6 lives = one block at a time, and maybe red life gets none so they have no food nor bad effects.
that doesnt work for example one block at a time and patato arent compatible so you'd have to build it from the ground up, no one is willing to do that for 1 series
@@electrofire1136the problem with that is let’s say the pool has 20 lives and scar dies 15 times. then Grian, Cleo, and etho die and they all get revived. then Ren, Marten, and jimmy die. Scar gets off Scot free. So do Grian, etho, and Cleo. But Ren, marten and jimmy’s team can only revive 2 of them despite dying less then Scar and the same as Grian’s team.
life series idea : Half Life Welcome to Half life. In this hardcore miniseries, each episode, randomly chosen players become radioactive, contaminating the areas and players around them. If a radioactive player fails to kill someone in time, they explode. a low, but indeterminate number of players per session are radioactive. Radioactive players contaminate the area around them, more radiation as the session goes on. Stick around one too long and you’ll experience the effects, mutations with unpredictable effects, both positive and negative. an larger indeterminate number of players per session gets access to the geiger counter, telling them the radiation of a certain area. Use it to learn the distance, path or identity of the radioactive player. This drops upon death. Halfway through the session, the radioactive player becomes explosive, and timer starts for their immanent destruction. In order to defuse themselves, they must kill a player, and will gain a beneficial mutation upon doing so. Failure to do so detonates them in a massively destructive nuclear explosion, setting them to their red life. A desperate nuclear player may use their explosion to take a vast number of other players down with them. Once cured, or detonated, they become a regular player. If a radioactive player gets hold of the geiger counter, they are able to control their radiation. Once explosive, they can choose when to detonate, and will not die upon doing so. Red players go into meltdown, with a long timer until their inevitable detonation. This timer resets upon a kill, and as it gets nearer to 0, grants the red player more mutations.
My personal idea was something called Night Life. In Night Life, it would always be night and the sky does not give off light, meaning it is always pitch black aside from light sources. However, light sources are not only extremely hard to find, but also very expensive to craft, needing, probably like, one block of coal per single torch. It’s not that big a deal though, since the player themselves gives off light. The heart colors change depending on the live they are, those being Neon Green, Neon Orange and Neon Pink in place of the normal green, yellow, red in order to fit the night theming. When on the Green life, players give off a decently sized ring of light that depletes one life level per heart in their health bar as they take damage. Next, the Orange life has less light, minusing one light level every two-three hearts of damage taken. Finally, the Pink lives give off very little light but it also takes more hits for the light level to decrease. Monster mobs still spawn wherever there isn’t light, but so do animals so you can get food. The incentive for attacking would be to steal other’s light, since every time you get a kill, you are awarded a temporary extra light level or two depending on your current live count (1 for orange, two for pink) This could make for some really interesting gameplay but also may be unfortunate for video content since mostly the screen will be dark aside from players and the few light sources. What if armor could hide your light though, so you could sneak up on people. In the end it’s kinda goofy, but I think it fits the life series idea well enough, as well as name wise (I came up with the name first). I also thought of one where a gravity mod changes people’s orientation every time the die, or a series called Low Life where people get hurt by the sun so it’s all underground, but also building your house near the light was a good defense mechanism. What do you think?
I really like these! I feel like most of them are more environmentally challenging than challenging through people's conflict with each other, but mechanics can be added to make interactions more interesting. Like what if in Night Life, it wasn't a temporary boost but a lifesteal thing, where you steal people's life level with damage, or what if greens just gave light, yellows gave light and could see in the dark a certain distance regardless of light level, and reds just got (limited) night vision and gave off no light? Also, for Low Life, it would be cool if greens had to always stay underground, yellows could come out at night, and reds could stay outside whenever. Changing the abilities based on color of life gives people of different lives different strategies and makes things interesting.
This is an awesome concept! I love the idea that it’s almost pitch dark, it adds a a sense of fear and I’m sure would be very unsettling. (One problem with it is that it would be hard to watch for the viewers of the series because it’s so dark) But aside from that very minor inconvenience, this is a stupendous idea!
Idea for revival life: Every time you die, your head has a lower and lower chance of dropping. Such as 100% drop rate on your first death, then drops to 90%, just to make death that much more impactful, as then players won’t be eliminated until the final session. But I think there should also be a way of crafting peoples heads. Maybe instead of dropping them on the percent rates, they drop like a fragment of a soul. If you can get enough, you can create a head of anybody on the server, just as a backup in case somebody steals the head and doesn’t want to revive the player. Thoughts?
It's interesting, but in the end it would just make things unnecessarily punishing and more complicated for probably not that much added value to the series. It does inspire me to make a mechanic where dying when the pool is empty drops a fragment, and 3 or 4 fragments lets you craft another soul and bring an extra person back, I think that'd be very interesting.
I think Rival Life and Revival Life are solid ideas! I do have some ideas, however. Rival Life: 1. Instead of resetting your hearts back to ten when your rivals die, you keep those hearts and if your rival takes damage on a lower life, it is stored in a bank of sorts, so when you die, you will have those hearts that your rival took. If you take damage, your rival does not gain any until you are on the same amount of lives. This encourages hitman-like deals, as the rival may be afraid to face you alone. 2. Instead of not having a rival after they final died, you could be put into a pending system where the next person to lose a rival is your new rival. This would make for quite a different final fight as it would take longer, also encouraging different damage options such as traps. Revival Life: 1. As you pointed out, some people will have a massive lead in lives against others. I would solve this by making The Grim Altar. The Grim Altar is an altar that gives you a life if you place a head that is not yours. Whether it be Reds, Spirits (more on that later), or even boogeymen, this would encourage a better way of knocking down lives than just setting everyone to yellow. The Grim Altar does not effect the life count in the Altar, as it is only shuffling the lives around. The Grim Altar should be removed once everyone is red, as we don't want lives shuffling around when everyone is red. 2. The Spirit is a good idea, but I think these changes would make it even better. If someone has no allies, or an enemy has taken their head, this would allow them to still have a chance to be revived. The Spirit would be able to kill someone and take their head to the Grim Altar and come back to life. This would also revive them on the same amount of lives as they were when they died, as they took someone's life to get the head. This would encourage Spirit kills. It would be a high risk, high reward system. Of course, there would be no Red Spirit, as that would devalue the final death. 3. There should be a chance for your teammates to get your head in a battle instead of you immediately final dying because your opponents got your head. To solve this problem, I propose that, in order to retrieve a head, you have to stand there for 30 seconds to get the head. If two players both were supposed to get the head at the same time, whoever is closer will get the head. 4. No stealing lives that weren't killed. Players should not be able to snatch lives like it's nothing, so the Grim Altar should only accept heads that were killed. This makes it possible for sneaky steals, but not making every single death site be a fight to the death for the head. Edit: There should also be a reward for reviving as to encourage reviving to neutral players. ... Wow. I did not expect for this to be that long. I also feel like the concept of Revival Life can be applied to a non-life series
Ok, but I think you misunderstood a bit about revival life. Players do not have lives. No player can have an effective lead on lives. The grim alter can't work because there is only one number, that being the pool of lives. Every revival is -1 to the pool, and that's it. Every player always has the same number of lives, and that number goes down for every revival for every player, no matter who is getting revived. That also means that killing someone as a spirit causes you to simply lose 2 lives for nothing. I do like the idea of having high risk/reward to getting your own head back, though. I think spirits would work like in SOS where they possess animals. As a mob, you are naturally very weak, and hostile mobs will attack you, so retrieving your head can be very difficult. You can not hold any items besides your head, so your attack is never stronger than a punch, so you can't really defend yourself.
@@CooperRutter yes, but as he mentions after, everyone's yellow and red lives are combined. Along with the fact that he continually mentions how everyone's lives are pooled together. I think the dark green name is to just signify that you haven't died yet
A few more ideas: Having the amount of lives in the fountain displayed, like the timer in Limited Life To prevent people from just continuing to fight after they become a spirit (if that happens), there will be a grace period before anyone can kill them or they can kill anyone else. Your idea about Spirits and SOS is a valid option, but my idea would cause more chaos, and as everyone knows, chaos is good.
Little idea for the hunted life concept (because it's my personal favourite, i love the idea of multiple roles and bringing back the boogeyman in a grand way) perhaps there should be a rule that the boogeyman cannot kill the bounty for whatever reason. I just think it'd be interesting and give players more room to deduce who's what
I like your Revival Life idea I would actually love to see that, also I'm so excited to see what the next life series will be and what kinds of groups, pairs and teams we'll get. Each series had such chaos, not matter who or which group, the divorse quortet, the bad boys, Gem and the Scotts, the Fairy Fort ect. the Life Series is just crazy and I love it all 💚💛❤
I've thought of so many life series too😭 these are all great, Revival Life sounds like it'd be really fun to actually play (my personal favorite), but I worry that some people might put the heads in a hidden chest or that one person might manage to kill everyone else and prevent them from being revived. How would you fix that? Maybe heads just can't be put in containers and a general rule of sportsmanship to revive people instead of holding on to them?
I really love your input! Making sure heads can only be kept in inventories is a great change, it would make it a lot harder to hold someone hostage, and make it a lot more interesting. For someone taking complete control of the altar, controlling a resource that is a location is very hard, and we know from the life series that controlling the enchanter (a movable, foldable resource) is already unreliable, so controlling the altar is only threatening enough to be interesting but not enough to make the series unplayable. (If that's the situation you were talking about with the preventing others from reviving)
Sacred life - Anyone can kill at any stage (even at dark green), but killing reduces your score by fifty points (which can go below zero) Score can be gained by having your name written in the sacred book. Every hour, a pool of 300 points is divided between the players whose names are written in the sacred book. Any player who has the sacred book can edit the names as much as he likes. The sacred list is displayed at the right corner of the screen. If the sacred book is destroyed, a new one appears at spawn. If a player reaches negative 200 points, or loses all their lives, they are out of the series. The player that has the most points at the end of the series wins (it needs to be decided in advance how much sessions will be played) Red lives have two rows of hearts. The points are displayed in the tab screen. Each player has a compass which points towards the player who holds the sacred book, amd he also constantly has the glowing effect. A bit complicated, I admit, but I think it could lead to very interesting political manuevers, betrayals and battles. It's a natural engine for conflict, but the consequences for killing means players need to resort to alliances, schemes and bargains, and be very deliberate with their use of force.
