How about a mob that is friendly? ideas: a wizard like flying creature that shoots elemental orbs (earth fire water air ect) or a warrior that has a special armour made of steel or iron that has a high attk dmg but really slow speed or a renger thats bow shoots pure ice that stops a mob in its tracks and mby just mby a dimension??? hostile mobs ideas: a horse made of fire,lightining,or other and its radius is good it can jump high and is realllly fast or a small harmless looking mouse but when you get close it will be a monsterus rat like thing and if you like any of these email me a [email protected] and if you want more ideas also email me
How about a mob that is friendly? ideas: a wizard like flying creature that shoots elemental orbs (earth fire water air ect) or a warrior that has a special armour made of steel or iron that has a high attk dmg but really slow speed or a renger thats bow shoots pure ice that stops a mob in its tracks and mby just mby a dimension??? hostile mobs ideas: a horse made of fire,lightining,or other and its radius is good it can jump high and is realllly fast or a small harmless looking mouse but when you get close it will be a monsterus rat like thing and if you like any of these email me a [email protected] and if you want more ideas also email me
Whew, I would hate to see this mod turn into a freakin' dimension.
The horses thing is an alright idea, but not for this mod.
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Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
The Meaning of Life, the Universe, and Everything.
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Hey Mowsie, beautiful mod. Absolutely fantastic use of the Animation API. Happy that your stated goal is interesting animation and engaging AI, in my opinion those are also the two things most important in creating interesting mobs. I went back through my notes and found this mob idea that I wrote a year or so back with the intent of bringing it to life with the Animation API, but never got around to it because I've been making a big world generation mod ever since instead. Figured I'd offer it to you, since you seem to be the best mob creator out there right now and it seems to match the level of uniqueness you're going for:
Minecraft hostile mob idea: Stalker
The Stalker is the size of a medium to large dog and has unnaturally long but constantly crouched legs that suggest it might be taller than you if fully extended, a short tail and a tapered snout with pointy goblin-like ears. It's body is mottled dark brown and black, with glowing red eyes and needle-like teeth under a perpetual grin.
Stalkers skitter across the ground at the same speed as a running player, instantly jump up single block heights and can use wood like a ladder. They clip through leaves and will take up stationary residence in a mass of leaves blocks if not otherwise occupied.
When not remaining stationary in a mass of leaves or actively seeking out a mass of leaves to hide in the Stalker has three modes: Stalk, Retreat and Attack. A Stalker's Attack mode involves it running directly toward the player (With pathfinding) and melee attacking with claws by jumping toward the player, slashing, and jumping back. It will only engage an attack if within 8 blocks of the player. To get that close they go into Stalk mode: When the player stays still, they remain still. When the player moves, they move toward the player with a soft skittering noise. The mechanics are similar to Boo in Mario games. If they pass into the player's field of view before getting 8 blocks away they go into Retreat mode, in which they will attempt to flee as far into cover as possible for 3-5 seconds. Retreat mode can only be engaged when the Stalker is in Stalk mode. Stalk mode is engaged when the Stalker is within 32 blocks of the player and not in the player's field of view.
At night the Stalker's looks and behavior changes. It's body becomes 50% transparent, giving it a ghost-like cloaked look in the darkness. It's eyes however glow brighter and redder. It stops Stalking, Attacking and Retreating. Instead, if within 32 blocks of the player it walks steadily toward the player at normal walking speed, jumping to the left or right occasionally. If allowed within melee range it will begin it's normal attack of jumping and retreating.
The game maintains a constant number of Stalkers in the world in the daytime: About 1 in every 30 chunks. At night however that limit lifts and Stalkers spawn slightly more often than other mobs. A wandering player my find themselves being tailed by a slavering parade of slowly approaching red eyes in the darkness.
If attacked, Stalkers jump backwards.
They make a significant rustling noise if moving through leaves.
Attack / wounded noise: Think zerglings in Starcraft. Alien dog.
The game will occasionally spawn packs of 2-4 Stalkers at daytime. If a stalker is within 32 blocks of another stalker in the day it's approach toward the player will be modified to the left or right by a "spread out and conquer" algorithm a la Jurassic Park raptors that repels it away from the other Stalkers and around the player, with the hope that the player will be distracted by the first Stalker they see long enough to let the ones that wind up behind them catch up, hopefully leaving a player uneasy upon encountering single Stalkers in the future. This modifier would be only be active in Stalk mode.
A Giant 4 Headed Orc Boss!
I will get this mod with or without the Orc Boss, because it has a lot of potential.
(Here is some info on it).
The Orc Boss spawns in Dark Forest biomes, in Mountain biomes, and also rarely in the plains at night, all in packs of one.
