The Meaning of Life, the Universe, and Everything.
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5/15/2014
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Just an interesting thought here and I don't know if anything like this has ever been suggested, but here goes. What would you guys think if there were some new dragons and their eggs added into the game? So far the current dragon egg has no use other than a nice decorative trophy in your house. So why not add in a few different types of dragons that are slightly different from each other, and drop a corresponding egg?
You could have dragons such as desert dragons, Jungle dragons, snow dragons, and so on. It could also be made so that they spawn specifically underground (In specified biome) in a reasonably sized enclosed cave that has to first be accessed by the player(The dragon cannot escape the cave on its own). They could perhaps be somewhat smaller than the ender dragon to more easily accommodate the cave setting, and each dragon drops a different style egg that is determined by their type(white for snow, jungle green for jungle?).
At least with something like this, it will add a bit more adventure into the game with something extra to search and fight for. Not to mention a collection of different style dragon eggs to decorate that trophy room?
Good arrangement of the ideas, I like thought of the multiple dragons in different biomes. They might all have a different type of attack and skin too.
The whole "New Dragons" idea is very redundant topic though, and in the future you might want to use the searchbar to see how redundant an idea is before posting. However, killin_dat_mob, I think your idea is original enough to pass, and you have my support.
My only rendition to the idea is that these dragons should spawn very very very rarely.
Alright , apart from lag , what's the problem ? Besides , how would it lag the game out ? Wouldn't just be the mobs lagging it ?
Textures do not cause lag to my knowledge (when compared against each other)...they are static data elements which do not typically change in the course of the game. It should be the same amount of processing power to render a creeper texture as it does a zombie texture... or on a block level, a stone block v. a sand block.
I'm inclined to agree that any lag issues would be caused more by animations and MOB AI...just like other MOB's.
What isn't covered is how these dragons spawn in the world (are they a unique spawn that occurs when the terrain is generated for the first time, like the ender dragon is, or are the a random spawn, like zombies and creepers, and they will arbitrarily despawn if you move more that 128 blocks away from them, if the later, what is the rate of spawn?)
To be honest , not having dragons phase through blocks would be too hard . (Or Notch and his team claimed a few years ago) And that's why we don't have red dragons spawning naturally already , right ?
I can see where it would be problematic for larger MOB's (like the dragon) in collision detection algorithms in that it would be a bit more difficult than in handling the MOB's that strictly occupy a set block space (1x1x2, 1x1x3, 1x1x1, 1x2x2, 2x2x1, etc.)
IF you could fit the Dragon into a boxed in region, which stays the same regardless of the orientation of the Dragon, then it would mesh well with the Minecraft Architecture in how the block-centric game is designed... but that would mean staying confined to the same block orientation for all orientations, this wouldn't be an issue if the dragon only moved on perpendicular paths only in the 4 cardinal directions (plus vertically up/down).
And granted... there are (creative) strategies that could be employed that could make up for that, but it would be vastly different than how MOB's are handled now.
For example... taking an idea from the Monster Deaths Thread, if there were different MOB templates to account for the different angular orientations of the dragon's block-outline, as well as when it is on the ground with its wings folded, then transitional box outlines could be used for better obstacle avoidance and collisions.
Other wise you would have to use a huge area that the dragon just couldn't seem to go into for no real 'apparent' reason from the player's perspective.
IF you could fit the Dragon into a boxed in region, which stays the same regardless of the orientation of the Dragon, then it would mesh well with the Minecraft Architecture in how the block-centric game is designed... but that would mean staying confined to the same block orientation for all orientations, this wouldn't be an issue if the dragon only moved on perpendicular paths only in the 4 cardinal directions (plus vertically up/down).
And granted... there are (creative) strategies that could be employed that could make up for that, but it would be vastly different than how MOB's are handled now.
For example... taking an idea from the Monster Deaths Thread, if there were different MOB templates to account for the different angular orientations of the dragon's block-outline, as well as when it is on the ground with its wings folded, then transitional box outlines could be used for better obstacle avoidance and collisions.
Other wise you would have to use a huge area that the dragon just couldn't seem to go into for no real 'apparent' reason from the player's perspective.
Could that possibly be fixed if they spawned only in very large underground temples or dungeons that generate with a new world, or would that just cause more problems?