Only issue is that if Grian was thinking about making one of these and sees this video, he won’t make it. He wants his ideas to be original and not seem fan-inspired.
How I would run Rival life is that if your Rival runs out of lives you loose the UHC aspect and instead not have a permanent 20 hearts and can heal That gives you an incentive to kill off your Rival as then you're much stronger
I like revival life as a concept because it takes the key core of SOS in a way with the fate coins as heads instead and a general life pool, but I think having a sort of purgatory after each death removes that suspenseful moment of consequence from losing a life that usually follows the loss of that life and takes away from that key component of the life series. I like Rival Life the most, though it's not completely original and it's based off the Double Life concept, it has the most potential to be built upon as a concept and to create very interesting dynamics throughout the series.
these are actually such cool concepts!!!! I had my own idea which I haven't come up with a name for, but it's a classic season starting like normal, with either the 3 live system or the 2-6 live system, and over the sessions, lava starts rising from the ground, forcing players up into the sky for safety (or maybe even underground !) this season would also have the boogeyman to create some really cool boogey kills like pushing people off sky bases etc, like skynet but the opposite another thing that would be a part of it would be elytra, each player would have an elytra glued onto their back that they would keep even after death, and wouldn't replace armour so you could still wear chest plates the elytra would mean you could attempt to save yourself from dying if you fell it would also create fireworks as a source of economy and trading, making it easier to get around and fly back up there could also be some other feature within it such as heart gifting or life trading, would probably need testing to see how fast lives are lost to decide on those features or whether 3 lives or 2-6 would be better if this is never used in the life series it's something I'm definitely gonna do myself sometime in the future lmaoo
My favorite is Revival life for sure. My only problem is that allies could constantly kill and revive each other to reduce the overall amount of lives for everyone, which is kinda unfair. Maybe there should be a cooldown to reviving, either to each player or the pool itself.
One idea i have for a life series, is confined life basically, very similar to the first series, but with one important twist (numbers are up for discussion) So everyone gets 3 lifes, same normal rules but the world border size starts at diameter 112 times number of players (the reason for 112 becomes apparent by the end) So if there are 12 members, the world border starts at 1344, which is radius 672 So, that is already one difference, the world starts at easily double the play area of previous seasons But emphasis on "starts" Whenever a green life dies, 64 blocks is removed from the diameter (or 2 chunks every side) Whenever a yellow life dies, 32 blocks is removed from the diameter (or 1 chunks every side) Whenever a red life dies, 16 blocks is removed from the diameter (or 1/2 chunks every side) Obviously, when the world border shrinks, it will be slow over 30 seconds, so people can run And some quick maths, 64 + 32 + 16 = 112 Meaning, the border will be 0 when everyone is dead This creates some interesting dynamics: In the early game, before anyone dies, there will be a rush to gather resouces before the world border consumes it In early mid game, before / during people dying, although you could hide and build further away, it may be swallowed by the border so you gotta play chicken and gamble how far away from 0 0 you wanna build This could either lead to a bunch of close builds, or a more defended one, away from spawn In late mid game, when reds start appearing, the traps at spawn are gonna be more deadly, so a better place to put them Making both the middle and the edge dangerous places And in end game, its gonna be a UHC/hunger games border, forcing the last few reds to fight in a small arena, unable to hide So for the final 2, the world border will only be 1 chunk wide So when the game is near ending, the kills are just gonna increase exponentially During the entire game, there will be an uncertainty on whether to kill If a red name is attacking you, do you kill? as it hurts yourself too by shrinking the world border Reds will want to kill people, as it will shrink the world border, making the hunt easier Not only that, but theres more benefit for reds to kill any remaining green nams And encourages yellows to protect greens As 1 green = 2 yellows One interesting side affect During endgame, because of the tiny border, mob spawns is gonna be crazy Causing hostile mobs to be much more dangerous Tbh, this gamemode, basically changes the entire thing into a massive game of chicken / the trolley problem
I think that Hunted Life has some serious potential, but just needs to be improved a bit. I think that the Guardian could have some sort of scanner that would tell them if they're in the presence of a suspect, but have that presence spread to other people who come in contact with the suspects, kinda like a disease, and it must be traced back to the suspects.
i really love the hunted life idea! i had some basic ideas like "Sky Life" where it's just 3rd life in skyblock (maybe with more lives since it's easier to fall in the void) and "Take Life" which is like lifesteal (a different minecraft youtube series) where you lose hearts when you die and you gain hearts when you kill someone. For Take Life, when you die you lose 2 hearts but when you kill someone you only gain 1 so the total number of hearts is always decreasing (someone make a better name than Take Life lol). I also thought of "Size Life" where your first life you are bigger (3 blocks tall) and therefore an easier target, then you're 2 and then 1 block tall when you turn red so you're harder to hit. Maybe some caveat like you have more health when you're small to encourage more PvP, but not too much that it's a big advantage (like 10, then 12, then 15).
I love these ideas! I don't think sky life needs more lives, void deaths would replace creeper/lava/falling deaths since it's easy to control mob spawns in skyblock and there's nowhere to explore. For take life, it could be called seize life or reap life (synonyms of take) or you could describe lifesteal as eating rather than taking and go with consume life.
I have a different interesting idea: [insert name here] I don't have a name thought up for it but it would work like last life where you get a random number of lives but instead of lives, it is hearts. Each member would have 3 lives but a random number of hearts between 5 and 20 for every 5th number. Your color on the tab list works by the amount of hearts you have until you get on your last life. 5 hearts is red and you are violent, even if on 3 lives. 10 hearts is yellow, who can kill dark greens (20 hearts) as in wild life. 15 hearts is regular green with no real special ability. 20 hearts is as previously mentioned, dark green. When you die, your hearts are re-randomized. When you get a kill, you re-roll hearts but can only stay on the same level or increase. I would find this interesting if the main life series people did it or some group like the cheap lifers from a smaller audience but still quality one. [And yes, I did repost this comment from one of the idea shorts because I want it on the main idea vid.]
What if there was something called dungeon life, where the entire world is just a humongous trial chamber or custom generated dungeon that goes on forever (with of course a world boarder or something)
For revival life maybe there could be secret revival pools in the end and nether (nether would be lava ofc) and the nether would have 1x amount of lives per player, but bringing back through the nether is punishing. Maybe it could give a permanent bad status effect, or it could make your head have a chance not to drop? But in the end (they would have to make sure a stronghold is in the area) it actually gives a reward to you for going there since it’s much harder to get to and find. It could give you permanent good status or items, but the end only has 5 lives in it. Also, other contestants can’t look at others videos to find out where it is if found.
idea for revival life: another secret pool where people can place down a head to either take two lives, or ban people all together. the pool moves to a different location every time someone finds it.
Something else that could be interesting about a Revival Life, maybe the spirits could only choose one person who can perceive them, and then are either muted or invisible, so they're handicapped in trying to guide others to their head if they lose it. I could imagine a lot of funny situations where (if they're muted) they have to play charades or find someone who'll follow them instead of ignoring them, or (if they're invisible) trying to give directions and things go wrong. If they're invisible, there would also definitely be a lot of pranking that would happen, lol.
If I could make a season I would make it swap life: every episode you will switch with a random player (For a example) Imagine grian is on 3 lives then next episode you can switch to someone like Jimmy (solidarity) when they are on 1 life If you die not only will you be out but so will the player you swapped to
Such fun and creative ideas, I love them! Revival life is absolutely amazing, soooo awesomely fantastic, you were right about it being the most creative! Hunted life needs a bit of work but the premise is absolutely brilliant. And I think rival life sounds fantastic and great! I really hope some life series members see this video and use the ideas!
IDEA: growing life you start with 1 hart and when you die you gain a hart if you die at 10 harts you’re banned. This idea makes a good series because at the peaceful times (green and yellow) you die very quickly. It makes sure that you don’t need a bogeyman. 1-4 harts = green 5-7 harts = yellow 8-10 harts = red
I like Rival life's system because it discourages outright killing your rival for hearts, since when they respawn you'll lose the extra anyways (but DOES encourage a certain extent of combat)
The revival life smp idea is brilliant! If you added the derail of if you drop nether stars and/or echo shards in, you could add souls to the well. That could play into very interesting stories
When they wait to be revived they could do what they could in minecraft S❤S and posess a mob and kind of talk somehow, but the head must still be placed at the pool
And for if the players inventory is full, in Revival life the datapack could be not dropping the head as an item but could force the head onto the helmet slot of the player and when the player stands on the altar of the pool for 5 consecutive seconds the other respawns Could be cool to include if a player is carrying someone elses head on their face others can see it
I actually had an idea for one called Grim Life, it works similar to Last Life but with a major addition (and a few other changes.) The main change is the inclusion of a new role called the Grim Reaper, a new role made to hunt down boogeymen, only the boogeyman can hear or see the grim reaper. Unlike other the boogeyman, the grim reaper is not a role chosen for a session, the grim reaper is in the role for the entire series. The Grim Reaper has 30-40 HP making them difficult to kill but if they are killed there would be a 5 minute wait time before they can respawn. They have 4 lives and each time they die they increase their HP and attack damage a little but once they die a fourth time they’re essentially banished from the server. After seeing Jimmy’s ghost task in secret life I wanted to see if I could expand on the idea for Grim Life, although I do admit this could jeopardize the importance of maintaining lives so I’ll try to add rules and limitations to prevent it from disrupting the game. Only 3 people on the server can become ghosts during the entire series, and there is a level of criteria necessary to achieve it, you must not have been killed by a grim reaper and must have been killed by another player on your last life, if 3 people have already become ghosts and other people have reached this criteria they will not become ghosts and simply be locked in spectate. Ghosts can haunt the server, interacting with objects such as levers and doors, float and phase through certain blocks, can hit players (although they must wait a minute before they can do it again,) and periodically commune with living players. The grim reaper can hunt ghosts and forcibly take them to the afterlife upon killing them thus locking the players in spectate, maybe have an Easter egg where the ghost who killed the most people when alive would spectate the Nether. The grim reaper and ghosts cannot win Grim Life but they can influence the winner depending on who they kill or interact with.