The Orc Boss has four heads, human-like limbs, has 150 health points, has a dark red skin pigment, and is also very heavyweight (think of the Goblin King from the Hobbit, or Jabba the Hut from Star Wars).
It will attack the player on sight as well as pigs and cows (because it loves its nums), but shall leave all other mobs alone.
It carries around with itself its Giant Mace over its shoulder, (made out of the trunks of Oak Trees with branches sticking out everywhere like spikes), to raise in the air and smash the player with.
Their roar is feared throughout the land because it summons in the undead (Skeletons, Zombies, any undead creatures in you mod) in spawn groups of 2-3.
Sounds, well...
I guess you will just have to add your own little flare in there somehow.
They drop Oak Logs, (The Mace) Orc Flesh, (His skin, possibly a new meat, if true, it gives Resistance 1 for 2 minutes) and 2-4 Diamonds, what, he's a hard boss.
They are rival to the Orcs, hate them as a matter of fact, Goblins will attack anything that gets within ten blocks of them.
Goblins also have a dark purple skin pigment, short and bent-over, kind of hunch-back-ish.
The Goblins drop Gold, and sometimes (rarely) their Goblin Dagger, (same durability as diamond but does 11 attack damage, also gives poison to target, cool glowing purple veins run throughout the Dagger, and if possible please make it 3D, you seem really good at it).
Goblins have 50 health and spawn in groups of 1-3
Goblins spawn in little shacks in the Forest Biome, (any), and guard their chests which are usually filled with 1-6 Gold Ingots, or 1-2 Diamonds.
Sounds could be sort of Imp-esh, like an evil chuckle every now and then. (Nah - nah -nah)
Goblins deal 1 heart of damage, but attack slightly faster than the Zombie Pigman
How about a Flying head mob?
They very common in video games,
I can name at least 3 off the top of my head!
The lost souls from Doom, the Medusa's heads
from Castlevania, and the Bubbles from Legend of Zelda.
Thaumcraft does not have exactly that, it has a bouncy chest. The Luggage had a thousand legs and is more like a double chest, from openblocks.
Sapient Pearwood is a very very rare type of wood that lives, and the luggage is made out of it, perhaps you could add a super rare sapient pearwood tree that has a 50/50 chance of coming to life and fighting you rather than just letting you chop it down? That would be fun.
ALso with the possessed armor, it would be cool to see it force itself onto you, like if it gets too close instead of hitting you, it puts itself ON you, and then you have un unremovable set of armor giving you blindness and slowness that has really low durability and can only be removed by having it break?
That would be awesome xD
Oh, I must have been thinking of the OpenBlocks chest. I won't be adding things explicitly from other franchises, but I could do a sentient tree of some sort later on.
I love the idea of the armor forcing itself on you. I'm going to make that a separate mob from the Wroughtnaut though because I already have its fighting mechanics worked out.
How about a mob that is friendly? ideas: a wizard like flying creature that shoots elemental orbs (earth fire water air ect) or a warrior that has a special armour made of steel or iron that has a high attk dmg but really slow speed or a renger thats bow shoots pure ice that stops a mob in its tracks and mby just mby a dimension??? hostile mobs ideas: a horse made of fire,lightining,or other and its radius is good it can jump high and is realllly fast or a small harmless looking mouse but when you get close it will be a monsterus rat like thing and if you like any of these email me a [email protected] and if you want more ideas also email me
I'm not sure... I'll add some friendly mobs too, but I'm having a little trouble understanding your suggestions. Sorry.
Whew, I would hate to see this mod turn into a freakin' dimension.
The horses thing is an alright idea, but not for this mod.
Yeah, no dimension. First, I don't know how to do that. Second, I aim to fill the existing and rather empty environments of Minecraft. Creating more would be counter-productive.
THAT's what I'm talking about! Really nice and well thought out idea, and your physical description is great. This is exactly the kind of thing that I'm going for.
Of course, I'll have to change some aspects (I feel like seeing a stalker during the day would break the atmosphere surrounding it) and others may be too difficult for me to implement (pack behavior is not easy), but I'm definitely adding this to my list. Thank you!
Neat, but I'm not really feeling this one. It's very hard to put into words, but there's not much, like, catch. I can't see someone thinking "I can't believe I ever played Minecraft without this in my game!" Sorry.
I want to do some sort of sentient mob eventually, maybe not goblins. You can get really well made generic monsters like that from Chocolate Quest and such.
The problem, though, is that sentient mobs feel out of place in any of Minecraft's environments. What are these (sort of) people doing in the middle of the wilderness? I would make a variation of the vanilla village to house this new race when I implement them, and I have not looked into how to do so just yet.
