I'm all for mods that add challenge. I'm working with someone on making a mod to make the game more challenging right now. However, I'm also a big stickler for proper balance and game design. In order for it to be "a challenge" it has to be fair. "The more hurt you are, the more likely you are to be hurt.", however, is not fair. One might as well add a percent chance that one instantly dies when they get hit, because the effect is relatively equivalent. It adds an arbitrary but increasing chance of killing the player despite anything they can do about it. A challenge, on the other hand, offers not only a problem, but also a solution. In other words, this mod doesn't add a challenge, because there is nothing you can do about it. Either you are not taking damage, and it does nothing, or you are taking damage and need to go hide in a hole...and might as well just use UHC mode instead (which is also more of a challenge, since it allows a form of healing to recover from mistakes).
Hey buddy, if you played the mod you'd realize the bar regens slowly. Oh wait, but you didn't bother to read or do anything besides bash the mod.
So your statement is false on that you either lose blood or it does not do anything.
I said it's trying to be as realistic as it can, yet while retaining unrealistic capabilities. If you read my posts you'd see that.
Thirst is different than how blood can actually work. Because a thirst bar doesn't exist in vanilla, it's easier to add. However, there is no Forge event where you can check what's eaten.
It's very difficult to remove the Minecraft health bar and replace it with the blood bar, without editing base classes which is now impossible. A thirst bar doesn't exist meaning it's easier to add because there is no limitations and other bar that is similar (hunger is different, because it's food)
You realize that you're making my point for me, right?
Vanilla doesn't have a bleeding system, either. If you're implementing it as "HP that you can't heal", then you are taking a lazy approach for one, and failing at actually creating a blood system for two. If you want to simulate bleeding through a separate statistic from HP, then the first, the very first thing on your checklist should be, "Only goes down from things that cause blood loss.", or you aren't even making a blood system. Having different mechanics is what defines it as blood, versus just a system of low health penalties.
Also, in regard to your assertion that I know nothing about your mod, no, I did not miss the fact that it regenerates slowly. I also didn't miss that it took an update and someone else pointing out the fact that it was a permanent screw for you to address the problem. Yet again, this is a case of it functioning exactly like Vanilla HP, rather than being a distinct and unique system. In what way does your blood meter function like blood, rather than as a second HP bar? Here, I'll even give you a checklist.
Is damage instant, or is blood lost over time?
Is there a way to stop blood loss, or is the amount lost fixed?
Is blood lost from any harm, or specifically from physical trauma?
How do healing effects affect the blood meter?
Are there any unique recovery measures that are just for blood?
You realize that you're making my point for me, right?
Vanilla doesn't have a bleeding system, either. If you're implementing it as "HP that you can't heal", then you are taking a lazy approach for one, and failing at actually creating a blood system for two. If you want to simulate bleeding through a separate statistic from HP, then the first, the very first thing on your checklist should be, "Only goes down from things that cause blood loss.", or you aren't even making a blood system. Having different mechanics is what defines it as blood, versus just a system of low health penalties.
Also, in regard to your assertion that I know nothing about your mod, no, I did not miss the fact that it regenerates slowly. I also didn't miss that it took an update and someone else pointing out the fact that it was a permanent screw for you to address the problem. Yet again, this is a case of it functioning exactly like Vanilla HP, rather than being a distinct and unique system. In what way does your blood meter function like blood, rather than as a second HP bar? Here, I'll even give you a checklist.
Is damage instant, or is blood lost over time?
Is there a way to stop blood loss, or is the amount lost fixed?
Is blood lost from any harm, or specifically from physical trauma?
How do healing effects affect the blood meter?
Are there any unique recovery measures that are just for blood?
It's almost like, I don't care about your opinion after I'm having restate that it's semi-realistic because it has unrealistic tendencies. Yet you're here like, "lol but its not r3alistic lulll lul ur mod sux"
Are you reading what I'm saying? The parts where it's unrealistic is when you lose blood from taking any damage. It's almost like I've stated this several times already to your thick head. Whoa! How weird!
Really, learn to read and comprehend that the mod is unrealistic, as stated in the mod, and the past several messages, yet here you are trying to make it realistic, insulting me, and not accepting the fact that I like it being unrealistic.
It's almost like, I don't care about your opinion after I'm having restate that it's semi-realistic because it has unrealistic tendencies. Yet you're here like, "lol but its not r3alistic lulll lul ur mod sux"
Are you reading what I'm saying? The parts where it's unrealistic is when you lose blood from taking any damage. It's almost like I've stated this several times already to your thick head. Whoa! How weird!
