"Stories of the old world are the only thing I treasure. This might be our home now, but it's already crumbling below our very feet. Monsters are crawling out of our walls, taking the lives of our loved ones, and slowly becoming our rulers above us. That's why we need you, adventurer, to stop the madness that has been ensuing us for ages." -- Valdur the Wise
Lost Eclipse
Lost Eclipse is a massive, unique adventure mod focused around an expansive quest and story line, seemingly endless content to explore, and an overall challenge to Minecraft. Driven by popular RPG games, Lost Eclipse aims to create that same feeling of diversity through a multitude of ways. Whether it be by exploring ancient ruins, conquering difficult dungeons, battling intimidating monsters, or searching for unique and powerful weaponry, Lost Eclipse will bring all of this plus much more to the table.
For more information on the specific details of the mod, follow these links.
About Lost Eclipse
Lost Eclipse is simply an ambitious project. The mod will have its very own story and quest line, complete with side questlines and such. Alongside that, there will be countless ruins and dungeons to explore and conquer, full of mysterious new monsters and challenging bosses. To help you out with defeating these monsters, Lost Eclipse introduces many new weapons, all of which have can equip unique abilities through the process of leveling up your gear. And this is just the basics.
While Lost Eclipse is still in its infancy, there is no download link as the mod isn't at that stage yet. Since the mod is fairly large, I need help from other people to get this down in a timely manner. Whether it be through artwork, sound effects, ideas, testing, or even developing, I'm open to anyone helping out. If you are interested in helping out, just leave a comment or PM me.
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News & Updates
8-12-15 -- For the most part, the weapon leveling and abilities is finished. I will eventually go back in and add one for bows, though I haven't thought of the specifics for it. There will not be a system like this for tools, however. Reason is, there are already mods out there for that (namely Tinkers' Construct). If you want that, use that instead of asking me to implement it for tools.
Next up on my "to-do list" is living entities. I've got a lot of code pre-written from previous projects, though the only issue I foresee with entities is the lack of models. I definitely need someone else to help create the models, or at least be able to re-texture current vanilla mobs models. Without these, I can't provide any screenshots or get a testable version of the mod out.
With screenshots being mentioned, I will get some for the weapon/armor leveling and ability systems! Eventually, though. I've seen a dramatic decrease in free time from schooling and such, though I'm still heavily working on this project.
Old News
8-7-2015 -- Over the past few days, I've put a lot of work into the weaponry Lost Eclipse will add, specifically the leveling system, and the obtainment of special abilities. I figured I'd give those interested a run down on how it will work.
Weapons come in different forms of rarity, Basic, Uncommon, Rare, and Legendary. Each of these forms have varying rarity based on there name, so for example, Legendary weapons are much harder to find compared to Basic weapons. When crafting weapons, they will always default to the Basic form, though I'm still working on a way of crafting higher forms of rarity too. Weapons will also drop from monsters (including Vanilla mobs), and will also come in generated chest as well (Vanilla ones too!). Harder structures or dungeons will have higher chances of providing greater weapon forms (Strongholds, for example, will have a higher chance of Legendary weapons than Villages). Some Bosses will also have very high chances of dropping Legendary weapons too. As it implies, Legendary weapons are still extremely rare, and would be considered a very, very good achievement of obtaining one.
On top of these forms, weapons can also be leveled up through simply using the weapon, and by providing the death blow to enemies. Every time a weapon is successfully used, that weapon will increase in experience by one point, while killing the enemy (depending on which one it is), will provide much more experience. Right now, once the experience level surpasses 1,000 points, the weapon will level up providing chances of unique abilities. Each level however, has an increase of how much experience is needed to level up, Level 5 being a large amount of experience needed.
There are several weapon abilities, such as Fire (sets enemies on fire), Frost (stuns enemies briefly), Poison (enemies become poisoned) Strength (a chance of giving the user a temporary strength buff), Ethereal (a portion of the damage dealt is returned to the user in health), and lastly Void (a chance of instantly killing an enemy, regardless of health remaining). Armors also have abilities too, but you can refer to the documents for those.
-----
8-3-15 -- Today is the public announcement for Lost Eclipse, primarily to get feedback on the idea itself, and potential to gather some outside help. As far as development goes on the mod, most of the basics are finished, while I am currently working on the weapon leveling system. Once this gets finished, within a day or so, I'll be able to expound on what this specifically will entail, but to give you a brief summary...