How about a Flying head mob?
They very common in video games,
I can name at least 3 off the top of my head!
The lost souls from Doom, the Medusa's heads
from Castlevania, and the Bubbles from Legend of Zelda.
I can't think of how it would be much different from ghasts, though. Or where they would live.
I can't think of how it would be much different from ghasts, though. Or where they would live.
Maybe they would spawn around lava pits, move as fast as the player runs,
and instead of spitting fireballs,they'd charge at you, bite,
and then quickly retreat to get to a safe distance.
The Meaning of Life, the Universe, and Everything.
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THAT's what I'm talking about! Really nice and well thought out idea, and your physical description is great. This is exactly the kind of thing that I'm going for.
Of course, I'll have to change some aspects (I feel like seeing a stalker during the day would break the atmosphere surrounding it) and others may be too difficult for me to implement (pack behavior is not easy), but I'm definitely adding this to my list. Thank you!
You're welcome! Regarding daytime behavior, it would be weird to have it follow you brashly without running away like it does at night, which is why I defined the "Stalk / Retreat / Attack" AI modes for day. The hope is that if you're being followed by one during the daytime and the AI works correctly, you won't see it unless you turn around, and even then only for a second or two while it skitters out of your line of sight when your attention flips it from Stalk mode to Retreat mode, or if you stop walking and hear it's rustling footsteps behind you for a moment before it stops moving as well. The idea is to create a sense of "I think something's watching us" or "I don't think we're alone...", which gets terrifyingly confirmed if you spot the thing before it catches up to you Think Frodo and Sam being followed at a distance by Golum for weeks, and Sam senses it. If the stalker ISN'T interacting with you or is retreating from you, it's looking for the nearest formation of leaf blocks to hide in until the world gets darker (If you attract a stalker in the day it's likely because you walked past one hiding in a tree and didn't notice it slink out of the leaves behind you).
In contrast, by night it gets emboldened by the darkness and doesn't feel that it has to bother hiding from you at all, or running for that matter. If it spots you, it steadily starts walking up to you like any other mob. The pack behavior would add a lot here, being surrounded by 3 or 4 Stalkers should feel like you're a hunter on the African savannah, surrounded by a pack of hyenas waiting and laughing just beyond your torchlight. I had some thoughts on how to implement the Raptor-like "divide and conquer" pack behavior:
1. Keep a running list of Stalkers in a pack (The pack can just be a list of "Stalkers currently focused on the player")
2. Calculate a circle around the player every so many ticks
3. Find n points along the edge of the circle, where n is the number of Stalkers in the pack and the points in n are equidistant from each other (Spread out evenly along the edge of the circle)
4. Have each Stalker head to their point n before re-targeting the player (Maybe run for this, to get there quickly in case the player is also running).
If you do this, you may want one or two Stalkers to not follow these rules in order to be the "distraction". Also, if you kill a few (Or maybe just one) it would be cool to have all the Stalkers retreat into the night...
TL;DR Do whatever you'd like with this concept, I have faith that you could make it awesome. These are my own thoughts on how it could work.
edit - I think the "hunched over / demonic" look of the Stalker in my mind might be inspired by the Alien from Alien 3, although not as Gieger-esque.
I've been thinking a lot about pack AI for Jurassicraft's velociraptors, and my ideas are pretty much what you've described. But there are still problems: in having them move around points in a circle, what happens if there's an obstacle in the way? How do I sync their destination's circling with theirs; if the point one is trying to move to circles too quickly, then the mob will cross through the circle, ruining the effect? The JC team and I will collaborate on these issues, and I'll copy over the AI later.
Another important thing that I want is that players should be able to learn everything about a mob's behavior just by looking at it. Unlike other mods, I don't want players to consult a wiki to find out how to defeat such-and-such. Adventures aren't like that! That's one thing that I really like about the stalker. It's predictably unpredictable.
This is an original idea by me: The Dreedva, Dreedva means Creeping Darkness.
What they are: The Dreedva is a very tall skeleton-like creature (approximately 5 blocks) with a very bony body, it looks like a completely black skeleton, but with skin still attached to the bones, almost dead gray-ish skin hanging off the bones, and also has no eye sockets but has 3 glowing red eyes on its face, almost in a "V" shape. It has 3 arms, no legs,
Health andattack: The Dreedva have 90 health and attack for 3 hearts by taking their 3 arms, (one on chest, other two where they would be on a human), and shoving them toward you to grab your neck and strangle you.