Really, learn to read and comprehend that the mod is unrealistic, as stated in the mod, and the past several messages, yet here you are trying to make it realistic, insulting me, and not accepting the fact that I like it being unrealistic.
Also, do you even realize that the more you reply, the more publicity the mod gets because it's always at the top of the first page of mods. More views = more downloads = more money. You cannot win here.
Ignored/blocked. Goodbye.
I would hazard a guess that you do not actually "like it being unrealistic". You are simply making excuses. Furthermore, your petty attempts to insult me are pathetically transparent examples of ad hominem to avoid having to address legitimate examples of flaws in your mod's design. However, as it is equally transparent at this point that you do not actually care about the quality of your mod, I shall leave you to it henceforth. Best of luck with not having someone steal the idea and do it in a way that actually works. You have a halfway decent GUI element, and that's it.
I would hazard a guess that you do not actually "like it being unrealistic". You are simply making excuses. Furthermore, your petty attempts to insult me are pathetically transparent examples of ad hominem to avoid having to address legitimate examples of flaws in your mod's design. However, as it is equally transparent at this point that you do not actually care about the quality of your mod, I shall leave you to it henceforth. Best of luck with not having someone steal the idea and do it in a way that actually works. You have a halfway decent GUI element, and that's it.
If you know soooooo much about modding and design and not having flaws. You do it, since you know everything and how you're perfect at it.
EDIT: To add onto this (I was playing my brother in a game of CoD for the hell of it.)
Okay, a few things: first off, who are you to judge of what I like/don't like? Unrealistic things have a lot more potential than things with realism, because realism has limitations.
Secondly, not once did I try to insult you. You were insulting me. Yes, I was being passive aggressive, but not insulting you. You're mixed up here.
Third, I don't care who steals this mod idea, it's a blood mod, I stole this from basic life forms basically, since humans, bears, etc have blood. I couldn't care less. Blood mods have been done before.
I like unrealistic things, it's not an excuse, so you can shut up. Okay.
If you know soooooo much about modding and design and not having flaws. You do it, since you know everything and how you're perfect at it.
Haha! Nice strawman. "You don't have this skill that I have, so everything else you say is wrong!" Been a while since I've seen someone have the gall to try and use that one.
Minecraft is coded in Java. Therefore mods for Minecraft have to be coded in Java.
I do not code in Java. Therefore I cannot code mods for Minecraft.
However, not all games are coded in Java. Therefore, lack of knowledge of Java does not equate to a lack of knowledge of how to make games, even leaving aside the much bigger issue that coding is not game design, it is the implementation of the design once it is decided on. To use a metaphor, game design is drawing up the blueprints, and programmers are the construction workers who put it together.
Edit: In case anyone is unable to grasp what that means; Ability to code in Java =/= Knowledge of Game Design. Ergo, the whole, "If you're so smart, you do it!" retort is a bunch of hot air.
Haha! Nice strawman. "You don't have this skill that I have, so everything else you say is wrong!" Been a while since I've seen someone have the gall to try and use that one.
Minecraft is coded in Java. Therefore mods for Minecraft have to be coded in Java.
I do not code in Java. Therefore I cannot code mods for Minecraft.
However, not all games are coded in Java. Therefore, lack of knowledge of Java does not equate to a lack of knowledge of how to make games, even leaving aside the much bigger issue that coding is not game design, it is the implementation of the design once it is decided on. To use a metaphor, game design is drawing up the blueprints, and programmers are the construction workers who put it together.
Thank you Captain Obvious. I never knew that. I mean, how else did I create this mod, C#? Man, I never knew Java existed until now. Hmm, I'll look into that.
Awesome mod, too bad it is 1.7.X this could be an amazing mod to be added to the Blood And Bones modpack. Well I have to wait for BnB to update then. Anyway tried your mod in SolitaryCraft and it is amazing.
I was really interested in this mod, until I read that the bar can't reach 0, and this is what's bugging me, the mod looks awesome, would fit in the modpack I'm making,but...no, the difficulty made by this fix point makes me lose all my interest for the mod.
So, I, in my humble opinion, suggest you, as some people did before; to add the possibility to tweak in the configs the rate of bloodshed which is letal.
And don't forget, this is just my opinion, I'm not saying my point of view is better, so don't flame me like you did with AnonTheMouse, please. D:
You must really hate real life then, since you don't have to lose all of your blood to die, just about 65%.
I love the concept of this mod and I thank you for your work here as I think it has a lot of potential to become a quite unique mod.