With hunted life, you could make it so instead of having targets you can kill anyone but you are assigned a way to kill them e.g. you could get the role as hunter and need to kill someone with lava.
i really like the rival life idea, seems very clean and well designed. i think the hunted life idea is a little convoluted though, and my main concern about revival life is that it might require people to sit out for long periods without being able to play, which might not be so fun
I feel like to make hunted life less confusing and easier to understand, half of the members could have a specific target they must hunt (could be chosen at random or by an admin for extra chaos) the other half don't know who is hunting them but they do know they are someone's target, if the hunter fails they are dropped down a life
I really like the revival life concept but I think it should be more punishing if you die , I think it would be fair if on your first death the amount of time to revive someone is unlimited , Second death it’s 2 hours , third it’s 1 , And fourth is 30 mins , after this they get 20 minutes to revive just if they do die this much which scar might.There should also be a few boogie men per session.
Omg Hunted life sounds amazing I'd soooo wanna see that. I think that having 2 specific targets might be even better than general "Kill someone", because it gives you focus, you can't just get the easiest kill but stalk your target and wait for the perfect time to strike. And then doing this while the guardian is looking for you, investigating, and might even try to fight you. I think the guardian should be allowed to say they're the guardian if they wish. Because if the hunter realizes who is the guardian, the guardian could become the hunted down to thwart them, so revealing yourself to be the guardian is a double-edged sword of getting maybe more attention than you barganed for. It becomes a game of stealth and investigation for both sides. Hunter wants to know who's after them, while they track down their target. Guardian wants to be subtle whilst investigating, else they may become the next target. Or the hunter might even choose to not engage because that would give them away lots of options!!
ive been thinking about this since the end of s4, and came up with a concept called Stolen Life. the concept is quite simple, but i think it could be interesting. Everyone starts with 5 or 6 lives (i havent decided which yet). when you die, you lose 2 lives, but when you kill someone you gain a life, so there is a way to come back from being red for example. green at 5 or more, yellow at 3 or 4 and red at 2 or less
Another idea for a life series could be club life. A series where instead of having three lives, you indeed have six lives. And every player is assigned to a team or club and they are forced to work together. Now when you die, you automatically move to a new team which is given to you by chance. For example, you could be partnered with Scott and Pearl but then die and now suddenly your teamed with ren. It’s called club life, because they are six clubs, each heart doesn’t mean the amount of lives you have, but the different club your in. They are exactly six clubs: red, yellow, green, orange, blue and purple club, which are the hearts. ❤️💛💚🧡💙💜 Now in the beginning, you don’t have to be randomly assigned to a Color but choose your own club and then be given a random club everytime. (Go ahead and expand the idea if you want) However what I do want to mention is that every team works as a group regardless of enemies, meaning other clubs are hostile towards other clubs. Meaning it’s no longer the red’s who are hostile but every other Color who Is against you except for your own club. This would be an interesting series, because you could be killed by another player and it would be legal. (Green couldn’t kill a red in the life series but it’s different in this series) Another idea for the killing system is a club can only attack it’s front clubbers. Example red can attack orange, green, yellow, purple and blue because red is the first Color in the rainbow. Purple cannot attack any Colors unless provoked because they are the last Color in the rainbow. Example: green can only attack and provoke blue and purple clubbers. This series would be fun because it would force players that are enemies or allies who once betrayed them to work together, and of course if you lose all six of your lives; you are eliminating.
oh my gosh these ideas are so good, i would love to see the life series members play these, but as another commenter said, grian doesnt take suggestions but never the less very good!!
I have an idea for a liffe series too! It's called Passive Life (sorry I can't think of a better name). The game starts with 4 lives: dark green, green, yellow, and red. Greens can't attack anyone, yellow can attack greens, and reds can attack anyone. If you are a yellow or a red, you can kill dark greens to get a life back. At the start of the season, everyone is given a book and a random number from 1-50, the book contains the numbers 1-50 and a passive corresponding to those numbers. So the number they get is going to be their passive. These passives can either be beneficial (B, neutral (N) or harmful (H), for example • (B) Immortality - when health drops to 0, you gain immortality for 5 seconds and gain half a heart at the end of the duration (can only be activated once every session) • (B) Sneaky - gain invisibility when sneaking • (B) Blazing - gain the ability to set targets on fire and be immune to fire damage (but lose health faster) • (N/H) Shapeshifter - you can shapeshift to animals or other players (only to players with the same color as you). If you die while shapeshifted to another player, they also die but you lose 2 lives instead of 1 (If shapeshifted to a red, they lose 10 hearts instead of dying) • (H) Healthstealer - Lose the ability to regenerate health from food, you can only gain health by dealing damage to other player • (N) Modified defense - take half damage from players while taking twice damage from mobs and many other more. There are 15 beneficial passives, 15 neutral, and 20 harmful. The passives will change the way they play the game. 1. At the start of the season, there is going to be 3 players who will have a harmful passive. 1.1 Green players who have a harmful passive can kill any player once and will swap passives with them. 1.2 If you are a yellow and have a harmful passive, you can kill greens and chose to swap passives with them or keep your passive, 1.3 if you are a red, you can only choose to infect them with a different harmful passive or not. 1.4 Reds will have a disadvantageous passive no matter what, and if they die, their passive will be passed on to another player who has a beneficial passive, or stacked up to another player who has a disadvantageous passive. 2. When you die, you can choose to keep your passive or reroll to get a new one (if a player passed on a harmful passive on you, the new passive on rerolling will stack up, and the harmful passive will decay in the next session) unused rerolls will be discarded in the end of each session. 2.1 No two players can have the same harmful passive. 3. And to really set things on fire, one of the passives include being the Boogeyman, and if there is a Boogeyman, there will also be a curer (there won't be a curer if there is no Boogeyman) • Boogyeman - gain strength 2 for 30 seconds every 3 minutes. Killing a player prevents losing a life for a session (not killing a player at the end of the session leads to death) and infects them with this passive. (Infected players doesn't have to kill players in the session they were infected, only on the next sessions) Dying won't give a reroll option. Killing a curer wouldn't prevent losing a life. • Curer - gain regeneration for 20 seconds every 5 minutes. Killing the Boogeyman cures them from the curse, and instead of them losing a life, they are given 2 random harmful passives. If killed by a Boogeyman, gets another passive. Failing to cure the Boogeyman leads to a disadvantageous passive. 4. The Boogeyman won't be cured by anyone except for a curer, so if they kill a curer, they can't be cured by anyone in that session and will have to wait for the next session (a player will randomly have the curer passive stacked on to their current passive if this is the case) to be cured by a curer in that session. 5. If you are infected with the Boogeyman passive, you still gain the effects but won't lose a life if you won't manage to kill anyone in the session that you were infected in. If a Boogeyman is cured by the curer, all players that they've infected (and the players that these players have infected) will also be cured (example: Ren is a curer, Gem is a Boogeyman and has infected Grian and Cleo, Cleo infected Etho, and Etho infected Scar, while Grian has infected Tango and Martyn, if Ren cured Cleo, only Cleo, Etho, and Scar will be cured) 6. If you are cured from the Boogeyman passive, you will never have it again 7. Harmful passives can only be passed on twice. What do you think of this? Any suggestions to improve it?
My idea for a life series is one based on storage. Each life would be an item that doesn’t stack (might even take up multiple slots), and when you die, you respawn with all but one life that was in your inventory. Essentially, you can trade lives and/or store them somewhere outside your inventory for risky red revenge. Alternatively, your lives can be linked to indavidualy placed diamond blocks, so you'd have to place them somewhere safe and people get a little reward for killing breaking them. The issue is they both would havely rely on bogeyman for conflicts
I think itd be neat if in revival life you could only move so far from your head (probably around 50 blocks). If its placed, you would obviously be teathered to its location, but if it is in a chest or a player's inventory, they would be teathered to that chest or player. This could just be used to prevent people from dying on purpose for recon purposes.
the third one is really good, we need a life series that makes players more dependant on each other since the last one (secret life) made everyone really independent
Btw rival life is just another series made by Cyantist called the circle of life also grian already leaked the twist I think (the twist is called dwindling life. Each player starts with 24 hours and every time they die they lose an hour and turn yellow they now have 2 hours to get a kill or they go red and have another 2 hours to get a kill or they are out of the series)
I didn't know about circle of life, thanks for telling me. It's very similar, but they're different enough that they could be 2 different things with circle of life's circle part vs rival life's groups of 2. Circle of life is probably better than rival life in small groups, but with 15-20 members like the life series is rival life would probably work better. You're right about them having the same core concept though.
@@severalfox at this point I have no idea if it was a true leak but apparently one of docs friends leaked the concept to one of their friends that then uploaded it
ive been thinking abt something music related, like everyone gets a different instrument and reds have the same instrument as someone else to confuse people. and they get darkness for a period of time so they need the instrument to tell each other where they are. (my music sucks tho idk why i thought of this)
with hunted life, you could make being the bogey more forgiving by doing this: everybody is a bounty to the boogy, and if they kill any player, they gain a life, but they must kill a target to keep the lives they gained. if a boogy fails, they go to red as normal.
I had an idea for the life series called ‘past life’ where you travel back through past versions of Minecraft, kinda like Minecraft Evo but the opposite .I also had an idea for a concept of a guardian angel where they job is to kill the boogie man and to protect a random player or 2
I like your qualification system for life seasons, but something I liked about Secret Life is that players got rewarded with items they wouldn’t normally get, and it made it so everyone had cool stuff (and not just having monopolies on items like TNT), but you still had to work for those rewards
Idea chess life Randomly asined a chess piece for lifes and special abilities craft a item (ensure it’s hard to craft )to switch pieces Or have everyone as pawns but the lower their life is the better their piece is King-can steal people’s life’s if they kill them -fairly low life number Queen -extra movement speed and jump speed after crouch Bishop-extra sprit speed after crouch + medium life number Rook-extra jump high after crouch +high life number Knight- dash ability - number of lifes depending on how many blocks you mod it to go across Pawn-quests for changing pieces -nomal number of lifes Crouch ability’s could have a different way to activate them but I thought it would be cool if you could find out peoples pieces for rewards but having them always active would make it obvious
I like the idea of revival life, but I think social life would be a better name. Cause as you said having an alliance is crucial for survival. There could also be some other social related challenges to make the early game more deadly.