Where/how they spawn: They spawn in caves and anywhere else where it is dark, (at night for example), They don't spawn all that common, and when they do, only in groups of 1-2.
Their effects: They have a shroud of darkness following them when the float around.
Sounds: The Dreedva make a shrill, piercing scream in order to scare their prey. That is all I can think of.
Death/drops: When the Dreedva die, their bodies just poof into thin air but leave behind a deadly shroud of darkness, (gives the player wither for 10 seconds), but when the shroud is gone you can collect your due reward of a Crystal of Darkness, which can be formed into armor, weapons, and tools.
Add an amazing Golden Wild animal like a huge wolf (or something) with Gold armored body, Large Fangs and Claws, With a Legendary 2k health and drops a Legendary Golden epic armory and a Legendary weapon called The Sword of Heroes ! That would be epic!
He doesn't want to do oversized animals.
The horses thing is an alright idea, but not for this mod.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
Check out my maps (Currently on hold): http://www.minecraftforum.net/forums/mapping-and-modding/maps/2317554-frogamanias-maps
Frog's Fantastic Fantasy Mod: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2412083-its-completely-new-frogs-fantastic-fantasy-mod
Yeah.
Also, nice Iron Wroughtnaut omnomnomnom idea.
I will get this mod with or without the Orc Boss, because it has a lot of potential.
(Here is some info on it).
The Orc Boss spawns in Dark Forest biomes, in Mountain biomes, and also rarely in the plains at night, all in packs of one.
The Orc Boss has four heads, human-like limbs, has 150 health points, has a dark red skin pigment, and is also very heavyweight (think of the Goblin King from the Hobbit, or Jabba the Hut from Star Wars).
It will attack the player on sight as well as pigs and cows (because it loves its nums), but shall leave all other mobs alone.
It carries around with itself its Giant Mace over its shoulder, (made out of the trunks of Oak Trees with branches sticking out everywhere like spikes), to raise in the air and smash the player with.
Their roar is feared throughout the land because it summons in the undead (Skeletons, Zombies, any undead creatures in you mod) in spawn groups of 2-3.
Sounds, well...
I guess you will just have to add your own little flare in there somehow.
They drop Oak Logs, (The Mace) Orc Flesh, (His skin, possibly a new meat, if true, it gives Resistance 1 for 2 minutes) and 2-4 Diamonds, what, he's a hard boss.
The Orc Boss also does 4-7 hearts of damage.
They are rival to the Orcs, hate them as a matter of fact, Goblins will attack anything that gets within ten blocks of them.
Goblins also have a dark purple skin pigment, short and bent-over, kind of hunch-back-ish.
The Goblins drop Gold, and sometimes (rarely) their Goblin Dagger, (same durability as diamond but does 11 attack damage, also gives poison to target, cool glowing purple veins run throughout the Dagger, and if possible please make it 3D, you seem really good at it).
Goblins have 50 health and spawn in groups of 1-3
Goblins spawn in little shacks in the Forest Biome, (any), and guard their chests which are usually filled with 1-6 Gold Ingots, or 1-2 Diamonds.
Sounds could be sort of Imp-esh, like an evil chuckle every now and then. (Nah - nah -nah)
Goblins deal 1 heart of damage, but attack slightly faster than the Zombie Pigman
.
They very common in video games,
I can name at least 3 off the top of my head!
The lost souls from Doom, the Medusa's heads
from Castlevania, and the Bubbles from Legend of Zelda.
"What if make Minecraft, but no are cube"
Oh, I must have been thinking of the OpenBlocks chest. I won't be adding things explicitly from other franchises, but I could do a sentient tree of some sort later on.
I love the idea of the armor forcing itself on you. I'm going to make that a separate mob from the Wroughtnaut though because I already have its fighting mechanics worked out.
I'm not sure... I'll add some friendly mobs too, but I'm having a little trouble understanding your suggestions. Sorry.
Yeah, no dimension. First, I don't know how to do that. Second, I aim to fill the existing and rather empty environments of Minecraft. Creating more would be counter-productive.
THAT's what I'm talking about! Really nice and well thought out idea, and your physical description is great. This is exactly the kind of thing that I'm going for.
Of course, I'll have to change some aspects (I feel like seeing a stalker during the day would break the atmosphere surrounding it) and others may be too difficult for me to implement (pack behavior is not easy), but I'm definitely adding this to my list. Thank you!
.
Neat, but I'm not really feeling this one. It's very hard to put into words, but there's not much, like, catch. I can't see someone thinking "I can't believe I ever played Minecraft without this in my game!" Sorry.
I want to do some sort of sentient mob eventually, maybe not goblins. You can get really well made generic monsters like that from Chocolate Quest and such.