A blood bar separated from the actual hp gives a neat feel of "I made it out in one piece, but i still need to recover before entering the next room"
Now my point xD
I do not, by any means support or excuse AnonTheMouse´s attitude towards you and your work
however, (and this is only my humble opinion) he gave (as complaints) valuable ideas that I would like to rescue from those rude posts...
As he stated:
Is damage instant, or is blood lost over time? (that sounds nice)
Is there a way to stop blood loss, or is the amount lost fixed? (Im thinking bandages :D)
Is blood lost from any harm, or specifically from physical trauma? (it would be cool having different values for the different types of damage in minecraft, lets say none from falling or blasts, but more from proyectiles and physical)
How do healing effects affect the blood meter? (maybe improved regen from having a full hunger bar and weakness while recovering)
Are there any unique recovery measures that are just for blood? (Perhaphs syringes or blood bags you can craft/extract at some current % blood cost and use later when in danger to recover)
Last but not least, I do believe that, as blood is a real thing rather than something magical like mana or a "spirit" bar or whatever... Realism would really improve this mod and make it look even better for survival gameplay.
Again these are just some ideas proposed now as suggestions (which I´m sure you are open to :D) by a random guy who plays and loves the game, keep up the great work
I love the concept of this mod and I thank you for your work here as I think it has a lot of potential to become a quite unique mod.
A blood bar separated from the actual hp gives a neat feel of "I made it out in one piece, but i still need to recover before entering the next room"
Now my point xD
I do not, by any means support or excuse AnonTheMouse´s attitude towards you and your work
however, (and this is only my humble opinion) he gave (as complaints) valuable ideas that I would like to rescue from those rude posts...
As he stated:
Is damage instant, or is blood lost over time? (that sounds nice)
Is there a way to stop blood loss, or is the amount lost fixed? (Im thinking bandages :D)
Is blood lost from any harm, or specifically from physical trauma? (it would be cool having different values for the different types of damage in minecraft, lets say none from falling or blasts, but more from proyectiles and physical)
How do healing effects affect the blood meter? (maybe improved regen from having a full hunger bar and weakness while recovering)
Are there any unique recovery measures that are just for blood? (Perhaphs syringes or blood bags you can craft/extract at some current % blood cost and use later when in danger to recover)
Last but not least, I do believe that, as blood is a real thing rather than something magical like mana or a "spirit" bar or whatever... Realism would really improve this mod and make it look even better for survival gameplay.
Again these are just some ideas proposed now as suggestions (which I´m sure you are open to :D) by a random guy who plays and loves the game, keep up the great work
Currently blood loss is only achieved by being hurt by anything. It doesn't drain or "bleed out". However I could make that a feature. As this is Minecraft, and mainly in a medieval ish era, there are no syringes or blood bags. However I will add bandages to stop bleeding out whenever I add bleeding out.
I like the healing effects idea with the improved regen and such, so I will add that whenever I have time. To stop blood loss, just don't get hurt at the moment.
I seriously need to release an update as this is partially broken on multiplayer. Sooo expect something soon. Thank you for filtering out Anon's messages. I appreciate it.
This very much reminds me of zombieawareness, Except when you bleed out, it doesn't have a blood bar, which would be cool to have, aswell as the blood that is on the ground attracts zombies. I could see this having some cool possibles/ compatibility. But that all depends on the way you are planning for your mod to go.
Could you please make a config file/setting for the mod? I love the concept and the idea of it but the thing is, that once you lose only 15% of your blood the dizzyness thing is really, really annoying. I'd love to be able to change it so it's either not there, or at least change the percentage at which dizzyness happens.
Hey everyone! So, some of you may have noticed I haven't done any modding at all in the past... 2 - 3 weeks or so, reason being is I'm working on my game. Hoping to get it greenlit whenever it's ready to be published to the Greenlight area of Steam. You can follow me on Twitter to receive updates about it.
Hey buddy, if you played the mod you'd realize the bar regens slowly. Oh wait, but you didn't bother to read or do anything besides bash the mod.
So your statement is false on that you either lose blood or it does not do anything.
That usually happens when the update handler can't connect to the website that checks the version, so if you restart it should be a-ok.
I'll try to work on a fix soon.
You realize that you're making my point for me, right?
Vanilla doesn't have a bleeding system, either. If you're implementing it as "HP that you can't heal", then you are taking a lazy approach for one, and failing at actually creating a blood system for two. If you want to simulate bleeding through a separate statistic from HP, then the first, the very first thing on your checklist should be, "Only goes down from things that cause blood loss.", or you aren't even making a blood system. Having different mechanics is what defines it as blood, versus just a system of low health penalties.
