The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2015
Posts:
48
Member Details
Hey guys,
Modded minecraft is vast. There are literally dozens of magic mods, and while some accomplish similar feats, they do so in a very different way. Whether you decide to become a witch, or a thaumaturge you can be rest assured you'll be able to accomplish similar tasks as the tech gurus. However, while there are options out there for magic users, I feel like one of the important themes of magic has been glanced over.
I'm talking about druidic powers and summoning. This particular type of magic isn't so much about gaining power, at least not directly. It's about summoning creatures to do your bidding and to let them do what they are good at, whether it's fishing or fighting. For example, a player can summon an otter and while that otter is out, the player will have a faster swimming speed. Or they can summon a dragon to aid in combat and use as a flying familiar. Or they can summon a giant ant that acts similarly to the OpenBlocks luggage (basically a portable chest).
I've already begun work on modeling some of the mobs that will be featured in this mod however while I have an idea of what type of creatures I want the player to have access to, I'm not quite sure how the system should be as to how summoning should work. For example, I want players to be able to have the dragon but I want to have restrictions as to how fast they can get to these "endgame" familiars. And I don't want the process to be as simple as crafting. IE a player shouldn't be able to be able to summon a dragon after finding a diamond.
So I was wondering what type of system you think would work for this particular type of mod. I'm open to any and all suggestions. Heck, even if you have an idea for a summoning familiar, I'd be glad to hear it.
Simple really, Have some way for the player to "capture" the summonable mob. Perhaps one could also have a system of fusing summons like in SMT/Persona. The High tier to end game summons would be bosses the player has to fight before they can be summoned. (Who else here wants to command a wither?)
Have some Ore-gen to provide a resource needed to work the summons, Some blocks and structures for manipulating your summons, and a guidebook to help players work the mod.
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WARNING:
My output of snark depends on your output of stupidity.
The idea is great, but there is still one problem. How will you catch you summons? I do think
is better not going on the path of craftable summons, cause that would just make it far too
simple, and somewhat cliché. And i do like instead of levels, and focusing on learning new moves
just to make your favorite summon the strongest, the summons just have to focus on what there
naturally good at. But it does seem you do want somewhat of a battling system(and i agree
because battling is all the fun). so there will be summons such as the dragon that are good for
battle.
Now i have a few ideas to throw onto the plate, so here i go.
I think thatt all summons should be classifed into two classes, "Help" and "Battle".
Help being summons like the otter, incresing swim speed, and the ants, incresing carrying
capacity, but still know few battle moves, for defence. And the battle class simply being,
summons such as the dragon, being able to fight, or defend for you. You can lean twords one
class, but it would be wise to be balanced, for exsample, you can have the dragon for
battle, and the ants to carry your loot.
As far a catching summons, i think there should be like a book, or crystal, that can hold and
capture, your summons. and some summons are caught alive, and some summons are caught in their
fossil form. Although the Live summons won't be as strong as the fossil forms. But fossil forms
aren't easy to obtain, but they are by far stronger then the live forms.
Also, maybe Armor, to increase defence
or enchantments for summons, like stat boost enchantments(idk :P)
The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2015
Posts:
48
Member Details
Don't be sorry for writing too much. In fact, the more advice the better.
And I am thinking about separating the summons to seperate categories. In fact, I have an idea of about 6 categories:
Combat Familiars
Think golems and dragons whose sole purpose is to aid in combat.
Skill Boosting
These familiars boost a certain trait of the players. For example, a tortoise would increase the player's defense and an otter will increase swim speed.
Beast of Burden
These familiars serve as the portable chest. The bull ant would fit in this category.
Healer
These familiars do not fight but heal the player passively. A unicorn would fit in this category.
Forager
These familiars generate a certain resource while they are summoned. A summoned pelican would randomly drop varying types of fish as if it had caught them.
Mounts
These familiars can be riden and serve as a means of transportation. Think of giant eagles and the like.
Now of course some familiars can fit into more than one category. Like the dragon can be used as a fighter and mount but I want to abstain from having one creature being good at everything since I want players to make sacrifices when it comes to summoning. IE, no one creature beats everything. They will all have their uses.
And I like the idea of capturable summons but I think I will need to use that idea sparingly. For the endgame familiars I have no problem having them be a summonable boss (akin to the wither), but I kind of don't want otters and pelicans plaguing up the world. I want familiars to kind of be rare and special.
As for documentation, I plan on using a bestiary that kind of resembles thaumcraft's book, where a player unlocks new creatures. The book would also have a bio of the creature, kind of like a pokedex haha
And I really like the idea of combining summons. It will fit the idea I have of having to discover certain types of creatures. Perhaps combining a chaos beast and a dragon would make a primal dragon. This encourages the player to mix and experiment with different types of combinations and discover new more powerful creatures.
But I'm still not sure how to handle how long a summoned creature is out. Should they be able to die? For example, the weaker summons will only have about 10 hp so death might be inevitable. Will players need to summon them back? Should it be a temporary death where summons come back after a day or so? So many details I have yet to figure out :0
I'd say that a summon should despawn after a set amount of time. Perhaps the player could also have a replenishing energy or "mana" meter that drains when a summon is out. Stronger summons take more energy, and don't last as long, and if the player runs out, all summons immediately vanish. If a summon despawns before the player's mana runs out, a portion of the energy spent is returned. If the summon dies, no energy is returned. Certain items or events could also extend this meter, allowing the player to use more powerful summons late game..
The player could also upgrade summons, buffing their powers, making them last longer, having them take up less (or more) energy. Some upgrades could even be passed on to fusions. For an example, say there's an upgrade that a summon can't get, but one of it's components can. If the component has that upgrade, it could be passed on to the fusion.
Also each summon should have a cool down, so that the payer can't spam them. The cool down is longer if the summon is killed
Base summons. (The common mob)
Chicken: (Forager) The common chicken. For the duration of it's Summon, a chicken will periodically lay eggs and shed feathers for you. Or you can kill it for meat. (such a waste)
Pig: (Forager) A summoned Pig. For the duration of it's summon, the pig will seek out mushrooms, carrots, and other edible treats. When it dies, it drops pork proportional to the amount of food it has eaten.
Sheep: (Forager) Have ye any wool? A sheep of a random color. Can be sheared for wool.
Cow: (Burden) A summoned cow can be used to carry one half chest's worth of items. Or killed for beef. You monster. Drops everything on the ground when it despawns.
Cat: (Skill boosting) A Feline guard. The common housecat is the one thing creepers are known to fear. This companion extends this aura to you.
Wolf: (Combat) Guard dog. This loyal beast will attack foes with extreme prejudice.
Horse: (Mount) A summoned horse. Ride like the wind across the hills.
Fossilized summons: Dug up from beneath the earth.
Metal Ant: (Forager) This tiny creature will sift through the dirt and stone in search of metallic ores, bringing them to you.
Ancient tortoise: (Skill boosting) This sedentary creature will lend it's tough shell to it's master, strengthening their defenses.
(and more)
Tier 2 summons (Fusions)
Bull Ant: (Beast of Burden) Made from a cow and a metal ant. This Giant ant can carry entire chests for you! It even places them back down with everything still inside when it expires, How Polite!
Pelican: (Forager) Made from a chicken and a (?) This friendly bird loves to fish. It will even share it's catch with you!
The Meaning of Life, the Universe, and Everything.
Join Date:
2/14/2015
Posts:
48
Member Details
I like it. Maybe I could also utilize vanilla minecraft brewing to make Potion of Summoning to replenish summoning points.
Also, just thought I'd share some of the mobs I've finished. I have about 7 others done besides these but they haven't been completely textured.
But the attached mobs are:
Bull Ant (Beast of Burden)
Ibis (upgraded version of pelican)
Golden Bomb (combat familiar that explodes. Explosion can 1HKO an enderman but beware not to get caught in the blast and also know this will end up killing the familiar)
Zenn Panda (ability to double jump and negated fall damage)
Bloated Leech (attacks done by the leech have a percentage chance of healing the player the same amount of hearts it deals in damage)
Hey guys,
Modded minecraft is vast. There are literally dozens of magic mods, and while some accomplish similar feats, they do so in a very different way. Whether you decide to become a witch, or a thaumaturge you can be rest assured you'll be able to accomplish similar tasks as the tech gurus. However, while there are options out there for magic users, I feel like one of the important themes of magic has been glanced over.
I'm talking about druidic powers and summoning. This particular type of magic isn't so much about gaining power, at least not directly. It's about summoning creatures to do your bidding and to let them do what they are good at, whether it's fishing or fighting. For example, a player can summon an otter and while that otter is out, the player will have a faster swimming speed. Or they can summon a dragon to aid in combat and use as a flying familiar. Or they can summon a giant ant that acts similarly to the OpenBlocks luggage (basically a portable chest).
I've already begun work on modeling some of the mobs that will be featured in this mod however while I have an idea of what type of creatures I want the player to have access to, I'm not quite sure how the system should be as to how summoning should work. For example, I want players to be able to have the dragon but I want to have restrictions as to how fast they can get to these "endgame" familiars. And I don't want the process to be as simple as crafting. IE a player shouldn't be able to be able to summon a dragon after finding a diamond.
So I was wondering what type of system you think would work for this particular type of mod. I'm open to any and all suggestions. Heck, even if you have an idea for a summoning familiar, I'd be glad to hear it.
Simple really, Have some way for the player to "capture" the summonable mob. Perhaps one could also have a system of fusing summons like in SMT/Persona. The High tier to end game summons would be bosses the player has to fight before they can be summoned. (Who else here wants to command a wither?)
Have some Ore-gen to provide a resource needed to work the summons, Some blocks and structures for manipulating your summons, and a guidebook to help players work the mod.
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
is better not going on the path of craftable summons, cause that would just make it far too
simple, and somewhat cliché. And i do like instead of levels, and focusing on learning new moves
just to make your favorite summon the strongest, the summons just have to focus on what there
naturally good at. But it does seem you do want somewhat of a battling system(and i agree
because battling is all the fun). so there will be summons such as the dragon that are good for
battle.
I think thatt all summons should be classifed into two classes, "Help" and "Battle".
Help being summons like the otter, incresing swim speed, and the ants, incresing carrying
capacity, but still know few battle moves, for defence. And the battle class simply being,
summons such as the dragon, being able to fight, or defend for you. You can lean twords one
class, but it would be wise to be balanced, for exsample, you can have the dragon for
battle, and the ants to carry your loot.
capture, your summons. and some summons are caught alive, and some summons are caught in their
fossil form. Although the Live summons won't be as strong as the fossil forms. But fossil forms
aren't easy to obtain, but they are by far stronger then the live forms.
or enchantments for summons, like stat boost enchantments(idk :P)
Just to clarify, by craftable summons, you are rearing to making them in the crafting table, and not my Idea of summon fusion, Right?
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
Yeah, I mean crafting table made summons.
Don't be sorry for writing too much. In fact, the more advice the better.
And I am thinking about separating the summons to seperate categories. In fact, I have an idea of about 6 categories:
Combat Familiars
Think golems and dragons whose sole purpose is to aid in combat.
Skill Boosting
These familiars boost a certain trait of the players. For example, a tortoise would increase the player's defense and an otter will increase swim speed.
Beast of Burden
These familiars serve as the portable chest. The bull ant would fit in this category.
Healer
These familiars do not fight but heal the player passively. A unicorn would fit in this category.
Forager
These familiars generate a certain resource while they are summoned. A summoned pelican would randomly drop varying types of fish as if it had caught them.
Mounts
These familiars can be riden and serve as a means of transportation. Think of giant eagles and the like.
Now of course some familiars can fit into more than one category. Like the dragon can be used as a fighter and mount but I want to abstain from having one creature being good at everything since I want players to make sacrifices when it comes to summoning. IE, no one creature beats everything. They will all have their uses.