The problem, though, is that sentient mobs feel out of place in any of Minecraft's environments. What are these (sort of) people doing in the middle of the wilderness? I would make a variation of the vanilla village to house this new race when I implement them, and I have not looked into how to do so just yet.
I like it! Maybe soon.
I can't think of how it would be much different from ghasts, though. Or where they would live.
Maybe they would spawn around lava pits, move as fast as the player runs,
and instead of spitting fireballs,they'd charge at you, bite,
and then quickly retreat to get to a safe distance.
"What if make Minecraft, but no are cube"
You're welcome! Regarding daytime behavior, it would be weird to have it follow you brashly without running away like it does at night, which is why I defined the "Stalk / Retreat / Attack" AI modes for day. The hope is that if you're being followed by one during the daytime and the AI works correctly, you won't see it unless you turn around, and even then only for a second or two while it skitters out of your line of sight when your attention flips it from Stalk mode to Retreat mode, or if you stop walking and hear it's rustling footsteps behind you for a moment before it stops moving as well. The idea is to create a sense of "I think something's watching us" or "I don't think we're alone...", which gets terrifyingly confirmed if you spot the thing before it catches up to you Think Frodo and Sam being followed at a distance by Golum for weeks, and Sam senses it. If the stalker ISN'T interacting with you or is retreating from you, it's looking for the nearest formation of leaf blocks to hide in until the world gets darker (If you attract a stalker in the day it's likely because you walked past one hiding in a tree and didn't notice it slink out of the leaves behind you).
In contrast, by night it gets emboldened by the darkness and doesn't feel that it has to bother hiding from you at all, or running for that matter. If it spots you, it steadily starts walking up to you like any other mob. The pack behavior would add a lot here, being surrounded by 3 or 4 Stalkers should feel like you're a hunter on the African savannah, surrounded by a pack of hyenas waiting and laughing just beyond your torchlight. I had some thoughts on how to implement the Raptor-like "divide and conquer" pack behavior:
1. Keep a running list of Stalkers in a pack (The pack can just be a list of "Stalkers currently focused on the player")
2. Calculate a circle around the player every so many ticks
3. Find n points along the edge of the circle, where n is the number of Stalkers in the pack and the points in n are equidistant from each other (Spread out evenly along the edge of the circle)
4. Have each Stalker head to their point n before re-targeting the player (Maybe run for this, to get there quickly in case the player is also running).
If you do this, you may want one or two Stalkers to not follow these rules in order to be the "distraction". Also, if you kill a few (Or maybe just one) it would be cool to have all the Stalkers retreat into the night...
TL;DR Do whatever you'd like with this concept, I have faith that you could make it awesome. These are my own thoughts on how it could work.
edit - I think the "hunched over / demonic" look of the Stalker in my mind might be inspired by the Alien from Alien 3, although not as Gieger-esque.
I've been thinking a lot about pack AI for Jurassicraft's velociraptors, and my ideas are pretty much what you've described. But there are still problems: in having them move around points in a circle, what happens if there's an obstacle in the way? How do I sync their destination's circling with theirs; if the point one is trying to move to circles too quickly, then the mob will cross through the circle, ruining the effect? The JC team and I will collaborate on these issues, and I'll copy over the AI later.
Another important thing that I want is that players should be able to learn everything about a mob's behavior just by looking at it. Unlike other mods, I don't want players to consult a wiki to find out how to defeat such-and-such. Adventures aren't like that! That's one thing that I really like about the stalker. It's predictably unpredictable.
What they are: The Dreedva is a very tall skeleton-like creature (approximately 5 blocks) with a very bony body, it looks like a completely black skeleton, but with skin still attached to the bones, almost dead gray-ish skin hanging off the bones, and also has no eye sockets but has 3 glowing red eyes on its face, almost in a "V" shape. It has 3 arms, no legs,
Health and attack: The Dreedva have 90 health and attack for 3 hearts by taking their 3 arms, (one on chest, other two where they would be on a human), and shoving them toward you to grab your neck and strangle you.
Where/how they spawn: They spawn in caves and anywhere else where it is dark, (at night for example), They don't spawn all that common, and when they do, only in groups of 1-2.
Their effects: They have a shroud of darkness following them when the float around.
Sounds: The Dreedva make a shrill, piercing scream in order to scare their prey. That is all I can think of.
Death/drops: When the Dreedva die, their bodies just poof into thin air but leave behind a deadly shroud of darkness, (gives the player wither for 10 seconds), but when the shroud is gone you can collect your due reward of a Crystal of Darkness, which can be formed into armor, weapons, and tools.
The rest is up to you: