The Meaning of Life, the Universe, and Everything.
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So, I decided to give the Withered Emissary a scimitar along with its staff to help with the melee problem, as well as came up with a list of possible attacks:
Melee/Close Range:
Staff Swing: The Emissary swings its staff at the player (Common)
Soul Barrier: A wailing wall of souls bursts out of the Emissary, striking anyone that is too close. (Uncommon)
Scimitar Slash: The Emissary swings its scimitar at the player (Common)
Double Strike: The Emissary attempts to strike the player with both staff and scimitar (Uncommon)
Midrange:
Spirit Pulse: The Emissary slams its staff into the ground, creating a shockwave of souls (Uncommon)
Soul Flame: The Emissary creates a ring of blue fire around it in an attempt to engulf its enemies (Uncommon)
Unearthly Wail: The Emissary gives out a blood curdling shriek, knocking back enemies and giving them Weakness for 10(?) seconds (Uncommon)
Lunge: The Emissary lunges at the player (Uncommon)
Ranged:
Withering Orb: The Emissary launches an orb of Wither energy at the target (Common)
Spirit Flare: The Emissary gathers mass quantities of soul in preparation. Once completed, it releases a beam of soul fire at the opponent. The preparation phase goes faster if a big enough amount of Soul Sand is nearby (Infrequent)
Wither Skull: The Emissary sends out a shrieking Wither Skull that homes in on the player. Not very well though… (Uncommon)
So, I decided to give the Withered Emissary a scimitar along with its staff to help with the melee problem, as well as came up with a list of possible attacks:
Melee/Close Range:
Staff Swing: The Emissary swings its staff at the player (Common)
Soul Barrier: A wailing wall of souls bursts out of the Emissary, striking anyone that is too close. (Uncommon)
Scimitar Slash: The Emissary swings its scimitar at the player (Common)
Double Strike: The Emissary attempts to strike the player with both staff and scimitar (Uncommon)
Midrange:
Spirit Pulse: The Emissary slams its staff into the ground, creating a shockwave of souls (Uncommon)
Soul Flame: The Emissary creates a ring of blue fire around it in an attempt to engulf its enemies (Uncommon)
Unearthly Wail: The Emissary gives out a blood curdling shriek, knocking back enemies and giving them Weakness for 10(?) seconds (Uncommon)
Lunge: The Emissary lunges at the player (Uncommon)
Ranged:
Withering Orb: The Emissary launches an orb of Wither energy at the target (Common)
Spirit Flare: The Emissary gathers mass quantities of soul in preparation. Once completed, it releases a beam of soul fire at the opponent. The preparation phase goes faster if a big enough amount of Soul Sand is nearby (Infrequent)
Wither Skull: The Emissary sends out a shrieking Wither Skull that homes in on the player. Not very well though… (Uncommon)
The issue with the last iteration of this suggestion wasn’t that it lacked a melee attack; a boss can have only ranged abilities. The issue was that the idea was underdeveloped.
In this iteration, I think you have the opposite problem. You’ve listed a ton of relatively generic attacks. Most of them are redundant, simply doing damage via a projectile or melee hit. For a boss like this, it’s not enough to just damage the player with pretty effects and cool animations, sometimes inflicting a status effect. Mobs, especially bosses, need a hook - a core gameplay and design element that makes the mob interesting. This can be a weakness or a strength or a special role in gameplay. All of the mob’s abilities and attacks need to play off of this hook and support it in interesting ways. Players should be able to learn and understand that hook and develop new strategies and ways of playing around it. A mob is not just new because it looks different and has a different name, it’s new because it makes players interact with the game in new ways.
Take the grottol for example. It’s hook is it’s a mob that you have to chase down to get a reward - something Minecraft didn’t really have before. It’s resistant to ranged attacks, forcing players to actually chase after it to hit it with a pick. It can hop into Minecarts to get away. It can burrow and disappear if chased too long. Its design is cute and its death animation is sad, making players feel a twang of guilt after chasing it down. All of these things support its hook. (It has a secondary hook too revolving around its living ore theme, which allows you to use silk touch and fortune enchantments when you kill it.) And that’s it! It has no combat abilities, because that wouldn’t support the hook.