Also, in regard to your assertion that I know nothing about your mod, no, I did not miss the fact that it regenerates slowly. I also didn't miss that it took an update and someone else pointing out the fact that it was a permanent screw for you to address the problem. Yet again, this is a case of it functioning exactly like Vanilla HP, rather than being a distinct and unique system. In what way does your blood meter function like blood, rather than as a second HP bar? Here, I'll even give you a checklist.
It's almost like, I don't care about your opinion after I'm having restate that it's semi-realistic because it has unrealistic tendencies. Yet you're here like, "lol but its not r3alistic lulll lul ur mod sux"
Are you reading what I'm saying? The parts where it's unrealistic is when you lose blood from taking any damage. It's almost like I've stated this several times already to your thick head. Whoa! How weird!
Really, learn to read and comprehend that the mod is unrealistic, as stated in the mod, and the past several messages, yet here you are trying to make it realistic, insulting me, and not accepting the fact that I like it being unrealistic.
I would hazard a guess that you do not actually "like it being unrealistic". You are simply making excuses. Furthermore, your petty attempts to insult me are pathetically transparent examples of ad hominem to avoid having to address legitimate examples of flaws in your mod's design. However, as it is equally transparent at this point that you do not actually care about the quality of your mod, I shall leave you to it henceforth. Best of luck with not having someone steal the idea and do it in a way that actually works. You have a halfway decent GUI element, and that's it.
If you know soooooo much about modding and design and not having flaws. You do it, since you know everything and how you're perfect at it.
EDIT: To add onto this (I was playing my brother in a game of CoD for the hell of it.)
Okay, a few things: first off, who are you to judge of what I like/don't like? Unrealistic things have a lot more potential than things with realism, because realism has limitations.
Secondly, not once did I try to insult you. You were insulting me. Yes, I was being passive aggressive, but not insulting you. You're mixed up here.
Third, I don't care who steals this mod idea, it's a blood mod, I stole this from basic life forms basically, since humans, bears, etc have blood. I couldn't care less. Blood mods have been done before.
I like unrealistic things, it's not an excuse, so you can shut up. Okay.
Haha! Nice strawman. "You don't have this skill that I have, so everything else you say is wrong!" Been a while since I've seen someone have the gall to try and use that one.
Minecraft is coded in Java. Therefore mods for Minecraft have to be coded in Java.
I do not code in Java. Therefore I cannot code mods for Minecraft.
However, not all games are coded in Java. Therefore, lack of knowledge of Java does not equate to a lack of knowledge of how to make games, even leaving aside the much bigger issue that coding is not game design, it is the implementation of the design once it is decided on. To use a metaphor, game design is drawing up the blueprints, and programmers are the construction workers who put it together.
Edit: In case anyone is unable to grasp what that means; Ability to code in Java =/= Knowledge of Game Design. Ergo, the whole, "If you're so smart, you do it!" retort is a bunch of hot air.
Thank you Captain Obvious. I never knew that. I mean, how else did I create this mod, C#? Man, I never knew Java existed until now. Hmm, I'll look into that.
.... Really dude?
Could you please respond to this, sheenrox?
Thanks for making this mod:D
You must really hate real life then, since you don't have to lose all of your blood to die, just about 65%.
A blood bar separated from the actual hp gives a neat feel of "I made it out in one piece, but i still need to recover before entering the next room"
Now my point xD
I do not, by any means support or excuse AnonTheMouse´s attitude towards you and your work
however, (and this is only my humble opinion) he gave (as complaints) valuable ideas that I would like to rescue from those rude posts...
As he stated:
Last but not least, I do believe that, as blood is a real thing rather than something magical like mana or a "spirit" bar or whatever... Realism would really improve this mod and make it look even better for survival gameplay.
Again these are just some ideas proposed now as suggestions (which I´m sure you are open to :D) by a random guy who plays and loves the game, keep up the great work
Currently blood loss is only achieved by being hurt by anything. It doesn't drain or "bleed out". However I could make that a feature. As this is Minecraft, and mainly in a medieval ish era, there are no syringes or blood bags. However I will add bandages to stop bleeding out whenever I add bleeding out.
I like the healing effects idea with the improved regen and such, so I will add that whenever I have time. To stop blood loss, just don't get hurt at the moment.
I seriously need to release an update as this is partially broken on multiplayer. Sooo expect something soon. Thank you for filtering out Anon's messages. I appreciate it.
Join us at our website: AIM Gaming
There are no more potential memory leaks, so yay. Enjoy v1.0.2!
Thanks!
Thanks!
Sheen.
Oh my God, scroll down the damn page. >.>