Well I have officially gotten multi parts to function correctly. This is a huge step in making Modular Bosses one of the most unique boss mob mods around.
Multi part entities will allow me to configure target zones on the bosses that will trigger certain actions.
Rather than just have a huge boss that you just have to hit X number of times, there will be areas that are vulnerable and areas that are not. Maybe you will have to hit a mob in certain places first to expose a weakpoint. Or break all of the weakpoints to kill the boss.
Well I have officially gotten multi parts to function correctly. This is a huge step in making Modular Bosses one of the most unique boss mob mods around.
Multi part entities will allow me to configure target zones on the bosses that will trigger certain actions.
Rather than just have a huge boss that you just have to hit X number of times, there will be areas that are vulnerable and areas that are not. Maybe you will have to hit a mob in certain places first to expose a weakpoint. Or break all of the weakpoints to kill the boss.
Possibilities are endless!
Will we ever be able to get a Shadow of the Colossus style boss where you can climb them?Im not sure if its possible but it might be interesting seeing it in a minecraft mod.
Will we ever be able to get a Shadow of the Colossus style boss where you can climb them?Im not sure if its possible but it might be interesting seeing it in a minecraft mod.
I do not believe it is possible without re-writing a lot of minecrafts code. Once an opject moves it is now an entity. Even the split second a piston pushes a block, the block is actually converted into an entity, Hence why you fall through blocks that are in the in the process of being pushed.
Players cannot stand on top of entities at the moment, they "collide" with them and push them away. I believe if I made a giant enemy and the player fell on top of it, the player would just slide off.
But fear not. I do have plans for 2 building size bosses that will make interesting use of their large size
There was a mod that did that in the past. You would build cars and ships out of blocks, designate which blocks were part of the entity and then it would allow you to fly the whole thing around.
Problem is after about 50 blocks the server would grind to a halt.
Now that I have working granular hitboxes I can work on more specific animations for parts of the fights.
Just finished the collapse / recovery animation for Paragon.
After a few blows to his joints he will collapse revealing his weakpoint. After a few seconds he will close up his weakpoint and stand to resume fighting.
Looks pretty cool. Because a lot of people like the pixelated bosses of vanilla Minecraft though, I'd suggest making a boss based off of Undertale or something like that.
Only one that would work would really be omega flowey imo.
No ideas for any bosses...Yet, but I'll make sure to post it as soon as I have one. I've got two questions though..
Where are the bosses going to spawn? Will they have like...special temples or something?
How much HP will they have? I hope this mod isn't like Orespawn giving bosses thousands-millions of hp, in my opinion they should be defeatable with vanilla gear.
No ideas for any bosses...Yet, but I'll make sure to post it as soon as I have one. I've got two questions though..
Where are the bosses going to spawn? Will they have like...special temples or something?
How much HP will they have? I hope this mod isn't like Orespawn giving bosses thousands-millions of hp, in my opinion they should be defeatable with vanilla gear.
The Idea is that it will be 100% up to the admin of the server or creator of the adventure map to decide how, when, where, and how difficult the bosses are.
Spawning a boss can be done in 2 ways.
With a server command, manually or set on a timer
or
With a ModularBosses Control Block (don't have a name for it yet)
The block will be configured with the boss that you wish to spawn and all the particulars, HP, damage, attacks, attack frequency, ECT.
You can then trigger said block with a redstone signal or with the timer function in the block itself. You will be able to set how many bosses can be spawned in proximity of the block. Essentially creating "Boss rooms"
An example would be. Set a block to spawn a boss once every hour. But only if the block does not detect an already exist boss alive within proximity.
This way, the players can kill the boss. and on the next hour mark a new one will spawn.
Or you can set a redstone trap that the player triggers as they walk into the boss room, thus triggering the block to spawn a boss as the player enters.
The Goal of Modular Bosses is to simply create awesome boss models and attacks. Then leave the configuring of the boss atributes to the creators / admins. This way No matter what modpack they are a part of, they will fit in properly. The admin of 1 server may want a particular boss to be an easy level 1 boss and configures it accordingly. The admin of another server may choose to take the same boss but configure it to be some end game behemoth of difficulty.
The Idea is that it will be 100% up to the admin of the server or creator of the adventure map to decide how, when, where, and how difficult the bosses are.
Spawning a boss can be done in 2 ways.
With a server command, manually or set on a timer
or
With a ModularBosses Control Block (don't have a name for it yet)
The block will be configured with the boss that you wish to spawn and all the particulars, HP, damage, attacks, attack frequency, ECT.
You can then trigger said block with a redstone signal or with the timer function in the block itself. You will be able to set how many bosses can be spawned in proximity of the block. Essentially creating "Boss rooms"
An example would be. Set a block to spawn a boss once every hour. But only if the block does not detect an already exist boss alive within proximity.
This way, the players can kill the boss. and on the next hour mark a new one will spawn.
Or you can set a redstone trap that the player triggers as they walk into the boss room, thus triggering the block to spawn a boss as the player enters.
The Goal of Modular Bosses is to simply create awesome boss models and attacks. Then leave the configuring of the boss atributes to the creators / admins. This way No matter what modpack they are a part of, they will fit in properly. The admin of 1 server may want a particular boss to be an easy level 1 boss and configures it accordingly. The admin of another server may choose to take the same boss but configure it to be some end game behemoth of difficulty.