Lost Eclipse classifies weapons into four different forms, basic, uncommon, rare, and legendary. As they imply, the higher the form, the better the weapon is by default, and the better the weapons abilities will be once leveled up. Weapons can be leveled up through simply using the weapon (hitting an enemy) and also through killing an enemy (you delivering the final blow). Weapons have a max level of five, but each time you level the weapon up, you have percentage chances of gaining increased base stats or new abilities. These abilities can be found in the Armory document above. Some abilities will give your weapon "fire aspect", or even a small chance to instantly kill your enemy (void ability).
Anyways, so much for that brief summary. That's what I'm currently working on, and so far, I've gotten the majority of it down. Just trying to find a balanced way of obtaining abilities/increased stats through leveling.
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Wish to contribute to development? Visit the GitHub repository.
The mod is licensed under the GPL V2 license. You have the right to use any amount of the code of this mod in your mod, so long your mod is also open source, and you give credit back to me.
I've for the most part written a bunch of the backstory. Will probably right a few more "books" detailing the lead-up to where Lost Eclipse will take place. Anyways, I would much appreciate feedback on the general idea of the mod, to see if people would actually be interested in a mod like this. It is an idea I have been thinking about for a long time, and I have a lot of ideas I wish to implement, but it would also be nice to have some other people backing the mod and potential contribute to it as well.
Later on today, I'll post some screenshots of the weapon leveling system, along with a description of how it works. I've already talked about the system a bit in the main post, but if you have any suggestions or feedback on the system, I'd love to here it!
The Meaning of Life, the Universe, and Everything.
Join Date:
6/17/2015
Posts:
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Discord:
PsychedeliCon#5929
Member Details
Sounds like a decent project. Keep it up. The concept has some parts I would really love to see in my Minecraft. I would suggest recruiting yourself a small modding team, tho. This page is a good place to start:
Usually you find alot of first mods there, or mods of people that dont yet really know what sort of project they would like to go into. Those people are usually happy to join a modding team and learn from you and contribute to you, as long as you can convince them your project it worth it and will succeed when released. (dont recruit people that only work for money, those are usually cashgrabber kids that dont even code stuff themselfes but have their friends to it for them, also they tend to just disappear randomly, usually once they realize they are too bad to do what they are told to do).
Sounds like a decent project. Keep it up. The concept has some parts I would really love to see in my Minecraft. I would suggest recruiting yourself a small modding team, tho. This page is a good place to start:
Usually you find alot of first mods there, or mods of people that dont yet really know what sort of project they would like to go into. Those people are usually happy to join a modding team and learn from you and contribute to you, as long as you can convince them your project it worth it and will succeed when released. (dont recruit people that only work for money, those are usually cashgrabber kids that dont even code stuff themselfes but have their friends to it for them, also they tend to just disappear randomly, usually once they realize they are too bad to do what they are told to do).
Appreciate the comments. The project is ambitious, and a small team is what I am looking for, primarily because I have no artistic talents. It would be nice to have a few hands with the code too, as there are many different areas someone could focus on (world gen, entities, etc.). Anyways, I've been thinking about reaching out to people about it, but will see in the near future.
8-7-2015 -- Over the past few days, I've put a lot of work into the weaponry Lost Eclipse will add, specifically the leveling system, and the obtainment of special abilities. I figured I'd give those interested a run down on how it will work.
Weapons come in different forms of rarity, Basic, Uncommon, Rare, and Legendary. Each of these forms have varying rarity based on there name, so for example, Legendary weapons are much harder to find compared to Basic weapons. When crafting weapons, they will always default to the Basic form, though I'm still working on a way of crafting higher forms of rarity too. Weapons will also drop from monsters (including Vanilla mobs), and will also come in generated chest as well (Vanilla ones too!). Harder structures or dungeons will have higher chances of providing greater weapon forms (Strongholds, for example, will have a higher chance of Legendary weapons than Villages). Some Bosses will also have very high chances of dropping Legendary weapons too. As it implies, Legendary weapons are still extremely rare, and would be considered a very, very good achievement of obtaining one.