More obstacles and constrained areas would increase the need for adequate collision detection and handling... not decrease it.
What I meant was an underground temple or dungeon that contains a large arena like space where you'd fight the dragon. How would that work out, with less obsticals than a standard cavern and idealy more space? Sorry, I'm not an expert in coding, though i might by May, as next semester I'm taking a class on 3D animations and game design, which to my knowledge will require an extensive look at coding.
What I meant was an underground temple or dungeon that contains a large arena like space where you'd fight the dragon. How would that work out, with less obsticals than a standard cavern and idealy more space? Sorry, I'm not an expert in coding, though i might by May, as next semester I'm taking a class on 3D animations and game design, which to my knowledge will require an extensive look at coding.
If there is enough open space to work with, you can set pre-determined flight paths like the Ender Dragon uses... but then you run into the same problem if the player builds obstacles within that pathing area.
If there is enough open space to work with, you can set pre-determined flight paths like the Ender Dragon uses... but then you run into the same problem if the player builds obstacles within that pathing area.
Ahh, yes. I forgot to put player activity into the equation.
You could have dragons such as desert dragons, Jungle dragons, snow dragons, and so on. It could also be made so that they spawn specifically underground (In specified biome) in a reasonably sized enclosed cave that has to first be accessed by the player(The dragon cannot escape the cave on its own). They could perhaps be somewhat smaller than the ender dragon to more easily accommodate the cave setting, and each dragon drops a different style egg that is determined by their type(white for snow, jungle green for jungle?).
At least with something like this, it will add a bit more adventure into the game with something extra to search and fight for. Not to mention a collection of different style dragon eggs to decorate that trophy room?
The whole "New Dragons" idea is very redundant topic though, and in the future you might want to use the searchbar to see how redundant an idea is before posting. However, killin_dat_mob, I think your idea is original enough to pass, and you have my support.
My only rendition to the idea is that these dragons should spawn very very very rarely.
Textures do not cause lag to my knowledge (when compared against each other)...they are static data elements which do not typically change in the course of the game. It should be the same amount of processing power to render a creeper texture as it does a zombie texture... or on a block level, a stone block v. a sand block.
I'm inclined to agree that any lag issues would be caused more by animations and MOB AI...just like other MOB's.
What isn't covered is how these dragons spawn in the world (are they a unique spawn that occurs when the terrain is generated for the first time, like the ender dragon is, or are the a random spawn, like zombies and creepers, and they will arbitrarily despawn if you move more that 128 blocks away from them, if the later, what is the rate of spawn?)
I can see where it would be problematic for larger MOB's (like the dragon) in collision detection algorithms in that it would be a bit more difficult than in handling the MOB's that strictly occupy a set block space (1x1x2, 1x1x3, 1x1x1, 1x2x2, 2x2x1, etc.)
IF you could fit the Dragon into a boxed in region, which stays the same regardless of the orientation of the Dragon, then it would mesh well with the Minecraft Architecture in how the block-centric game is designed... but that would mean staying confined to the same block orientation for all orientations, this wouldn't be an issue if the dragon only moved on perpendicular paths only in the 4 cardinal directions (plus vertically up/down).
And granted... there are (creative) strategies that could be employed that could make up for that, but it would be vastly different than how MOB's are handled now.
For example... taking an idea from the Monster Deaths Thread, if there were different MOB templates to account for the different angular orientations of the dragon's block-outline, as well as when it is on the ground with its wings folded, then transitional box outlines could be used for better obstacle avoidance and collisions.
Other wise you would have to use a huge area that the dragon just couldn't seem to go into for no real 'apparent' reason from the player's perspective.
Could that possibly be fixed if they spawned only in very large underground temples or dungeons that generate with a new world, or would that just cause more problems?
What I meant was an underground temple or dungeon that contains a large arena like space where you'd fight the dragon. How would that work out, with less obsticals than a standard cavern and idealy more space? Sorry, I'm not an expert in coding, though i might by May, as next semester I'm taking a class on 3D animations and game design, which to my knowledge will require an extensive look at coding.
If there is enough open space to work with, you can set pre-determined flight paths like the Ender Dragon uses... but then you run into the same problem if the player builds obstacles within that pathing area.
Ahh, yes. I forgot to put player activity into the equation.