Well, that's sounds...complicated, but fun! What about survival mode, though?
Well, that's sounds...complicated, but fun! What about survival mode, though?
Currently there are no plans to make the mod run on it's own (temples and premade auto generated structures ECT). It is made with Map creators and Server admins in mind.
There are eggs for each boss, so one could spawn a boss as a self challenge I suppose.
If there will be any bosses that can teleport as an ability, can we control where that mob will teleport to during a fight with blocks (to act as a possbile way-point where the boss will tp to) or something?
Well I have officially gotten multi parts to function correctly. This is a huge step in making Modular Bosses one of the most unique boss mob mods around.
Multi part entities will allow me to configure target zones on the bosses that will trigger certain actions.
Rather than just have a huge boss that you just have to hit X number of times, there will be areas that are vulnerable and areas that are not. Maybe you will have to hit a mob in certain places first to expose a weakpoint. Or break all of the weakpoints to kill the boss.
Possibilities are endless!
Will we ever be able to get a Shadow of the Colossus style boss where you can climb them?Im not sure if its possible but it might be interesting seeing it in a minecraft mod.
I do not believe it is possible without re-writing a lot of minecrafts code. Once an opject moves it is now an entity. Even the split second a piston pushes a block, the block is actually converted into an entity, Hence why you fall through blocks that are in the in the process of being pushed.
Players cannot stand on top of entities at the moment, they "collide" with them and push them away. I believe if I made a giant enemy and the player fell on top of it, the player would just slide off.
But fear not. I do have plans for 2 building size bosses that will make interesting use of their large size
There was a mod that did that in the past. You would build cars and ships out of blocks, designate which blocks were part of the entity and then it would allow you to fly the whole thing around.
Problem is after about 50 blocks the server would grind to a halt.
Update!
Now that I have working granular hitboxes I can work on more specific animations for parts of the fights.
Just finished the collapse / recovery animation for Paragon.
After a few blows to his joints he will collapse revealing his weakpoint. After a few seconds he will close up his weakpoint and stand to resume fighting.
This will look so awesome when finished, that my pc will not handle it XD.
Only one that would work would really be omega flowey imo.
Update!
Added rudimentary flamethrower attack to Paragon, needs some polish
Also added vid of the Chorps
Update!
Finished another attack for Paragon, the ground slam
Paragon raises both arms to the air and slams them into the ground with enough force to upheave the very foundation upon which he stands.
The shockwave created travels along the ground and sends any creature flying away!
This mod looks very promising Can't wait to try it out!
Reformated the original post. Added Future boss concept art.
If you have an idea or concept for a future boss, don't be shy.
No ideas for any bosses...Yet, but I'll make sure to post it as soon as I have one. I've got two questions though..
Where are the bosses going to spawn? Will they have like...special temples or something?
How much HP will they have? I hope this mod isn't like Orespawn giving bosses thousands-millions of hp, in my opinion they should be defeatable with vanilla gear.
The front page says health will be configurable
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/forums/mapping-and-modding/minecraft-mods/wip-mods/2540127-1-8-heroicraft-mod-wip-looking-for-coders
http://www.minecraftforum.net/forums/mapping-and-modding/forums/mapping-and-modding/minecraft-mods/2466806-farlands-bringing-back-the-far-lands-250-downloads
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445830-wip-path-of-a-hero-superhero-mod-alpha-v0-3-2
The Idea is that it will be 100% up to the admin of the server or creator of the adventure map to decide how, when, where, and how difficult the bosses are.
Spawning a boss can be done in 2 ways.
With a server command, manually or set on a timer
or
With a ModularBosses Control Block (don't have a name for it yet)
The block will be configured with the boss that you wish to spawn and all the particulars, HP, damage, attacks, attack frequency, ECT.
You can then trigger said block with a redstone signal or with the timer function in the block itself. You will be able to set how many bosses can be spawned in proximity of the block. Essentially creating "Boss rooms"
An example would be. Set a block to spawn a boss once every hour. But only if the block does not detect an already exist boss alive within proximity.
This way, the players can kill the boss. and on the next hour mark a new one will spawn.
Or you can set a redstone trap that the player triggers as they walk into the boss room, thus triggering the block to spawn a boss as the player enters.
The Goal of Modular Bosses is to simply create awesome boss models and attacks. Then leave the configuring of the boss atributes to the creators / admins. This way No matter what modpack they are a part of, they will fit in properly. The admin of 1 server may want a particular boss to be an easy level 1 boss and configures it accordingly. The admin of another server may choose to take the same boss but configure it to be some end game behemoth of difficulty.
Have some ideas!
Somebody Likes sea monsters.
Added the squid to the concept section and added one more I forgot to add originally.
This mod looks very cool, keep up the good work!
My Mods:
Fool's gold & other dumb things
Placebo Effect
Two others that I am pretending don't exist.
Also, Modding Theory.
Well, that's sounds...complicated, but fun! What about survival mode, though?
Currently there are no plans to make the mod run on it's own (temples and premade auto generated structures ECT). It is made with Map creators and Server admins in mind.
There are eggs for each boss, so one could spawn a boss as a self challenge I suppose.
If there will be any bosses that can teleport as an ability, can we control where that mob will teleport to during a fight with blocks (to act as a possbile way-point where the boss will tp to) or something?