Now take Barako. His hook is that he’s a powerful ranged opponent, but he can’t move. So he mainly deals damage from far away with sunstrikes and summoned Barakoa minions. Players will no doubt close in to hit him, so he pushes them away with a solar flare which has high knockback but barely any damage to put them back in his sunstrike gauntlet. The sunstrikes seem to be a basic ranged attack at first, but if you think about it, they come from the sky, allowing clever players to avoid the onslaught by hiding under or building a roof. This is a valid strategy, but once Barako loses some health, he gains new abilities that expand his hook and throw a wrench in players’ plans. His solar beam is line-of-sight based but slow to focus on a target, getting those players camped out in front of him under a roof with a bow but not those running quickly through his sunstrikes. His supernova move was developed specifically to counter players who wall themselves in next to him under a roof or below his throne. It deals massive damage around him, but only after a long charge up time that allows players that haven’t blocked themselves in to get away. It only lifts mobs up and towards him to damage players that dig far down beneath his throne and try shooting his butt with arrows. Every ability has a purpose that works together and supports the hook. It’s streamlined: only 5 abilities. If I gave Barako a big wooden club to wield, it might look cool but it wouldn’t support his hook at all - so I didn’t.
Designing mobs is hard and takes time. But I don’t need a full design from a suggestion. Some of the best suggestions I’ve received were just cool hooks I hadn’t thought of. Think really hard and find that hook.
The issue with the last iteration of this suggestion wasn’t that it lacked a melee attack; a boss can have only ranged abilities. The issue was that the idea was underdeveloped.
In this iteration, I think you have the opposite problem. You’ve listed a ton of relatively generic attacks. Most of them are redundant, simply doing damage via a projectile or melee hit. For a boss like this, it’s not enough to just damage the player with pretty effects and cool animations, sometimes inflicting a status effect. Mobs, especially bosses, need a hook - a core gameplay and design element that makes the mob interesting. This can be a weakness or a strength or a special role in gameplay. All of the mob’s abilities and attacks need to play off of this hook and support it in interesting ways. Players should be able to learn and understand that hook and develop new strategies and ways of playing around it. A mob is not just new because it looks different and has a different name, it’s new because it makes players interact with the game in new ways.
Take the grottol for example. It’s hook is it’s a mob that you have to chase down to get a reward - something Minecraft didn’t really have before. It’s resistant to ranged attacks, forcing players to actually chase after it to hit it with a pick. It can hop into Minecarts to get away. It can burrow and disappear if chased too long. Its design is cute and its death animation is sad, making players feel a twang of guilt after chasing it down. All of these things support its hook. (It has a secondary hook too revolving around its living ore theme, which allows you to use silk touch and fortune enchantments when you kill it.) And that’s it! It has no combat abilities, because that wouldn’t support the hook.
Now take Barako. His hook is that he’s a powerful ranged opponent, but he can’t move. So he mainly deals damage from far away with sunstrikes and summoned Barakoa minions. Players will no doubt close in to hit him, so he pushes them away with a solar flare which has high knockback but barely any damage to put them back in his sunstrike gauntlet. The sunstrikes seem to be a basic ranged attack at first, but if you think about it, they come from the sky, allowing clever players to avoid the onslaught by hiding under or building a roof. This is a valid strategy, but once Barako loses some health, he gains new abilities that expand his hook and throw a wrench in players’ plans. His solar beam is line-of-sight based but slow to focus on a target, getting those players camped out in front of him under a roof with a bow but not those running quickly through his sunstrikes. His supernova move was developed specifically to counter players who wall themselves in next to him under a roof or below his throne. It deals massive damage around him, but only after a long charge up time that allows players that haven’t blocked themselves in to get away. It only lifts mobs up and towards him to damage players that dig far down beneath his throne and try shooting his butt with arrows. Every ability has a purpose that works together and supports the hook. It’s streamlined: only 5 abilities. If I gave Barako a big wooden club to wield, it might look cool but it wouldn’t support his hook at all - so I didn’t.
Designing mobs is hard and takes time. But I don’t need a full design from a suggestion. Some of the best suggestions I’ve received were just cool hooks I hadn’t thought of. Think really hard and find that hook.