For rival life i personally thought it would be like each episode you have a rival, (unless there is an odd number of people ig) and if you kill your rival you get points
I have an idea for one, and the name is Treasure Life. The boogeyman returns here and everyone starts with 4 lives. If you get killed by the boogey you lose one heart (not only one life). There are chests randomly generated on the surface of the map, they either contain loot or contain special items. These are the items: Life fragments: collect a five of these to get an extra life. Extra heart: you get a permanent extra heart. Magic map: you could get permanent knowledge of someone's location, it chooses randomly. The number of lifers you could spy on depends on the amount of maps you've collected, there are less of these than the amount of lifers so you can't know everyone's location. Boogey map: tells you the location of the boogeyman. This item is temporary (one session). There are also trap chests that take two hearts from you, they have a slightly different detail from the good treasures.
i havent seen the full video, but i think something that could be spooky for rival life, is if gaining health from your rival getting hurt, didnt actually give you HP back, but only earned you max hearts. this would make it so the pvp wouldnt be _as_ impacted, so long as you stay on your target and dont let them heal to full
I've already made a datapack Minigame kind of similar to you Target Life Idea (Hunter, Hunted, and Defender). If you want, I could whip up a Target life datapack and scrounge up some people to play
Grian wants an idea to be 'original' but the gimmick of three lives and a different map and different stuff naturally occuring is the simplest and best idea tbh
i have an idea called "cramped life" its like basic third life rules and concept but every time a player dies the map radius shrinks by 20 blocks if a player is killed by a boogeyman their death shrinks the world by 50. if someone finds out who the boogeyman is and kills them, the map expands 30 blocks
An idea I came up with is Hidden Life, where it's like Last Life with 2-6 lives, but only you know your number of lives and everyone else is gray (maybe even viewers dont know to stop spoilers) and there is a boogeyman, I think it would be interesting because you could bluff and that would be fun to watch
These ideas are really amazing ! I really like the idea of rival life and how you could potentially trade hearts with your rival and everything and it mustve taken a long time coming up with the idea of hunted life it adds a whole murder mystery / detective sorta effect ( i also love how you used scars head for the bounty example as he was a target in last life bc of the enchanter ) . The revival idea js pretty cool too , i hope grian or someone sees this i would love to see it in action . I also had an idea which you could call ' chase life ' where theres a boogeyman but the catch is as soon as you kill someone youre cured but they become the boogeyman in returnand this happens so on until the session is ended , i dont really know abt the consequence that would happen if you didnt kill anyone or the prize but i thought it wouldve been pretty neat . What do you think? ( also i just came across this vid and i have to say youre underrated ❤ )
My idea for a Life series is Power Life: "This time they have superpowers". Basically everyone is randomly given a superpower from an extensive list of minecraftified superpowers, someone could end up with the ability to fly for short periods, someone could turn coal into diamonds, someone would always have speed 5, and so on. There could even be someone whose ability is to remove/give other players powers (so the people stuck with bad powers can go beg this person for a shot at a better one). Powers get upgraded as the player loses lives, so maybe the time that the player can fly for is 5 seconds on 3 lives, 10 seconds on 2 lives and 15 seconds on 1 life.
I would love to see a ‘evo life’ Where it brings back the the old concept of the evo smp. It would also be great to see what inthelittlewood does with the watcher lore if they also returned to the original seed from evo. (In case anyone doesnt know what evo was it was where they started on one of the earliest versions of multiplayer Minecraft and then gradually updated the world.) They could do it so that every session was on the next update.
Although I don’t thinks grian will do this (probably something similar) I do think that some fan made life series could and I’m very excited to see them!
Hunted life sounds like a good one. However I do agree that the failed punishment is too harsh. I would change it to that if the hunter fails they lose 5 hearts but also gain resistance 1 (which is basically meant to think they are safe) this means the hunter would have an easier time completing the job.
Subscribed, and I agree with what you said you need more subs because if you didn’t tell me that you had little I would’ve thought you had a lot. Love the ideas keep it up
Opinion: 1. Rival life is good except it shouldn’t be ultra hardcore as the series would end way too fast, even with you teaming up with your rival. 2. Hunted life, great concept love the bounty system, would add so much tension near the end 3. Revival life i don’t like as much as since everyone is set to yellow and red, there is no real punishment for dying other than having the series end faster, maybe if only three, four or five people shared a fountain it would be better, but I can’t see anyone caring that the fountain is draining other than giving them less content.
I've coded revival life as a datapack. I unfortunately can't give you a link since youtube will just delete my comment if I do that, you'll just have to search for "Revival Life" in modrinth's data pack section.
Grian said that any ideas suggested basically prevent them from being used as grian wants to use something original, not something someone else came up with
Could still idk maybe help a rough idea on maybe features he wants to base something off of
when did he say this? i thought i recalled he liked people giving ideas for new seasons? (or am i mistaking that for secret life tasks?)
@@sonolumiecho
Secret life tasks
NOOOOOOOOOOO!!!!!!!!!
@@auraFireblood yup! I think before secret life was announced and limited life just ended i saw an idea for a new life series that was mildly similar to secret life which came after, not entirely but I think it's still significant
With hunted life you could do that the target isnt random after the first session, If the boogy fails to kill their target they become the bounty in the next session, if the boogy kills their target then the guardian becomes the bounty.
omg yeah! I love that! So there's a duality between Guardian-bounty, and boogy-target. Hunted life sounds like an awesome game concept
Idea I've been workshopping: Allied Life. To work, there would need to be 16 players exactly. In the beginning of the server, the 16 players are broken up into 4 teams of 4. The players do not know which team they are on or who else is on their team. Each one of these teams operates like a hivemind. They start off green, and the team is allowed to die 4 times collectively before turning yellow (note that teams do not share health, just lives). When a team turns yellow, the players are split into teams of 2 (again, they don't know what team they are on or who else is on their team), and are allowed to die 2 times collectively before turning red. When a team turns red, they break and become lone players. Extra notes: 1) when someone on a team dies, the others do not. They just get a pop up on their screen saying '-1 life'. 2) when I say the team gets --- lives collectively, what I mean is if skizz, scar, martyn, and timmy were on a team, everyone could die once and they would go down to yellow, or maryn could die twice and timmy could die twice, and they'd still have lost the same amount of lives and go down to yellow. 3) a varient of the boogeyman would be in this series as the boogey-team, where the team has to work together to take a life off of an oposing team. 4) the only enchanter would be hidden in a trial chamber. 5) teams do not necessarily need to base with each other or even work together (except in boogey-team situations). (Edit) 6) each player on a team remains it's colour until all collective lives have been lost, even if they have died. (Edit #2) 7) teams share xp levels, so it's harder to enchant and there is a way for players to figure out their teammates
I really really like this idea, i just have two questions
1) Would death messages still be enabled? Like if in the team you said as an example, martyn got a "-1 life" pop up, would he still be able to see that scar was the one who died (as in "GoodTimeWithScar fell from a high place")?
2) With the boogeyteam having to work together to take one life away, do you mean in the way that they take away one of the collective lives or that the boogeys have to set the other team down the yellow/red?
Again, your idea is incredible the more i think about it. Lots of confusion at the start and more interaction between people who might usually not interact. Very cool!
@@staplif thank you! The answer to your first question is yes, so the team can figure out who is in it some way. The answer to your second question is one of the collective lives, so just 1 kill (I mean technically if they target a green team that is on 3 deaths that team will go down to yellow, but it isn't required for the boogeyteam to make a team go down a colour)
Good way to mix up the alliances, and could give good players a harder way to reach the end which would be funny.
Dude this idea is so cool!
Omg I love this idea!! Greatly thought out as well. Definitely email or @ grian somewhere coz he needs to hear this!
Like your Rival Life ideas. What if there is is a damage method in each episode that if you can get your rival to take damage by that method then you will regen the damage your rival suffered. The method of damage to attempt could be rolled randomly like the boogey with a reveal at the beginning of the game session and each player has a different method to persue. Keep it secret or team up as they like.
I love the idea! The regenerating the damage they take by that method doesn't work unless they regenerate more health than normal, because regenerating the health your rival loses happens anyway. Instead, I'd have a randomly chosen, secret damage type that damages both you and your rival with no one regenerating. That way, the shared health pool between rivals can slim down and it can help or even replace the 'taking damage at the same time' mechanic. Rivals would then try and find out which damage type it is and use it to their advantage.
Scars rival wins
@@Lazmirayou know they wanna think about it them self and no suggestion?
you could say the exact same thing about my ideas though... people critiqued and elaborated on my ideas and I did the same for them.
Grian said he would not take any other ideas for a life series that he did not come up with on his own. However he did admit that if other do invite him he said if the premise sounds interesting he might join.
I got a couple ideas for a life series too.
Purge life: players have 3-6 lives.
Each session will start in daytime, but once night arrives, it can only end when a certain number of players die, increasing with every session (session 1 need 1 death to skip, session 2 needs 2 deaths, etc).
Greens can't attack anyone, yellows can only attack greens, and reds can attack anyone. However all colors can only be aggressive during night.
Each night a random non red player will become the boogie, needing to kill a player before the night ends, otherwise they lose a life. If the boogie dies, they will be cured. Any boogie involve death however will not count towards the toll needed to skip the night.
In the last 30 mins of every session, a purge night will begin, an unskippable night where every color can attack anyone they choose.
Hey that was kinda like my idea night life but way better
The last 30 minutes feels a bit much. I feel like it would be a better idea to make it 5-10 minutes so people are actively rushing to get their kills.
I've come up with many ideas, but my favourite is Cursed Life. (It may at first seem a bit complicated but it shouldn't be too difficult to wrap your head around.)
Every session, someone is randomly given the curse. When a player has the curse, their nametag is black and their lives don't change, so they can die as many times as they want without consequence. However, if a player has the curse at the end of the session, they're immediately set to one life, and have a health bar with only six hearts. The player who has the curse can be hostile to all players, however, upon killing someone, that person does not lose a life, but rather, they too get the curse. The player who just had the curse then gets to choose whether they wish to keep the curse, or get rid of it. So there can be multiple cursed players at once. Fortunately, at the start of each session, someone else is randomly chosen to be the 'curer,' and they have the ability to cure the curse from any player. If all players are cured and nobody has the curse, there is a one in three chance that the curer receives the curse and a new curer is chosen, but otherwise, the session continues like basic third life.