On top of these forms, weapons can also be leveled up through simply using the weapon, and by providing the death blow to enemies. Every time a weapon is successfully used, that weapon will increase in experience by one point, while killing the enemy (depending on which one it is), will provide much more experience. Right now, once the experience level surpasses 1,000 points, the weapon will level up providing chances of unique abilities. Each level however, has an increase of how much experience is needed to level up, Level 5 being a large amount of experience needed.
There are several weapon abilities, such as Fire (sets enemies on fire), Frost (stuns enemies briefly), Poison (enemies become poisoned) Strength (a chance of giving the user a temporary strength buff), Ethereal (a portion of the damage dealt is returned to the user in health), and lastly Void (a chance of instantly killing an enemy, regardless of health remaining). Armors also have abilities too, but you can refer to the documents for those.
The mod isn't released yet, though I'll be consistently posting updates to my progress as I work on the mod. I also appreciate the kind comment too :).
A large portion of the weaponry is nearly finished. I will hopefully have a few screenshots about weapon and armor leveling, as I begin to work on the entities.
I'm interested in helping out in any way I can (sadly, this doesn't incluce creating textures, because I s... I'm bad at that at that. ).
If you need anything done besides texturing, for example beta testing, ideas, balancing, story/quest writing etc. I'd love to assist!
As you said, you're working on a way on how to craft legendary, or better said, higher tier weapons. Why not do something like Infusion?
For example, you'd need to find blueprints/schematics for the weapon you want to craft. Some could be dropped by mobs as a rare drop, some could be found in dungeons.
Then you'd need to create an altar on which you'd put the items needed to craft the weapon/armor. After that you would need to activate the process by some sort of energy, maybe mob kills? I'm thinking of something like the soul gem in Skyrim.
That could be it, but if the weapons are really strong you might want to make the obtaining process more complex. One option could be that the items gained by this process would still need to be refined with rare ores/boss drops, magic in form of runes or something like.
You also mentioned the levelling system, I think it would be very benificial if the other tools would have this system too, e. g. pickaxes.By the way, are bows in this levelling system included?. If you need ideas what the level could bring as benefits, I'd love to help out.
A large portion of the weaponry is nearly finished. I will hopefully have a few screenshots about weapon and armor leveling, as I begin to work on the entities.
hey I am great with textures sooo if you want I will make some for wepaons and tools I just need an idea of what you want
I'm interested in helping out in any way I can (sadly, this doesn't incluce creating textures, because I s... I'm bad at that at that. ).
If you need anything done besides texturing, for example beta testing, ideas, balancing, story/quest writing etc. I'd love to assist!
As you said, you're working on a way on how to craft legendary, or better said, higher tier weapons. Why not do something like Infusion?
For example, you'd need to find blueprints/schematics for the weapon you want to craft. Some could be dropped by mobs as a rare drop, some could be found in dungeons.
Then you'd need to create an altar on which you'd put the items needed to craft the weapon/armor. After that you would need to activate the process by some sort of energy, maybe mob kills? I'm thinking of something like the soul gem in Skyrim.
That could be it, but if the weapons are really strong you might want to make the obtaining process more complex. One option could be that the items gained by this process would still need to be refined with rare ores/boss drops, magic in form of runes or something like.
You also mentioned the levelling system, I think it would be very benificial if the other tools would have this system too, e. g. pickaxes.By the way, are bows in this levelling system included?. If you need ideas what the level could bring as benefits, I'd love to help out.
Hope you might be inspired,
~towind
In my opinion, the current weapon/armor system I am trying to reach resembles a mixture of games like Destiny and ESO, and what you describe isn't something that would necessarily "flow" with the current system. I do not plan on adding a leveling system for other tools besides weapons as of now. Before that, I would prioritize an API for other mod's weapons being compatible with the system. Bows are also planned, though I'll do that later - not that high in my priorities.
Though, I love that you are still interested in this general idea, and if you want, keep throwing ideas at me! I honestly love looking through these.
hey if you want I can be a texture for you I am pretty good at it
If you want, I've detailed what items and such I plan on adding. If you want to take some more simple ideas, make a texture and add your own style to it, that would help me gauge what types of textures you would be better doing (e.g. weapons, tools, gems, etc.).