I've never thought about that before. Honestly, my creation process is, "Hey, that's a cool idea, I'm gonna run with it!" Which is obviously not the best process. I'll try to take your advice to heart and improve upon the Emissary (because I'm quite fond of it's concept). All I can hope for is that it turns out good!
Hey Mowzie, I’m not sure if you’re still interested in making grottols walk along wall and ceilings but I think there might be a way to accomplish this, there is this cool mod called spiders 2.0 that changes how spiders move and climb
they flip vertically when they climb walls, and can be completely upside down, the mod creator also made it so that they can still pathfind to the player through complicated terrain, maybe you could ask the creator a few questions if you want to
Hey Mowzie, I’m not sure if you’re still interested in making grottols walk along wall and ceilings but I think there might be a way to accomplish this, there is this cool mod called spiders 2.0 that changes how spiders move and climb
they flip vertically when they climb walls, and can be completely upside down, the mod creator also made it so that they can still pathfind to the player through complicated terrain, maybe you could ask the creator a few questions if you want to
Will there be a way to catch grottols easier when they climb? Like maybe something the earth talisman can help you with. Maybe hitting the grottol with a geomancy boulder will daze it, and prevent it from climbing and maybe also digging for a few seconds, but not from running. And maybe there could be blocks that grottols can't climb up, like ice or glass.
Edit: Btw what's your oppinion on the old and new vanilla textures, and will you ever add alternate textures to mobs that are designed to camouflage themselves to old blocks whose textures changed(like the grottols), for the dev art fans?
Will there be a way to catch grottols easier when they climb? Like maybe something the earth talisman can help you with. Maybe hitting the grottol with a geomancy boulder will daze it, and prevent it from climbing and maybe also digging for a few seconds, but not from running. And maybe there could be blocks that grottols can't climb up, like ice or glass.
Edit: Btw what's your oppinion on the old and new vanilla textures, and will you ever add alternate textures to mobs that are designed to camouflage themselves to old blocks whose textures changed(like the grottols), for the dev art fans?
I haven’t said for sure whether or not grottols will have climbing AI. Depends on if I can use the code from Spiders 2.0 or not, and if it actually makes them more fun.
The earth talisman will be a very rare item. I can’t base a mob’s weakness on a tool very few players will have. Definitely will limit what blocks it could climb, though.
Instead, I’d rather just slow its movement speed down and increase the time it takes to burrow.
I like the new textures! Any of my mobs that use vanilla textures will have those updated to match. If players want the old textures back, they can override them themselves using a resource pack.
I’m not sure where to go with this concept but how about a mini boss battle with two mobs that are locked in combat with each other, and you just get caught in the crossfire, perhaps you can help one of the mobs win the fight and you’d get a unique reward from the mob you try to help out
I’m not sure where to go with this concept but how about a mini boss battle with two mobs that are locked in combat with each other, and you just get caught in the crossfire, perhaps you can help one of the mobs win the fight and you’d get a unique reward from the mob you try to help out
Wow, I actually love that! I’ll have to brainstorm what the rest of the design would be, but that has so much potential.
I’m glad you like it so much, one more idea I had for a potential design choice is to base them on two opposing elements or themes, like a fire and ice mage duel, or a weapon master brawl with one armed with a shield and the other armed with a spear, light and dark, earth and sky, something like that
Wow, I actually love that! I’ll have to brainstorm what the rest of the design would be, but that has so much potential.
Just make sure that they can not damage each other unless a player is within 20-ish blocks of either of them. Otherwise one may finish the other before a player even reaches them.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Yeah that’s inline with what I was thinking, two masters who differ greatly but are still evenly matched, one can’t take out the other without the players help
Yeah that’s inline with what I was thinking, two masters who differ greatly but are still evenly matched, one can’t take out the other without the players help
"One can’t take out the other without the players help."
Well, that was not exactly my idea. My idea was more that neither could take damage as long as no player is near.
However I like your concept more.
Some ideas that may make it work:
Both masters have attack moves that they can actually damage the other with, and as long as they hit the other master, they also heal a little (life-leech).
Apart from this, they have some healing move that heals them a lot more that they are increasingly likely to use as their health gets lower.