What I love about this is how the curse is both the biggest strength and the worst fear. It's something you'd want to keep yourself safe, but also what you absolutely must get rid of before the end of the session. I also think there'll be some interesting dynamics between the curer and the player/players with the curse.
If there are any crucial or slight problems with this idea, please let me know. There are a few variables that could definitely be manipulated to potentially make things more balanced so give your thoughts.
I think having a person able to cure the curse would be kind of anti climatic though, because then the players could just agree that whoever gets the curse goes to the person that's able to cure them at the start of each session
Also, I feel like having it to where multiple people can be cursed at the same time would be overpowering, maybe as the season progresses the amount of people that start cursed can go up but I feel like the curse should just be handed off to the next player when the cursed person kills them.
Last thing would be that it would be best if no one knew the cursed person was cursed, but instead each round the person with the curse would have to do something to give hints. It would be like having a task in secret life, except all the tasks are terrible. And that would be randomized but it would make it to where people would have a way of seeing who is cursed just by watching for odd behavior
I'd had an idea - fools life. So whatever life you're on you get a different April fools day update twist, with the portals from infinite update working and the potato dimension! You'd use the last life life system to allocate numbers and the more lives you have the worse update you get, e.g. 6 lives = one block at a time, and maybe red life gets none so they have no food nor bad effects.
Omg I love that 😂
That's really cool but sounds like it would be WAY too hard to set up
that doesnt work for example one block at a time and patato arent compatible so you'd have to build it from the ground up, no one is willing to do that for 1 series
This might be the stupidest idea ever if this was the new life series I literally would not watch it cuz it’s so terrible
Revival Life suggestion:
People who die lose 1/2 heart everytime they die
Or maybe another way to punish players who keep dying
The punishment for dying to much is losing the series
@@electrofire1136the problem with that is let’s say the pool has 20 lives and scar dies 15 times. then Grian, Cleo, and etho die and they all get revived. then Ren, Marten, and jimmy die. Scar gets off Scot free. So do Grian, etho, and Cleo. But Ren, marten and jimmy’s team can only revive 2 of them despite dying less then Scar and the same as Grian’s team.
@@zacharysawcyn3066 sorry I thought the original comment said rival life
The punishment for draining the pool is other people not reviving the person? Strategically that is what would probably happen /shrug
The punishment would be getting a lot of enemies, or just simply not being revived and being left as a ghost.
I like the idea that the guardian only knows the two potential targets instead of knowing the potential boogie
life series idea : Half Life
Welcome to Half life. In this hardcore miniseries, each episode, randomly chosen players become radioactive, contaminating the areas and players around them. If a radioactive player fails to kill someone in time, they explode.
a low, but indeterminate number of players per session are radioactive.
Radioactive players contaminate the area around them, more radiation as the session goes on. Stick around one too long and you’ll experience the effects, mutations with unpredictable effects, both positive and negative.
an larger indeterminate number of players per session gets access to the geiger counter, telling them the radiation of a certain area. Use it to learn the distance, path or identity of the radioactive player. This drops upon death.
Halfway through the session, the radioactive player becomes explosive, and timer starts for their immanent destruction. In order to defuse themselves, they must kill a player, and will gain a beneficial mutation upon doing so. Failure to do so detonates them in a massively destructive nuclear explosion, setting them to their red life. A desperate nuclear player may use their explosion to take a vast number of other players down with them. Once cured, or detonated, they become a regular player.
If a radioactive player gets hold of the geiger counter, they are able to control their radiation. Once explosive, they can choose when to detonate, and will not die upon doing so.
Red players go into meltdown, with a long timer until their inevitable detonation. This timer resets upon a kill, and as it gets nearer to 0, grants the red player more mutations.
life series idea: half life
the players become elements on the periodic table
My personal idea was something called Night Life. In Night Life, it would always be night and the sky does not give off light, meaning it is always pitch black aside from light sources. However, light sources are not only extremely hard to find, but also very expensive to craft, needing, probably like, one block of coal per single torch. It’s not that big a deal though, since the player themselves gives off light. The heart colors change depending on the live they are, those being Neon Green, Neon Orange and Neon Pink in place of the normal green, yellow, red in order to fit the night theming. When on the Green life, players give off a decently sized ring of light that depletes one life level per heart in their health bar as they take damage. Next, the Orange life has less light, minusing one light level every two-three hearts of damage taken. Finally, the Pink lives give off very little light but it also takes more hits for the light level to decrease. Monster mobs still spawn wherever there isn’t light, but so do animals so you can get food. The incentive for attacking would be to steal other’s light, since every time you get a kill, you are awarded a temporary extra light level or two depending on your current live count (1 for orange, two for pink) This could make for some really interesting gameplay but also may be unfortunate for video content since mostly the screen will be dark aside from players and the few light sources. What if armor could hide your light though, so you could sneak up on people. In the end it’s kinda goofy, but I think it fits the life series idea well enough, as well as name wise (I came up with the name first). I also thought of one where a gravity mod changes people’s orientation every time the die, or a series called Low Life where people get hurt by the sun so it’s all underground, but also building your house near the light was a good defense mechanism. What do you think?
I really like these! I feel like most of them are more environmentally challenging than challenging through people's conflict with each other, but mechanics can be added to make interactions more interesting. Like what if in Night Life, it wasn't a temporary boost but a lifesteal thing, where you steal people's life level with damage, or what if greens just gave light, yellows gave light and could see in the dark a certain distance regardless of light level, and reds just got (limited) night vision and gave off no light? Also, for Low Life, it would be cool if greens had to always stay underground, yellows could come out at night, and reds could stay outside whenever. Changing the abilities based on color of life gives people of different lives different strategies and makes things interesting.
@@Lazmira Yeah that’s a good idea!
The only way this would work was if there was no regen, as no one would kill for just light levels
@@CooperRutter Maybe you’re right. But light levels are very important, for , y’know just surviving in a pitch black world
This is an awesome concept!
I love the idea that it’s almost pitch dark, it adds a a sense of fear and I’m sure would be very unsettling.
(One problem with it is that it would be hard to watch for the viewers of the series because it’s so dark)
But aside from that very minor inconvenience, this is a stupendous idea!
Idea for revival life: Every time you die, your head has a lower and lower chance of dropping. Such as 100% drop rate on your first death, then drops to 90%, just to make death that much more impactful, as then players won’t be eliminated until the final session. But I think there should also be a way of crafting peoples heads. Maybe instead of dropping them on the percent rates, they drop like a fragment of a soul. If you can get enough, you can create a head of anybody on the server, just as a backup in case somebody steals the head and doesn’t want to revive the player. Thoughts?
It's interesting, but in the end it would just make things unnecessarily punishing and more complicated for probably not that much added value to the series. It does inspire me to make a mechanic where dying when the pool is empty drops a fragment, and 3 or 4 fragments lets you craft another soul and bring an extra person back, I think that'd be very interesting.
@@Lazmirajust sounds like sos
Smart. Could rename “revival life” as “shared life”
ooh or “pooled life” for the respawn’s literal pool
Pool life
But it's just them hanging out at a swimming pool
@@StarBeam500 5 feet apart
I think Rival Life and Revival Life are solid ideas! I do have some ideas, however.
Rival Life:
1. Instead of resetting your hearts back to ten when your rivals die, you keep those hearts and if your rival takes damage on a lower life, it is stored in a bank of sorts, so when you die, you will have those hearts that your rival took. If you take damage, your rival does not gain any until you are on the same amount of lives. This encourages hitman-like deals, as the rival may be afraid to face you alone.
2. Instead of not having a rival after they final died, you could be put into a pending system where the next person to lose a rival is your new rival. This would make for quite a different final fight as it would take longer, also encouraging different damage options such as traps.
Revival Life:
1. As you pointed out, some people will have a massive lead in lives against others. I would solve this by making The Grim Altar. The Grim Altar is an altar that gives you a life if you place a head that is not yours. Whether it be Reds, Spirits (more on that later), or even boogeymen, this would encourage a better way of knocking down lives than just setting everyone to yellow. The Grim Altar does not effect the life count in the Altar, as it is only shuffling the lives around. The Grim Altar should be removed once everyone is red, as we don't want lives shuffling around when everyone is red.
2. The Spirit is a good idea, but I think these changes would make it even better. If someone has no allies, or an enemy has taken their head, this would allow them to still have a chance to be revived. The Spirit would be able to kill someone and take their head to the Grim Altar and come back to life. This would also revive them on the same amount of lives as they were when they died, as they took someone's life to get the head. This would encourage Spirit kills. It would be a high risk, high reward system. Of course, there would be no Red Spirit, as that would devalue the final death.
3. There should be a chance for your teammates to get your head in a battle instead of you immediately final dying because your opponents got your head. To solve this problem, I propose that, in order to retrieve a head, you have to stand there for 30 seconds to get the head. If two players both were supposed to get the head at the same time, whoever is closer will get the head.
4. No stealing lives that weren't killed. Players should not be able to snatch lives like it's nothing, so the Grim Altar should only accept heads that were killed. This makes it possible for sneaky steals, but not making every single death site be a fight to the death for the head.
Edit: There should also be a reward for reviving as to encourage reviving to neutral players.
...
Wow. I did not expect for this to be that long. I also feel like the concept of Revival Life can be applied to a non-life series
I think rival life could be called opposite life
Ok, but I think you misunderstood a bit about revival life.
Players do not have lives. No player can have an effective lead on lives. The grim alter can't work because there is only one number, that being the pool of lives. Every revival is -1 to the pool, and that's it. Every player always has the same number of lives, and that number goes down for every revival for every player, no matter who is getting revived.
That also means that killing someone as a spirit causes you to simply lose 2 lives for nothing. I do like the idea of having high risk/reward to getting your own head back, though. I think spirits would work like in SOS where they possess animals. As a mob, you are naturally very weak, and hostile mobs will attack you, so retrieving your head can be very difficult. You can not hold any items besides your head, so your attack is never stronger than a punch, so you can't really defend yourself.
@@StarBeam500 12:12
@@CooperRutter yes, but as he mentions after, everyone's yellow and red lives are combined. Along with the fact that he continually mentions how everyone's lives are pooled together. I think the dark green name is to just signify that you haven't died yet
A few more ideas:
Having the amount of lives in the fountain displayed, like the timer in Limited Life
To prevent people from just continuing to fight after they become a spirit (if that happens), there will be a grace period before anyone can kill them or they can kill anyone else.
Your idea about Spirits and SOS is a valid option, but my idea would cause more chaos, and as everyone knows, chaos is good.
Little idea for the hunted life concept (because it's my personal favourite, i love the idea of multiple roles and bringing back the boogeyman in a grand way) perhaps there should be a rule that the boogeyman cannot kill the bounty for whatever reason. I just think it'd be interesting and give players more room to deduce who's what
I like your Revival Life idea I would actually love to see that, also I'm so excited to see what the next life series will be and what kinds of groups, pairs and teams we'll get. Each series had such chaos, not matter who or which group, the divorse quortet, the bad boys, Gem and the Scotts, the Fairy Fort ect. the Life Series is just crazy and I love it all 💚💛❤
I've thought of so many life series too😭
these are all great, Revival Life sounds like it'd be really fun to actually play (my personal favorite), but I worry that some people might put the heads in a hidden chest or that one person might manage to kill everyone else and prevent them from being revived. How would you fix that? Maybe heads just can't be put in containers and a general rule of sportsmanship to revive people instead of holding on to them?
I really love your input! Making sure heads can only be kept in inventories is a great change, it would make it a lot harder to hold someone hostage, and make it a lot more interesting. For someone taking complete control of the altar, controlling a resource that is a location is very hard, and we know from the life series that controlling the enchanter (a movable, foldable resource) is already unreliable, so controlling the altar is only threatening enough to be interesting but not enough to make the series unplayable. (If that's the situation you were talking about with the preventing others from reviving)
@@Lazmira I think they were talking about someone hoarding heads
Oh my goodness this video needs so many more views - these are really great concepts - I especially like Rival Life (and the logos!
Omg the logos!)
Sacred life - Anyone can kill at any stage (even at dark green), but killing reduces your score by fifty points (which can go below zero)
Score can be gained by having your name written in the sacred book. Every hour, a pool of 300 points is divided between the players whose names are written in the sacred book. Any player who has the sacred book can edit the names as much as he likes. The sacred list is displayed at the right corner of the screen.
If the sacred book is destroyed, a new one appears at spawn.
If a player reaches negative 200 points, or loses all their lives, they are out of the series. The player that has the most points at the end of the series wins (it needs to be decided in advance how much sessions will be played)
Red lives have two rows of hearts.
The points are displayed in the tab screen. Each player has a compass which points towards the player who holds the sacred book, amd he also constantly has the glowing effect.
A bit complicated, I admit, but I think it could lead to very interesting political manuevers, betrayals and battles. It's a natural engine for conflict, but the consequences for killing means players need to resort to alliances, schemes and bargains, and be very deliberate with their use of force.
these are all great, would love to see these in the actual series!
Only issue is that if Grian was thinking about making one of these and sees this video, he won’t make it. He wants his ideas to be original and not seem fan-inspired.
@@teasonm3617 yeah but i'm hoping that grian will try to avoid reading all of these, and therefore come up with something similar from his own mind
How I would run Rival life is that if your Rival runs out of lives you loose the UHC aspect and instead not have a permanent 20 hearts and can heal
That gives you an incentive to kill off your Rival as then you're much stronger
I liked all three of ideas, tbh I liked the logo you made expecially the hunted life one
Earned a sub
I agree
I like revival life as a concept because it takes the key core of SOS in a way with the fate coins as heads instead and a general life pool, but I think having a sort of purgatory after each death removes that suspenseful moment of consequence from losing a life that usually follows the loss of that life and takes away from that key component of the life series. I like Rival Life the most, though it's not completely original and it's based off the Double Life concept, it has the most potential to be built upon as a concept and to create very interesting dynamics throughout the series.
these are actually such cool concepts!!!!
I had my own idea which I haven't come up with a name for, but it's a classic season starting like normal, with either the 3 live system or the 2-6 live system, and over the sessions, lava starts rising from the ground, forcing players up into the sky for safety (or maybe even underground !)
this season would also have the boogeyman to create some really cool boogey kills like pushing people off sky bases etc, like skynet but the opposite
another thing that would be a part of it would be elytra, each player would have an elytra glued onto their back that they would keep even after death, and wouldn't replace armour so you could still wear chest plates
the elytra would mean you could attempt to save yourself from dying if you fell
it would also create fireworks as a source of economy and trading, making it easier to get around and fly back up
there could also be some other feature within it such as heart gifting or life trading, would probably need testing to see how fast lives are lost to decide on those features or whether 3 lives or 2-6 would be better
if this is never used in the life series it's something I'm definitely gonna do myself sometime in the future lmaoo
Volcano Life!!!
@bettercrystal2827 ooooh that's a good name actually
3:56 solution you gain half a heart when the other takes one heart meaning it will run out its trading health with a diminished return.
that is so simple and effective! I can't believe you're the first person to realize that.
@@Lazmira it's always the simple things we tend to over look
My favorite is Revival life for sure.
My only problem is that allies could constantly kill and revive each other to reduce the overall amount of lives for everyone, which is kinda unfair. Maybe there should be a cooldown to reviving, either to each player or the pool itself.
One idea i have for a life series, is confined life
basically, very similar to the first series, but with one important twist
(numbers are up for discussion)
So everyone gets 3 lifes, same normal rules
but the world border size starts at diameter 112 times number of players
(the reason for 112 becomes apparent by the end)
So if there are 12 members, the world border starts at 1344, which is radius 672
So, that is already one difference, the world starts at easily double the play area of previous seasons
But emphasis on "starts"
Whenever a green life dies, 64 blocks is removed from the diameter (or 2 chunks every side)
Whenever a yellow life dies, 32 blocks is removed from the diameter (or 1 chunks every side)
Whenever a red life dies, 16 blocks is removed from the diameter (or 1/2 chunks every side)
Obviously, when the world border shrinks, it will be slow over 30 seconds, so people can run
And some quick maths, 64 + 32 + 16 = 112
Meaning, the border will be 0 when everyone is dead
This creates some interesting dynamics:
In the early game, before anyone dies, there will be a rush to gather resouces before the world border consumes it
In early mid game, before / during people dying, although you could hide and build further away, it may be swallowed by the border
so you gotta play chicken and gamble how far away from 0 0 you wanna build
This could either lead to a bunch of close builds, or a more defended one, away from spawn
In late mid game, when reds start appearing, the traps at spawn are gonna be more deadly, so a better place to put them
Making both the middle and the edge dangerous places
And in end game, its gonna be a UHC/hunger games border, forcing the last few reds to fight in a small arena, unable to hide
So for the final 2, the world border will only be 1 chunk wide
So when the game is near ending, the kills are just gonna increase exponentially
During the entire game, there will be an uncertainty on whether to kill
If a red name is attacking you, do you kill? as it hurts yourself too by shrinking the world border
Reds will want to kill people, as it will shrink the world border, making the hunt easier
Not only that, but theres more benefit for reds to kill any remaining green nams
And encourages yellows to protect greens
As 1 green = 2 yellows
One interesting side affect
During endgame, because of the tiny border, mob spawns is gonna be crazy
Causing hostile mobs to be much more dangerous
Tbh, this gamemode, basically changes the entire thing into a massive game of chicken / the trolley problem
These sound like a lot of fun! I'm definately going to bring these ideas up to my friends so we can do it in our version of the life series!
I think that Hunted Life has some serious potential, but just needs to be improved a bit.
I think that the Guardian could have some sort of scanner that would tell them if they're in the presence of a suspect, but have that presence spread to other people who come in contact with the suspects, kinda like a disease, and it must be traced back to the suspects.
i really love the hunted life idea! i had some basic ideas like "Sky Life" where it's just 3rd life in skyblock (maybe with more lives since it's easier to fall in the void) and "Take Life" which is like lifesteal (a different minecraft youtube series) where you lose hearts when you die and you gain hearts when you kill someone. For Take Life, when you die you lose 2 hearts but when you kill someone you only gain 1 so the total number of hearts is always decreasing (someone make a better name than Take Life lol). I also thought of "Size Life" where your first life you are bigger (3 blocks tall) and therefore an easier target, then you're 2 and then 1 block tall when you turn red so you're harder to hit. Maybe some caveat like you have more health when you're small to encourage more PvP, but not too much that it's a big advantage (like 10, then 12, then 15).
I love these ideas! I don't think sky life needs more lives, void deaths would replace creeper/lava/falling deaths since it's easy to control mob spawns in skyblock and there's nowhere to explore. For take life, it could be called seize life or reap life (synonyms of take) or you could describe lifesteal as eating rather than taking and go with consume life.
Stolen Life
I have a different interesting idea: [insert name here]
I don't have a name thought up for it but it would work like last life where you get a random number of lives but instead of lives, it is hearts. Each member would have 3 lives but a random number of hearts between 5 and 20 for every 5th number. Your color on the tab list works by the amount of hearts you have until you get on your last life. 5 hearts is red and you are violent, even if on 3 lives. 10 hearts is yellow, who can kill dark greens (20 hearts) as in wild life. 15 hearts is regular green with no real special ability. 20 hearts is as previously mentioned, dark green. When you die, your hearts are re-randomized. When you get a kill, you re-roll hearts but can only stay on the same level or increase. I would find this interesting if the main life series people did it or some group like the cheap lifers from a smaller audience but still quality one. [And yes, I did repost this comment from one of the idea shorts because I want it on the main idea vid.]
What if there was something called dungeon life, where the entire world is just a humongous trial chamber or custom generated dungeon that goes on forever (with of course a world boarder or something)
I would love to do these Ideas! If Grian never uses these of course, but I'd definitely be part of that network If I had the chance :)
For revival life maybe there could be secret revival pools in the end and nether (nether would be lava ofc) and the nether would have 1x amount of lives per player, but bringing back through the nether is punishing. Maybe it could give a permanent bad status effect, or it could make your head have a chance not to drop? But in the end (they would have to make sure a stronghold is in the area) it actually gives a reward to you for going there since it’s much harder to get to and find. It could give you permanent good status or items, but the end only has 5 lives in it. Also, other contestants can’t look at others videos to find out where it is if found.
idea for revival life: another secret pool where people can place down a head to either take two lives, or ban people all together. the pool moves to a different location every time someone finds it.