8-12-15 -- For the most part, the weapon leveling and abilities is finished. I will eventually go back in and add one for bows, though I haven't thought of the specifics for it. There will not be a system like this for tools, however. Reason is, there are already mods out there for that (namely Tinkers' Construct). If you want that, use that instead of asking me to implement it for tools.
Next up on my "to-do list" is living entities. I've got a lot of code pre-written from previous projects, though the only issue I foresee with entities is the lack of models. I definitely need someone else to help create the models, or at least be able to re-texture current vanilla mobs models. Without these, I can't provide any screenshots or get a testable version of the mod out.
With screenshots being mentioned, I will get some for the weapon/armor leveling and ability systems! Eventually, though. I've seen a dramatic decrease in free time from schooling and such, though I'm still heavily working on this project.
Since Living Entities are currently being worked on, thought I'd give y'all some more information about them, essentially the statistics. All monsters have been listed here (besides Semi-Bosses and Bosses), and the spreadsheet includes the rarity of the monster, health, damage, normal/rare drop percentages, abilities, and much more.
Again, if you have any concerns or even suggestions based around the monsters, or anything for that matter, let me know!
Lost Eclipse
Lost Eclipse is a massive, unique adventure mod focused around an expansive quest and story line, seemingly endless content to explore, and an overall challenge to Minecraft. Driven by popular RPG games, Lost Eclipse aims to create that same feeling of diversity through a multitude of ways. Whether it be by exploring ancient ruins, conquering difficult dungeons, battling intimidating monsters, or searching for unique and powerful weaponry, Lost Eclipse will bring all of this plus much more to the table.
For more information on the specific details of the mod, follow these links.
Story | Quests | Dungeons | Monsters | Armory | Items & Blocks
-----
About Lost Eclipse
Lost Eclipse is simply an ambitious project. The mod will have its very own story and quest line, complete with side questlines and such. Alongside that, there will be countless ruins and dungeons to explore and conquer, full of mysterious new monsters and challenging bosses. To help you out with defeating these monsters, Lost Eclipse introduces many new weapons, all of which have can equip unique abilities through the process of leveling up your gear. And this is just the basics.
While Lost Eclipse is still in its infancy, there is no download link as the mod isn't at that stage yet. Since the mod is fairly large, I need help from other people to get this down in a timely manner. Whether it be through artwork, sound effects, ideas, testing, or even developing, I'm open to anyone helping out. If you are interested in helping out, just leave a comment or PM me.
-----
News & Updates
Next up on my "to-do list" is living entities. I've got a lot of code pre-written from previous projects, though the only issue I foresee with entities is the lack of models. I definitely need someone else to help create the models, or at least be able to re-texture current vanilla mobs models. Without these, I can't provide any screenshots or get a testable version of the mod out.
With screenshots being mentioned, I will get some for the weapon/armor leveling and ability systems! Eventually, though. I've seen a dramatic decrease in free time from schooling and such, though I'm still heavily working on this project.
Old News
Weapons come in different forms of rarity, Basic, Uncommon, Rare, and Legendary. Each of these forms have varying rarity based on there name, so for example, Legendary weapons are much harder to find compared to Basic weapons. When crafting weapons, they will always default to the Basic form, though I'm still working on a way of crafting higher forms of rarity too. Weapons will also drop from monsters (including Vanilla mobs), and will also come in generated chest as well (Vanilla ones too!). Harder structures or dungeons will have higher chances of providing greater weapon forms (Strongholds, for example, will have a higher chance of Legendary weapons than Villages). Some Bosses will also have very high chances of dropping Legendary weapons too. As it implies, Legendary weapons are still extremely rare, and would be considered a very, very good achievement of obtaining one.
On top of these forms, weapons can also be leveled up through simply using the weapon, and by providing the death blow to enemies. Every time a weapon is successfully used, that weapon will increase in experience by one point, while killing the enemy (depending on which one it is), will provide much more experience. Right now, once the experience level surpasses 1,000 points, the weapon will level up providing chances of unique abilities. Each level however, has an increase of how much experience is needed to level up, Level 5 being a large amount of experience needed.
There are several weapon abilities, such as Fire (sets enemies on fire), Frost (stuns enemies briefly), Poison (enemies become poisoned) Strength (a chance of giving the user a temporary strength buff), Ethereal (a portion of the damage dealt is returned to the user in health), and lastly Void (a chance of instantly killing an enemy, regardless of health remaining). Armors also have abilities too, but you can refer to the documents for those.