In total, they can both out-heal the damage they are taking from the other master.
The player, however, has a way to disrupt the healing move and when a master focuses and attacks the player, the master's life leech ability does not work or is less effective.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I kinda like this, but I would personally go a Different route, how about the masters can’t damage each other at all because they keep blocking, parrying, and dodging each other’s strikes
the player can then intervene by striking one the masters, creating an opening for the others attack, you’d repeat this a few times before you manage to defeat one of them
the danger would come from the fact that they’d hurt you indirectly, you can get caught in the middle of their attacks
Not to interrupt the interesting discussion about these archenemy mobs that put the player in crossfire
But I gotta say BobMowzie, thanks so much for making and sharing Mowzie's Mobs.
On a whim, I remembered this mod and decided to check how it was going, and you've really added a lot to it.
It's been years already since I last played this mod (and Minecraft in general) but it has remained the standard for what peak-quality should feel like. Of course, I've tried other peak-quality mods like Betweenlands and those from the team MinecraftAbnormals, but Mowzie's Mobs still has a special place in my mod folder. From reading your comments on this forum and playing with the mod itself, it's served as a standard for great game design in general, with hooks and implementations and etc. and I've really gained a greater understanding of what makes mechanics interesting to players. I'm definitely able to incorporate these things into my own little coding projects.
It's awesome that you still work on this mod (in your free time, of course) and still occasionally respond to comments on this thread.
I just want to encourage you and let you know that your work is great, inspiring, and helpful beyond simply being fun. Have a great day!
Not to interrupt the interesting discussion about these archenemy mobs that put the player in crossfire
But I gotta say BobMowzie, thanks so much for making and sharing Mowzie's Mobs.
On a whim, I remembered this mod and decided to check how it was going, and you've really added a lot to it.
It's been years already since I last played this mod (and Minecraft in general) but it has remained the standard for what peak-quality should feel like. Of course, I've tried other peak-quality mods like Betweenlands and those from the team MinecraftAbnormals, but Mowzie's Mobs still has a special place in my mod folder. From reading your comments on this forum and playing with the mod itself, it's served as a standard for great game design in general, with hooks and implementations and etc. and I've really gained a greater understanding of what makes mechanics interesting to players. I'm definitely able to incorporate these things into my own little coding projects.
It's awesome that you still work on this mod (in your free time, of course) and still occasionally respond to comments on this thread.
I just want to encourage you and let you know that your work is great, inspiring, and helpful beyond simply being fun. Have a great day!
Wow, this is very high praise! Thank you so much, I'm so glad you enjoy MM this much!
I had a mob idea, it's a huge lobster with a bunch of eyes and four mandibles near its mouth. It burrows itself in sand and clay in pools on beaches, or near ocean ruins. It could throw rocks or attack with its claw, and it could roar to wake up others. It might drop some sort of food that could give you water breathing
I had a mob idea, it's a huge lobster with a bunch of eyes and four mandibles near its mouth. It burrows itself in sand and clay in pools on beaches, or near ocean ruins. It could throw rocks or attack with its claw, and it could roar to wake up others. It might drop some sort of food that could give you water breathing
I'm sorry, but this just isn't what I'm looking for for Mowzie's Mobs. Thanks for the suggestion, though!
So, I decided to give the Withered Emissary a scimitar along with its staff to help with the melee problem, as well as came up with a list of possible attacks:
Melee/Close Range:
Staff Swing: The Emissary swings its staff at the player (Common)
Soul Barrier: A wailing wall of souls bursts out of the Emissary, striking anyone that is too close. (Uncommon)
Scimitar Slash: The Emissary swings its scimitar at the player (Common)
Double Strike: The Emissary attempts to strike the player with both staff and scimitar (Uncommon)
Midrange:
Spirit Pulse: The Emissary slams its staff into the ground, creating a shockwave of souls (Uncommon)
Soul Flame: The Emissary creates a ring of blue fire around it in an attempt to engulf its enemies (Uncommon)
Unearthly Wail: The Emissary gives out a blood curdling shriek, knocking back enemies and giving them Weakness for 10(?) seconds (Uncommon)
Lunge: The Emissary lunges at the player (Uncommon)
Ranged:
Withering Orb: The Emissary launches an orb of Wither energy at the target (Common)
Spirit Flare: The Emissary gathers mass quantities of soul in preparation. Once completed, it releases a beam of soul fire at the opponent. The preparation phase goes faster if a big enough amount of Soul Sand is nearby (Infrequent)
Wither Skull: The Emissary sends out a shrieking Wither Skull that homes in on the player. Not very well though… (Uncommon)
The issue with the last iteration of this suggestion wasn’t that it lacked a melee attack; a boss can have only ranged abilities. The issue was that the idea was underdeveloped.