Something else that could be interesting about a Revival Life, maybe the spirits could only choose one person who can perceive them, and then are either muted or invisible, so they're handicapped in trying to guide others to their head if they lose it. I could imagine a lot of funny situations where (if they're muted) they have to play charades or find someone who'll follow them instead of ignoring them, or (if they're invisible) trying to give directions and things go wrong. If they're invisible, there would also definitely be a lot of pranking that would happen, lol.
If I could make a season I would make it
swap life:
every episode you will switch with a random player
(For a example) Imagine grian is on 3 lives then next episode you can switch to someone like Jimmy (solidarity) when they are on 1 life
If you die not only will you be out but so will the player you swapped to
Such fun and creative ideas, I love them! Revival life is absolutely amazing, soooo awesomely fantastic, you were right about it being the most creative! Hunted life needs a bit of work but the premise is absolutely brilliant. And I think rival life sounds fantastic and great! I really hope some life series members see this video and use the ideas!
I’ve been trying to come up with ideas to make hunted life work, so far I can’t think of anything.
Already thinking about the angst and fan content that desertduo would produce in rival life
IDEA: growing life you start with 1 hart and when you die you gain a hart if you die at 10 harts you’re banned. This idea makes a good series because at the peaceful times (green and yellow) you die very quickly. It makes sure that you don’t need a bogeyman.
1-4 harts = green
5-7 harts = yellow
8-10 harts = red
This is a great video! I love the concept of Revival Life! You deserve more views!
Thanks! Hoping to see some more views on these once season 6 comes out.
I really loved the concept
These ideas are cool! I like the way you thoroughly laid them out
I like Rival life's system because it discourages outright killing your rival for hearts, since when they respawn you'll lose the extra anyways (but DOES encourage a certain extent of combat)
The revival life smp idea is brilliant! If you added the derail of if you drop nether stars and/or echo shards in, you could add souls to the well. That could play into very interesting stories
THESE IDEAS ARE SO GOOD ! my favorite is rival life, i would love to see this spin on double life come to life (probs one of my fave seasons)
When they wait to be revived they could do what they could in minecraft S❤S and posess a mob and kind of talk somehow, but the head must still be placed at the pool
And for if the players inventory is full, in Revival life the datapack could be not dropping the head as an item but could force the head onto the helmet slot of the player and when the player stands on the altar of the pool for 5 consecutive seconds the other respawns
Could be cool to include if a player is carrying someone elses head on their face others can see it
I actually had an idea for one called Grim Life, it works similar to Last Life but with a major addition (and a few other changes.) The main change is the inclusion of a new role called the Grim Reaper, a new role made to hunt down boogeymen, only the boogeyman can hear or see the grim reaper. Unlike other the boogeyman, the grim reaper is not a role chosen for a session, the grim reaper is in the role for the entire series. The Grim Reaper has 30-40 HP making them difficult to kill but if they are killed there would be a 5 minute wait time before they can respawn. They have 4 lives and each time they die they increase their HP and attack damage a little but once they die a fourth time they’re essentially banished from the server.
After seeing Jimmy’s ghost task in secret life I wanted to see if I could expand on the idea for Grim Life, although I do admit this could jeopardize the importance of maintaining lives so I’ll try to add rules and limitations to prevent it from disrupting the game. Only 3 people on the server can become ghosts during the entire series, and there is a level of criteria necessary to achieve it, you must not have been killed by a grim reaper and must have been killed by another player on your last life, if 3 people have already become ghosts and other people have reached this criteria they will not become ghosts and simply be locked in spectate. Ghosts can haunt the server, interacting with objects such as levers and doors, float and phase through certain blocks, can hit players (although they must wait a minute before they can do it again,) and periodically commune with living players.
The grim reaper can hunt ghosts and forcibly take them to the afterlife upon killing them thus locking the players in spectate, maybe have an Easter egg where the ghost who killed the most people when alive would spectate the Nether. The grim reaper and ghosts cannot win Grim Life but they can influence the winner depending on who they kill or interact with.
Each one of these ideas is super interesting and I‘d love to see everyone become an actual series here!
With hunted life, you could make it so instead of having targets you can kill anyone but you are assigned a way to kill them e.g. you could get the role as hunter and need to kill someone with lava.
i really like the rival life idea, seems very clean and well designed. i think the hunted life idea is a little convoluted though, and my main concern about revival life is that it might require people to sit out for long periods without being able to play, which might not be so fun
I feel like to make hunted life less confusing and easier to understand, half of the members could have a specific target they must hunt (could be chosen at random or by an admin for extra chaos) the other half don't know who is hunting them but they do know they are someone's target, if the hunter fails they are dropped down a life
I really like the revival life concept but I think it should be more punishing if you die ,
I think it would be fair if on your first death the amount of time to revive someone is unlimited ,
Second death it’s 2 hours , third it’s 1 , And fourth is 30 mins , after this they get 20 minutes to revive just if they do die this much which scar might.There should also be a few boogie men per session.
Omg Hunted life sounds amazing I'd soooo wanna see that. I think that having 2 specific targets might be even better than general "Kill someone", because it gives you focus, you can't just get the easiest kill but stalk your target and wait for the perfect time to strike. And then doing this while the guardian is looking for you, investigating, and might even try to fight you.
I think the guardian should be allowed to say they're the guardian if they wish. Because if the hunter realizes who is the guardian, the guardian could become the hunted down to thwart them, so revealing yourself to be the guardian is a double-edged sword of getting maybe more attention than you barganed for. It becomes a game of stealth and investigation for both sides. Hunter wants to know who's after them, while they track down their target. Guardian wants to be subtle whilst investigating, else they may become the next target. Or the hunter might even choose to not engage because that would give them away
lots of options!!
ive been thinking about this since the end of s4, and came up with a concept called Stolen Life. the concept is quite simple, but i think it could be interesting. Everyone starts with 5 or 6 lives (i havent decided which yet). when you die, you lose 2 lives, but when you kill someone you gain a life, so there is a way to come back from being red for example. green at 5 or more, yellow at 3 or 4 and red at 2 or less
End game revival life would be brutal ngl... Do you happen to have a discord? I would like to talk more about these ideas.
I would absolutely love these ideas! I would be so happy if this turned out to be something like a series that you do!
Another idea for a life series could be club life.
A series where instead of having three lives, you indeed have six lives. And every player is assigned to a team or club and they are forced to work together. Now when you die, you automatically move to a new team which is given to you by chance. For example, you could be partnered with Scott and Pearl but then die and now suddenly your teamed with ren.
It’s called club life, because they are six clubs, each heart doesn’t mean the amount of lives you have, but the different club your in. They are exactly six clubs: red, yellow, green, orange, blue and purple club, which are the hearts. ❤️💛💚🧡💙💜
Now in the beginning, you don’t have to be randomly assigned to a Color but choose your own club and then be given a random club everytime. (Go ahead and expand the idea if you want)
However what I do want to mention is that every team works as a group regardless of enemies, meaning other clubs are hostile towards other clubs. Meaning it’s no longer the red’s who are hostile but every other Color who Is against you except for your own club. This would be an interesting series, because you could be killed by another player and it would be legal. (Green couldn’t kill a red in the life series but it’s different in this series)
Another idea for the killing system is a club can only attack it’s front clubbers. Example red can attack orange, green, yellow, purple and blue because red is the first Color in the rainbow.
Purple cannot attack any Colors unless provoked because they are the last Color in the rainbow.
Example: green can only attack and provoke blue and purple clubbers.
This series would be fun because it would force players that are enemies or allies who once betrayed them to work together, and of course if you lose all six of your lives; you are eliminating.
oh my gosh these ideas are so good, i would love to see the life series members play these, but as another commenter said, grian doesnt take suggestions but never the less very good!!
I have an idea for a liffe series too! It's called Passive Life (sorry I can't think of a better name).
The game starts with 4 lives: dark green, green, yellow, and red.
Greens can't attack anyone, yellow can attack greens, and reds can attack anyone. If you are a yellow or a red, you can kill dark greens to get a life back.
At the start of the season, everyone is given a book and a random number from 1-50, the book contains the numbers 1-50 and a passive corresponding to those numbers. So the number they get is going to be their passive. These passives can either be beneficial (B, neutral (N) or harmful (H), for example
• (B) Immortality - when health drops to 0, you gain immortality for 5 seconds and gain half a heart at the end of the duration (can only be activated once every session)
• (B) Sneaky - gain invisibility when sneaking
• (B) Blazing - gain the ability to set targets on fire and be immune to fire damage (but lose health faster)
• (N/H) Shapeshifter - you can shapeshift to animals or other players (only to players with the same color as you). If you die while shapeshifted to another player, they also die but you lose 2 lives instead of 1 (If shapeshifted to a red, they lose 10 hearts instead of dying)
• (H) Healthstealer - Lose the ability to regenerate health from food, you can only gain health by dealing damage to other player
• (N) Modified defense - take half damage from players while taking twice damage from mobs
and many other more. There are 15 beneficial passives, 15 neutral, and 20 harmful. The passives will change the way they play the game.
1. At the start of the season, there is going to be 3 players who will have a harmful passive.
1.1 Green players who have a harmful passive can kill any player once and will swap passives with them.
1.2 If you are a yellow and have a harmful passive, you can kill greens and chose to swap passives with them or keep your passive,
1.3 if you are a red, you can only choose to infect them with a different harmful passive or not.
1.4 Reds will have a disadvantageous passive no matter what, and if they die, their passive will be passed on to another player who has a beneficial passive, or stacked up to another player who has a disadvantageous passive.
2. When you die, you can choose to keep your passive or reroll to get a new one (if a player passed on a harmful passive on you, the new passive on rerolling will stack up, and the harmful passive will decay in the next session) unused rerolls will be discarded in the end of each session.
2.1 No two players can have the same harmful passive.
3. And to really set things on fire, one of the passives include being the Boogeyman, and if there is a Boogeyman, there will also be a curer (there won't be a curer if there is no Boogeyman)
• Boogyeman - gain strength 2 for 30 seconds every 3 minutes. Killing a player prevents losing a life for a session (not killing a player at the end of the session leads to death) and infects them with this passive. (Infected players doesn't have to kill players in the session they were infected, only on the next sessions) Dying won't give a reroll option. Killing a curer wouldn't prevent losing a life.