-----
8-3-15 -- Today is the public announcement for Lost Eclipse, primarily to get feedback on the idea itself, and potential to gather some outside help. As far as development goes on the mod, most of the basics are finished, while I am currently working on the weapon leveling system. Once this gets finished, within a day or so, I'll be able to expound on what this specifically will entail, but to give you a brief summary...
Lost Eclipse classifies weapons into four different forms, basic, uncommon, rare, and legendary. As they imply, the higher the form, the better the weapon is by default, and the better the weapons abilities will be once leveled up. Weapons can be leveled up through simply using the weapon (hitting an enemy) and also through killing an enemy (you delivering the final blow). Weapons have a max level of five, but each time you level the weapon up, you have percentage chances of gaining increased base stats or new abilities. These abilities can be found in the Armory document above. Some abilities will give your weapon "fire aspect", or even a small chance to instantly kill your enemy (void ability).
Anyways, so much for that brief summary. That's what I'm currently working on, and so far, I've gotten the majority of it down. Just trying to find a balanced way of obtaining abilities/increased stats through leveling.
Wish to contribute to development? Visit the GitHub repository.
The mod is licensed under the GPL V2 license. You have the right to use any amount of the code of this mod in your mod, so long your mod is also open source, and you give credit back to me.
I've for the most part written a bunch of the backstory. Will probably right a few more "books" detailing the lead-up to where Lost Eclipse will take place. Anyways, I would much appreciate feedback on the general idea of the mod, to see if people would actually be interested in a mod like this. It is an idea I have been thinking about for a long time, and I have a lot of ideas I wish to implement, but it would also be nice to have some other people backing the mod and potential contribute to it as well.
Later on today, I'll post some screenshots of the weapon leveling system, along with a description of how it works. I've already talked about the system a bit in the main post, but if you have any suggestions or feedback on the system, I'd love to here it!
Sounds like a decent project. Keep it up. The concept has some parts I would really love to see in my Minecraft. I would suggest recruiting yourself a small modding team, tho. This page is a good place to start:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods?sort=-datecreated
(its the list of the latest mod threads created).
Usually you find alot of first mods there, or mods of people that dont yet really know what sort of project they would like to go into. Those people are usually happy to join a modding team and learn from you and contribute to you, as long as you can convince them your project it worth it and will succeed when released. (dont recruit people that only work for money, those are usually cashgrabber kids that dont even code stuff themselfes but have their friends to it for them, also they tend to just disappear randomly, usually once they realize they are too bad to do what they are told to do).
Appreciate the comments. The project is ambitious, and a small team is what I am looking for, primarily because I have no artistic talents. It would be nice to have a few hands with the code too, as there are many different areas someone could focus on (world gen, entities, etc.). Anyways, I've been thinking about reaching out to people about it, but will see in the near future.
cool
not my mod but download this mod
Taken from the news post above:
8-7-2015 -- Over the past few days, I've put a lot of work into the weaponry Lost Eclipse will add, specifically the leveling system, and the obtainment of special abilities. I figured I'd give those interested a run down on how it will work.
Weapons come in different forms of rarity, Basic, Uncommon, Rare, and Legendary. Each of these forms have varying rarity based on there name, so for example, Legendary weapons are much harder to find compared to Basic weapons. When crafting weapons, they will always default to the Basic form, though I'm still working on a way of crafting higher forms of rarity too. Weapons will also drop from monsters (including Vanilla mobs), and will also come in generated chest as well (Vanilla ones too!). Harder structures or dungeons will have higher chances of providing greater weapon forms (Strongholds, for example, will have a higher chance of Legendary weapons than Villages). Some Bosses will also have very high chances of dropping Legendary weapons too. As it implies, Legendary weapons are still extremely rare, and would be considered a very, very good achievement of obtaining one.
On top of these forms, weapons can also be leveled up through simply using the weapon, and by providing the death blow to enemies. Every time a weapon is successfully used, that weapon will increase in experience by one point, while killing the enemy (depending on which one it is), will provide much more experience. Right now, once the experience level surpasses 1,000 points, the weapon will level up providing chances of unique abilities. Each level however, has an increase of how much experience is needed to level up, Level 5 being a large amount of experience needed.
