I am fluffinator09, a digital media (game development focus) student at an American University. Anyway, I have an idea for a mod that involves breeding, capturing, taming, and other fancy schtuff to do with mobs. Think a cross between the Hatchery Mod for Minecraft, and the whole taming/breeding system available in the game ARK: Survival Evolved. The Design Document is under construction and should be available no later than December 1st.
If this interests you and you can code in Forge/Java/etc please reply below AND add me on Skype at fluffinator09.
I am a competent Maya modeler, but can learn another MC made program, as soon as I know WHICH one I need to learn. I have used Techne before, but alas, it does not do entities and is severely outdated from what I know. I can probably get Cubik Studio soon, if needed, and am trying to see if BlockBench is able to do what I need it to do (IE: Make entities and such). I prefer to NOT use Blender if possible. I can use Maya, Blockbench, and Cubik (if purchased) to do models and/or Animations for the mod, as well as do all the non-programming stuff.
Hi. I am working on a mod a bit like this doing the code and we could certainly use another artist.
The idea was to create a flexible mod focused on ecology that could run with different options, particularly mimicking the animal behavior in Fossils and Archaeology so that all animals could be under a similar rule set. The animals can also be run vanilla style, or between. Compatibility and options are a focus of the mod so hopefully it can accommodate what you were hoping for.
Basically they have happiness, hunger, sex, can be tamed, domesticated species can be made by breeding wild ancestors (aurochs to cows), many species have individual variances like horses in things like health, milk production, etc. Animals that were alive at the Holocene's start (like quagga and dodo) can wild spawn and others will be relivable using means compatible with F&A. There are also some new early game crafting options and more variety of animal drops.
For Minecraft you can use plugin for normal modelers but Tabula is easiest according to most. Animations wind up being tied into the code and can vary greatly in implementation.
I don't use Skype much so I'm sending you a Discord link for now.
Hello all!
I am fluffinator09, a digital media (game development focus) student at an American University. Anyway, I have an idea for a mod that involves breeding, capturing, taming, and other fancy schtuff to do with mobs. Think a cross between the Hatchery Mod for Minecraft, and the whole taming/breeding system available in the game ARK: Survival Evolved. The Design Document is under construction and should be available no later than December 1st.
If this interests you and you can code in Forge/Java/etc please reply below AND add me on Skype at fluffinator09.
I am a competent Maya modeler, but can learn another MC made program, as soon as I know WHICH one I need to learn. I have used Techne before, but alas, it does not do entities and is severely outdated from what I know. I can probably get Cubik Studio soon, if needed, and am trying to see if BlockBench is able to do what I need it to do (IE: Make entities and such). I prefer to NOT use Blender if possible. I can use Maya, Blockbench, and Cubik (if purchased) to do models and/or Animations for the mod, as well as do all the non-programming stuff.
Thank you for your time,
fluffinator09
Hi. I am working on a mod a bit like this doing the code and we could certainly use another artist.
The idea was to create a flexible mod focused on ecology that could run with different options, particularly mimicking the animal behavior in Fossils and Archaeology so that all animals could be under a similar rule set. The animals can also be run vanilla style, or between. Compatibility and options are a focus of the mod so hopefully it can accommodate what you were hoping for.
Basically they have happiness, hunger, sex, can be tamed, domesticated species can be made by breeding wild ancestors (aurochs to cows), many species have individual variances like horses in things like health, milk production, etc. Animals that were alive at the Holocene's start (like quagga and dodo) can wild spawn and others will be relivable using means compatible with F&A. There are also some new early game crafting options and more variety of animal drops.
For Minecraft you can use plugin for normal modelers but Tabula is easiest according to most. Animations wind up being tied into the code and can vary greatly in implementation.
I don't use Skype much so I'm sending you a Discord link for now.
Still looking for any programmers for this!