• Curer - gain regeneration for 20 seconds every 5 minutes. Killing the Boogeyman cures them from the curse, and instead of them losing a life, they are given 2 random harmful passives. If killed by a Boogeyman, gets another passive. Failing to cure the Boogeyman leads to a disadvantageous passive.
4. The Boogeyman won't be cured by anyone except for a curer, so if they kill a curer, they can't be cured by anyone in that session and will have to wait for the next session (a player will randomly have the curer passive stacked on to their current passive if this is the case) to be cured by a curer in that session.
5. If you are infected with the Boogeyman passive, you still gain the effects but won't lose a life if you won't manage to kill anyone in the session that you were infected in. If a Boogeyman is cured by the curer, all players that they've infected (and the players that these players have infected) will also be cured (example: Ren is a curer, Gem is a Boogeyman and has infected Grian and Cleo, Cleo infected Etho, and Etho infected Scar, while Grian has infected Tango and Martyn, if Ren cured Cleo, only Cleo, Etho, and Scar will be cured)
6. If you are cured from the Boogeyman passive, you will never have it again
7. Harmful passives can only be passed on twice.
What do you think of this? Any suggestions to improve it?
All great ideas. I love the life series and I can't wait for there to be more. Out of your suggestions my favourite was 'Hunted Life'.
Revival Life would be so fun to see/play. I hope they'd do something similar
My idea for a life series is one based on storage. Each life would be an item that doesn’t stack (might even take up multiple slots), and when you die, you respawn with all but one life that was in your inventory. Essentially, you can trade lives and/or store them somewhere outside your inventory for risky red revenge.
Alternatively, your lives can be linked to indavidualy placed diamond blocks, so you'd have to place them somewhere safe and people get a little reward for killing breaking them.
The issue is they both would havely rely on bogeyman for conflicts
I think itd be neat if in revival life you could only move so far from your head (probably around 50 blocks). If its placed, you would obviously be teathered to its location, but if it is in a chest or a player's inventory, they would be teathered to that chest or player. This could just be used to prevent people from dying on purpose for recon purposes.
in the last one maybe they could give lives to the pool thingy
the third one is really good, we need a life series that makes players more dependant on each other since the last one (secret life) made everyone really independent
Yo I like the video but grian said that all ideas that people make won’t be added to the life series because he needs to keep the series original
Btw rival life is just another series made by Cyantist called the circle of life also grian already leaked the twist I think (the twist is called dwindling life. Each player starts with 24 hours and every time they die they lose an hour and turn yellow they now have 2 hours to get a kill or they go red and have another 2 hours to get a kill or they are out of the series)
I didn't know about circle of life, thanks for telling me. It's very similar, but they're different enough that they could be 2 different things with circle of life's circle part vs rival life's groups of 2. Circle of life is probably better than rival life in small groups, but with 15-20 members like the life series is rival life would probably work better. You're right about them having the same core concept though.
where did you find out that Grian leaked the twist? Also CIRCLE OF LIFE MENTIONEDDD 😮
@@severalfox at this point I have no idea if it was a true leak but apparently one of docs friends leaked the concept to one of their friends that then uploaded it
ive been thinking abt something music related, like everyone gets a different instrument and reds have the same instrument as someone else to confuse people. and they get darkness for a period of time so they need the instrument to tell each other where they are.
(my music sucks tho idk why i thought of this)
these are so funnn would love to try some of theses ideas with our friends thx for the inspo:DD
with hunted life, you could make being the bogey more forgiving by doing this: everybody is a bounty to the boogy, and if they kill any player, they gain a life, but they must kill a target to keep the lives they gained. if a boogy fails, they go to red as normal.
I mean there will always be conflict as long as Joel and Grian are there
The last idea is very similar to minecraft SOS in which, when a player would die, they’d have to be revived, however there are some differences
I had an idea for the life series called ‘past life’ where you travel back through past versions of Minecraft, kinda like Minecraft Evo but the opposite .I also had an idea for a concept of a guardian angel where they job is to kill the boogie man and to protect a random player or 2
I like your qualification system for life seasons, but something I liked about Secret Life is that players got rewarded with items they wouldn’t normally get, and it made it so everyone had cool stuff (and not just having monopolies on items like TNT), but you still had to work for those rewards
Idea chess life
Randomly asined a chess piece for lifes and special abilities craft a item (ensure it’s hard to craft )to switch pieces
Or have everyone as pawns but the lower their life is the better their piece is
King-can steal people’s life’s if they kill them -fairly low life number
Queen -extra movement speed and jump speed after crouch
Bishop-extra sprit speed after crouch + medium life number
Rook-extra jump high after crouch +high life number
Knight- dash ability - number of lifes depending on how many blocks you mod it to go across
Pawn-quests for changing pieces -nomal number of lifes
Crouch ability’s could have a different way to activate them but I thought it would be cool if you could find out peoples pieces for rewards but having them always active would make it obvious
Revival life is an amazing idea btw
I like the idea of revival life, but I think social life would be a better name. Cause as you said having an alliance is crucial for survival. There could also be some other social related challenges to make the early game more deadly.
For rival life i personally thought it would be like each episode you have a rival, (unless there is an odd number of people ig) and if you kill your rival you get points
In rival life I’d really like to be scar’s rival 😂
I have an idea for one, and the name is Treasure Life. The boogeyman returns here and everyone starts with 4 lives. If you get killed by the boogey you lose one heart (not only one life). There are chests randomly generated on the surface of the map, they either contain loot or contain special items. These are the items:
Life fragments: collect a five of these to get an extra life.
Extra heart: you get a permanent extra heart.
Magic map: you could get permanent knowledge of someone's location, it chooses randomly. The number of lifers you could spy on depends on the amount of maps you've collected, there are less of these than the amount of lifers so you can't know everyone's location.
Boogey map: tells you the location of the boogeyman. This item is temporary (one session).
There are also trap chests that take two hearts from you, they have a slightly different detail from the good treasures.
i havent seen the full video, but i think something that could be spooky for rival life, is if gaining health from your rival getting hurt, didnt actually give you HP back, but only earned you max hearts. this would make it so the pvp wouldnt be _as_ impacted, so long as you stay on your target and dont let them heal to full
Nice video and some cool twist!
I've already made a datapack Minigame kind of similar to you Target Life Idea (Hunter, Hunted, and Defender).
If you want, I could whip up a Target life datapack and scrounge up some people to play
I can already see mumbo Timmy Skizz and scar emptying the altar on ep 1 XD
Grian wants an idea to be 'original' but the gimmick of three lives and a different map and different stuff naturally occuring is the simplest and best idea tbh
i have an idea called "cramped life" its like basic third life rules and concept but every time a player dies the map radius shrinks by 20 blocks if a player is killed by a boogeyman their death shrinks the world by 50. if someone finds out who the boogeyman is and kills them, the map expands 30 blocks
An idea I came up with is Hidden Life, where it's like Last Life with 2-6 lives, but only you know your number of lives and everyone else is gray (maybe even viewers dont know to stop spoilers) and there is a boogeyman, I think it would be interesting because you could bluff and that would be fun to watch
These ideas are really amazing ! I really like the idea of rival life and how you could potentially trade hearts with your rival and everything and it mustve taken a long time coming up with the idea of hunted life it adds a whole murder mystery / detective sorta effect ( i also love how you used scars head for the bounty example as he was a target in last life bc of the enchanter ) . The revival idea js pretty cool too , i hope grian or someone sees this i would love to see it in action . I also had an idea which you could call ' chase life ' where theres a boogeyman but the catch is as soon as you kill someone youre cured but they become the boogeyman in returnand this happens so on until the session is ended , i dont really know abt the consequence that would happen if you didnt kill anyone or the prize but i thought it wouldve been pretty neat . What do you think? ( also i just came across this vid and i have to say youre underrated ❤ )
chase life could also be called tag life!
Ooh yeah thats actually way better , fits it more :)
Dude you're so underrated !!!! These ideas are really good. My favorite is definitely hunted life . But overall great video
Them actually making each season longer and not treating this series as disposable would eliminate the need to look for a new gimmick every x months.
sovereign life: each episode a king will be chosen. (havent came up with other stuff, but you can betray the king)
My idea for a Life series is Power Life: "This time they have superpowers".
Basically everyone is randomly given a superpower from an extensive list of minecraftified superpowers, someone could end up with the ability to fly for short periods, someone could turn coal into diamonds, someone would always have speed 5, and so on. There could even be someone whose ability is to remove/give other players powers (so the people stuck with bad powers can go beg this person for a shot at a better one). Powers get upgraded as the player loses lives, so maybe the time that the player can fly for is 5 seconds on 3 lives, 10 seconds on 2 lives and 15 seconds on 1 life.
I actually really like the Revival Life Idea, so cool and unique!
Scott would definitely team up with his rival
I would love to see a ‘evo life’
Where it brings back the the old concept of the evo smp.
It would also be great to see what inthelittlewood does with the watcher lore if they also returned to the original seed from evo.
(In case anyone doesnt know what evo was it was where they started on one of the earliest versions of multiplayer Minecraft and then gradually updated the world.)
They could do it so that every session was on the next update.
Although I don’t thinks grian will do this (probably something similar) I do think that some fan made life series could and I’m very excited to see them!
Hunted life sounds like a good one. However I do agree that the failed punishment is too harsh. I would change it to that if the hunter fails they lose 5 hearts but also gain resistance 1 (which is basically meant to think they are safe) this means the hunter would have an easier time completing the job.
Subscribed, and I agree with what you said you need more subs because if you didn’t tell me that you had little I would’ve thought you had a lot. Love the ideas keep it up
whoa wait same I just saw it when I read this. Lazmira, this video script and organization was really high quality
Opinion:
1. Rival life is good except it shouldn’t be ultra hardcore as the series would end way too fast, even with you teaming up with your rival.
2. Hunted life, great concept love the bounty system, would add so much tension near the end
3. Revival life i don’t like as much as since everyone is set to yellow and red, there is no real punishment for dying other than having the series end faster, maybe if only three, four or five people shared a fountain it would be better, but I can’t see anyone caring that the fountain is draining other than giving them less content.