There are several weapon abilities, such as Fire (sets enemies on fire), Frost (stuns enemies briefly), Poison (enemies become poisoned) Strength (a chance of giving the user a temporary strength buff), Ethereal (a portion of the damage dealt is returned to the user in health), and lastly Void (a chance of instantly killing an enemy, regardless of health remaining). Armors also have abilities too, but you can refer to the documents for those.
hey is the mod even realsed yet
and best sign thing ever NOTHING beats the bible
The mod isn't released yet, though I'll be consistently posting updates to my progress as I work on the mod. I also appreciate the kind comment too :).
your welcome when you reales it can you pm me I am a mod tester to so I will test it if you want
hey how lagy do you think it would be if you have a 1 gb ram and you run this mod with you exodus mod
I will be a tester for you mod
It may be a while till I have something playable, though I will certainly give you a copy when I do.
A large portion of the weaponry is nearly finished. I will hopefully have a few screenshots about weapon and armor leveling, as I begin to work on the entities.
I'm interested in helping out in any way I can (sadly, this doesn't incluce creating textures, because I s... I'm bad at that at that. ).
If you need anything done besides texturing, for example beta testing, ideas, balancing, story/quest writing etc. I'd love to assist!
As you said, you're working on a way on how to craft legendary, or better said, higher tier weapons. Why not do something like Infusion?
For example, you'd need to find blueprints/schematics for the weapon you want to craft. Some could be dropped by mobs as a rare drop, some could be found in dungeons.
Then you'd need to create an altar on which you'd put the items needed to craft the weapon/armor. After that you would need to activate the process by some sort of energy, maybe mob kills? I'm thinking of something like the soul gem in Skyrim.
That could be it, but if the weapons are really strong you might want to make the obtaining process more complex. One option could be that the items gained by this process would still need to be refined with rare ores/boss drops, magic in form of runes or something like.
You also mentioned the levelling system, I think it would be very benificial if the other tools would have this system too, e. g. pickaxes.By the way, are bows in this levelling system included?. If you need ideas what the level could bring as benefits, I'd love to help out.
Hope you might be inspired,
~towind
hey I am great with textures sooo if you want I will make some for wepaons and tools I just need an idea of what you want
hey if you want I can be a texture for you I am pretty good at it
In my opinion, the current weapon/armor system I am trying to reach resembles a mixture of games like Destiny and ESO, and what you describe isn't something that would necessarily "flow" with the current system. I do not plan on adding a leveling system for other tools besides weapons as of now. Before that, I would prioritize an API for other mod's weapons being compatible with the system. Bows are also planned, though I'll do that later - not that high in my priorities.
Though, I love that you are still interested in this general idea, and if you want, keep throwing ideas at me! I honestly love looking through these.
If you want, I've detailed what items and such I plan on adding. If you want to take some more simple ideas, make a texture and add your own style to it, that would help me gauge what types of textures you would be better doing (e.g. weapons, tools, gems, etc.).
Taken from the news section of the main post:
8-12-15 -- For the most part, the weapon leveling and abilities is finished. I will eventually go back in and add one for bows, though I haven't thought of the specifics for it. There will not be a system like this for tools, however. Reason is, there are already mods out there for that (namely Tinkers' Construct). If you want that, use that instead of asking me to implement it for tools.
Next up on my "to-do list" is living entities. I've got a lot of code pre-written from previous projects, though the only issue I foresee with entities is the lack of models. I definitely need someone else to help create the models, or at least be able to re-texture current vanilla mobs models. Without these, I can't provide any screenshots or get a testable version of the mod out.
With screenshots being mentioned, I will get some for the weapon/armor leveling and ability systems! Eventually, though. I've seen a dramatic decrease in free time from schooling and such, though I'm still heavily working on this project.
Since Living Entities are currently being worked on, thought I'd give y'all some more information about them, essentially the statistics. All monsters have been listed here (besides Semi-Bosses and Bosses), and the spreadsheet includes the rarity of the monster, health, damage, normal/rare drop percentages, abilities, and much more.
Again, if you have any concerns or even suggestions based around the monsters, or anything for that matter, let me know!