And I like the idea of capturable summons but I think I will need to use that idea sparingly. For the endgame familiars I have no problem having them be a summonable boss (akin to the wither), but I kind of don't want otters and pelicans plaguing up the world. I want familiars to kind of be rare and special.
As for documentation, I plan on using a bestiary that kind of resembles thaumcraft's book, where a player unlocks new creatures. The book would also have a bio of the creature, kind of like a pokedex haha
And I really like the idea of combining summons. It will fit the idea I have of having to discover certain types of creatures. Perhaps combining a chaos beast and a dragon would make a primal dragon. This encourages the player to mix and experiment with different types of combinations and discover new more powerful creatures.
But I'm still not sure how to handle how long a summoned creature is out. Should they be able to die? For example, the weaker summons will only have about 10 hp so death might be inevitable. Will players need to summon them back? Should it be a temporary death where summons come back after a day or so? So many details I have yet to figure out :0
I'd say that a summon should despawn after a set amount of time. Perhaps the player could also have a replenishing energy or "mana" meter that drains when a summon is out. Stronger summons take more energy, and don't last as long, and if the player runs out, all summons immediately vanish. If a summon despawns before the player's mana runs out, a portion of the energy spent is returned. If the summon dies, no energy is returned. Certain items or events could also extend this meter, allowing the player to use more powerful summons late game..
The player could also upgrade summons, buffing their powers, making them last longer, having them take up less (or more) energy. Some upgrades could even be passed on to fusions. For an example, say there's an upgrade that a summon can't get, but one of it's components can. If the component has that upgrade, it could be passed on to the fusion.
Also each summon should have a cool down, so that the payer can't spam them. The cool down is longer if the summon is killed
Base summons. (The common mob)
Chicken: (Forager) The common chicken. For the duration of it's Summon, a chicken will periodically lay eggs and shed feathers for you. Or you can kill it for meat. (such a waste)
Pig: (Forager) A summoned Pig. For the duration of it's summon, the pig will seek out mushrooms, carrots, and other edible treats. When it dies, it drops pork proportional to the amount of food it has eaten.
Sheep: (Forager) Have ye any wool? A sheep of a random color. Can be sheared for wool.
Cow: (Burden) A summoned cow can be used to carry one half chest's worth of items. Or killed for beef. You monster. Drops everything on the ground when it despawns.
Cat: (Skill boosting) A Feline guard. The common housecat is the one thing creepers are known to fear. This companion extends this aura to you.
Wolf: (Combat) Guard dog. This loyal beast will attack foes with extreme prejudice.
Horse: (Mount) A summoned horse. Ride like the wind across the hills.
Fossilized summons: Dug up from beneath the earth.
Metal Ant: (Forager) This tiny creature will sift through the dirt and stone in search of metallic ores, bringing them to you.
Ancient tortoise: (Skill boosting) This sedentary creature will lend it's tough shell to it's master, strengthening their defenses.
(and more)
Tier 2 summons (Fusions)
Bull Ant: (Beast of Burden) Made from a cow and a metal ant. This Giant ant can carry entire chests for you! It even places them back down with everything still inside when it expires, How Polite!
Pelican: (Forager) Made from a chicken and a (?) This friendly bird loves to fish. It will even share it's catch with you!
(and more)
Tier 3 summons (Monster party!)
Tier 4 summons (greater fusions)
Tier 5 summons (Like a Boss)
ETC ETC ETC.....
WARNING:
My output of snark depends on your output of stupidity.
My patience wears thin on strawmen and lies.
I like it. Maybe I could also utilize vanilla minecraft brewing to make Potion of Summoning to replenish summoning points.
Also, just thought I'd share some of the mobs I've finished. I have about 7 others done besides these but they haven't been completely textured.
But the attached mobs are:
Bull Ant (Beast of Burden)
Ibis (upgraded version of pelican)
Golden Bomb (combat familiar that explodes. Explosion can 1HKO an enderman but beware not to get caught in the blast and also know this will end up killing the familiar)
Zenn Panda (ability to double jump and negated fall damage)
Bloated Leech (attacks done by the leech have a percentage chance of healing the player the same amount of hearts it deals in damage)