In this iteration, I think you have the opposite problem. You’ve listed a ton of relatively generic attacks. Most of them are redundant, simply doing damage via a projectile or melee hit. For a boss like this, it’s not enough to just damage the player with pretty effects and cool animations, sometimes inflicting a status effect. Mobs, especially bosses, need a hook - a core gameplay and design element that makes the mob interesting. This can be a weakness or a strength or a special role in gameplay. All of the mob’s abilities and attacks need to play off of this hook and support it in interesting ways. Players should be able to learn and understand that hook and develop new strategies and ways of playing around it. A mob is not just new because it looks different and has a different name, it’s new because it makes players interact with the game in new ways.
Take the grottol for example. It’s hook is it’s a mob that you have to chase down to get a reward - something Minecraft didn’t really have before. It’s resistant to ranged attacks, forcing players to actually chase after it to hit it with a pick. It can hop into Minecarts to get away. It can burrow and disappear if chased too long. Its design is cute and its death animation is sad, making players feel a twang of guilt after chasing it down. All of these things support its hook. (It has a secondary hook too revolving around its living ore theme, which allows you to use silk touch and fortune enchantments when you kill it.) And that’s it! It has no combat abilities, because that wouldn’t support the hook.
Now take Barako. His hook is that he’s a powerful ranged opponent, but he can’t move. So he mainly deals damage from far away with sunstrikes and summoned Barakoa minions. Players will no doubt close in to hit him, so he pushes them away with a solar flare which has high knockback but barely any damage to put them back in his sunstrike gauntlet. The sunstrikes seem to be a basic ranged attack at first, but if you think about it, they come from the sky, allowing clever players to avoid the onslaught by hiding under or building a roof. This is a valid strategy, but once Barako loses some health, he gains new abilities that expand his hook and throw a wrench in players’ plans. His solar beam is line-of-sight based but slow to focus on a target, getting those players camped out in front of him under a roof with a bow but not those running quickly through his sunstrikes. His supernova move was developed specifically to counter players who wall themselves in next to him under a roof or below his throne. It deals massive damage around him, but only after a long charge up time that allows players that haven’t blocked themselves in to get away. It only lifts mobs up and towards him to damage players that dig far down beneath his throne and try shooting his butt with arrows. Every ability has a purpose that works together and supports the hook. It’s streamlined: only 5 abilities. If I gave Barako a big wooden club to wield, it might look cool but it wouldn’t support his hook at all - so I didn’t.
Designing mobs is hard and takes time. But I don’t need a full design from a suggestion. Some of the best suggestions I’ve received were just cool hooks I hadn’t thought of. Think really hard and find that hook.
I've never thought about that before. Honestly, my creation process is, "Hey, that's a cool idea, I'm gonna run with it!" Which is obviously not the best process. I'll try to take your advice to heart and improve upon the Emissary (because I'm quite fond of it's concept). All I can hope for is that it turns out good!
Hey Mowzie, I’m not sure if you’re still interested in making grottols walk along wall and ceilings but I think there might be a way to accomplish this, there is this cool mod called spiders 2.0 that changes how spiders move and climb
they flip vertically when they climb walls, and can be completely upside down, the mod creator also made it so that they can still pathfind to the player through complicated terrain, maybe you could ask the creator a few questions if you want to
here’s the link to the mod on forge and stay safe
https://www.curseforge.com/minecraft/mc-mods/spiders-2-0
Well aware, thanks! I work with the author of spiders 2.0 on The Betweenlands.
Sweet! I guess you’re a few steps ahead of me haha
Will there be a way to catch grottols easier when they climb? Like maybe something the earth talisman can help you with. Maybe hitting the grottol with a geomancy boulder will daze it, and prevent it from climbing and maybe also digging for a few seconds, but not from running. And maybe there could be blocks that grottols can't climb up, like ice or glass.
Edit: Btw what's your oppinion on the old and new vanilla textures, and will you ever add alternate textures to mobs that are designed to camouflage themselves to old blocks whose textures changed(like the grottols), for the dev art fans?
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
I haven’t said for sure whether or not grottols will have climbing AI. Depends on if I can use the code from Spiders 2.0 or not, and if it actually makes them more fun.
The earth talisman will be a very rare item. I can’t base a mob’s weakness on a tool very few players will have. Definitely will limit what blocks it could climb, though.
Instead, I’d rather just slow its movement speed down and increase the time it takes to burrow.
I like the new textures! Any of my mobs that use vanilla textures will have those updated to match. If players want the old textures back, they can override them themselves using a resource pack.
I’m not sure where to go with this concept but how about a mini boss battle with two mobs that are locked in combat with each other, and you just get caught in the crossfire, perhaps you can help one of the mobs win the fight and you’d get a unique reward from the mob you try to help out
Wow, I actually love that! I’ll have to brainstorm what the rest of the design would be, but that has so much potential.
I’m glad you like it so much, one more idea I had for a potential design choice is to base them on two opposing elements or themes, like a fire and ice mage duel, or a weapon master brawl with one armed with a shield and the other armed with a spear, light and dark, earth and sky, something like that
Just make sure that they can not damage each other unless a player is within 20-ish blocks of either of them. Otherwise one may finish the other before a player even reaches them.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Yeah that’s inline with what I was thinking, two masters who differ greatly but are still evenly matched, one can’t take out the other without the players help
"One can’t take out the other without the players help."
Well, that was not exactly my idea. My idea was more that neither could take damage as long as no player is near.
However I like your concept more.
Some ideas that may make it work:
Both masters have attack moves that they can actually damage the other with, and as long as they hit the other master, they also heal a little (life-leech).
Apart from this, they have some healing move that heals them a lot more that they are increasingly likely to use as their health gets lower.
In total, they can both out-heal the damage they are taking from the other master.
The player, however, has a way to disrupt the healing move and when a master focuses and attacks the player, the master's life leech ability does not work or is less effective.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I kinda like this, but I would personally go a Different route, how about the masters can’t damage each other at all because they keep blocking, parrying, and dodging each other’s strikes
the player can then intervene by striking one the masters, creating an opening for the others attack, you’d repeat this a few times before you manage to defeat one of them
the danger would come from the fact that they’d hurt you indirectly, you can get caught in the middle of their attacks
Not to interrupt the interesting discussion about these archenemy mobs that put the player in crossfire
But I gotta say BobMowzie, thanks so much for making and sharing Mowzie's Mobs.
On a whim, I remembered this mod and decided to check how it was going, and you've really added a lot to it.
It's been years already since I last played this mod (and Minecraft in general) but it has remained the standard for what peak-quality should feel like. Of course, I've tried other peak-quality mods like Betweenlands and those from the team MinecraftAbnormals, but Mowzie's Mobs still has a special place in my mod folder. From reading your comments on this forum and playing with the mod itself, it's served as a standard for great game design in general, with hooks and implementations and etc. and I've really gained a greater understanding of what makes mechanics interesting to players. I'm definitely able to incorporate these things into my own little coding projects.
It's awesome that you still work on this mod (in your free time, of course) and still occasionally respond to comments on this thread.
I just want to encourage you and let you know that your work is great, inspiring, and helpful beyond simply being fun. Have a great day!
Wow, this is very high praise! Thank you so much, I'm so glad you enjoy MM this much!
I had a mob idea, it's a huge lobster with a bunch of eyes and four mandibles near its mouth. It burrows itself in sand and clay in pools on beaches, or near ocean ruins. It could throw rocks or attack with its claw, and it could roar to wake up others. It might drop some sort of food that could give you water breathing
I'm sorry, but this just isn't what I'm looking for for Mowzie's Mobs. Thanks for the suggestion, though!
sorry! thanks for the feedback