*Disclaimer-ish section*
I went through the liberty of going through the Already posted topics thread to see if there was anything related, the most recent "Ghost" topic was over-complicated and the last post in any "Ghost" topic was more than a month ago.
I have also made (at least most of) my parentheses italic, so you can skip over some of my rambleing (and so I can see how bad it is)
Furthermore anything I say is "Ideal" I have considered both the programming side (trying to recycle old code and lessen work(And no; I know almost nothing of programming at this point, though I will be starting classes in it next semester)) and a player enjoyment side.
Finally, I will be writing this mainly in a gameplay mechanic/how it (looks like it) behaves kind of way.
*Actual suggestion section*
My idea is for a new enemy; Ghosts which would be the first overworld flying enemy. They would slowly drift in the night sky, looking for a hapless victim before dawn seals their fate. They would ideally spawn similarly to slimes, switching variables to make them spawn in other "Random" chunks and at different altitudes, with roughly the same spawn rate. The minimum height would be roughly sea level, although it won't be able to detect mountains, thus they could still spawn underground. Preferably, they would also have similar spawning requirements as ghasts (that is to say, in the air, not in a 1x1x2 air pocket on an opaque block like most overworld mobs.)
They should have large search ranges, (~50 blocks?) and try to hover 20 blocks above the ground when not in "pursuit" mode (you know what I'm talking about, the AI switch that makes creepers charge instead of sniffing flowers.) They will stop pursuing if line of sight is dropped for 4+ seconds. If at all posable, they should not collide with certain blocks, I will leave specifics to the pro's but most blocks should not stop them. Their "peaceful" movement should be a constant, slow and steady, drift, of similar speed to sneaking, maybe a bit faster. A wild contrast to their "pursuit" movement Which would be somewhat like a squid, lunging 5- 10 blocks towards (not at,) the player in a second(within ohh say, 45 degrees? perhaps less/more, this is purely conceptual,) before pausing for a second. For clarification, if something is coming at you, it will hit you (ex:if you are sanding on straight train tracks, the train is coming at you, move,) whereas if something is coming towards you, it is coming in your general direction, and could very easily miss you, (ex: if you are walking down a sidewalk and a car drives by, it was coming towards you, and missed completely, or you got a check, but lets assume it missed. :unsure.gif: )
Now that that has been squared away, and the ghost has gotten yo you, what does it do? Attack? Yeah, probably, otherwise they wouldn't be very scary (perhaps still spooky though...?) after the first or second encounter. But the attack, how would it behave? Ideally it would open with a low range (3-5 block) pursuit charge, rushing into, hitting, and passing the player (possibly going into the blocks behind them), flinching/canceling if the player smacks them. Should they collide, they deal very little damage and daze the player. The daze would work like the aether poison, without the damaging effects, making it more difficult to kill/run from the ghost, or defend yourself from whatever else lurks during the night. They should also have howling wing sounds for when they are peaceful and screeches for when they are perusing someone
I will not even begin to speculate on loot ideas. This is a thread for the mob itself, though if someone else has any good Ideas I may edit it into the OP (giving credit of course.)
Lastly, and here's another difficult to program part, it would be cool if their armor changed on light level. Making it so in their initial approach and in the wild, they are quite durable, but once they get to you (and your torches,) they become rather easy to kill.
That's about it... It's someone else's turn to type.
Yes.
Maybe a ghost eye on drop? You throw a ghost eye somewhere(more like right click on anything), and it would be placed there. You can connect it to redstone, and you could right click on something, and see what the eye sees. Useful for if you want to know if an invasion of players on SMP is coming, so that you can see them coming and hide under the floorboards.
Interesting idea bmrjw, though the crafting would be... odd... I think it would fit better as an ender pearl crafting recipe considering that endermen can link two locations together via teleportation as opposed to moving through things. Thanks for the positive feedback though.
They shouldn't be able to move through blocks that are well lit. if someone leaves part of a high wall unlit, it wouldn't spawn mobs, but it would still allow ghosts through.
I had considered that for a time penguin, but I thought that may be difficult to code, so I left it out. But since someone else thought it up, here is a hypothetical solution. If the "inside" of an opaque block is considered light lvl 0, they could prevent jumps in light lvl changes that are more than 4-6 or whatever is comfortable... As I said, hypothetical solution, not sure if it would work.
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I went through the liberty of going through the Already posted topics thread to see if there was anything related, the most recent "Ghost" topic was over-complicated and the last post in any "Ghost" topic was more than a month ago.
I have also made (at least most of) my parentheses italic, so you can skip over some of my rambleing (and so I can see how bad it is)
Furthermore anything I say is "Ideal" I have considered both the programming side (trying to recycle old code and lessen work(And no; I know almost nothing of programming at this point, though I will be starting classes in it next semester)) and a player enjoyment side.
Finally, I will be writing this mainly in a gameplay mechanic/how it (looks like it) behaves kind of way.
*Actual suggestion section*
My idea is for a new enemy; Ghosts which would be the first overworld flying enemy. They would slowly drift in the night sky, looking for a hapless victim before dawn seals their fate. They would ideally spawn similarly to slimes, switching variables to make them spawn in other "Random" chunks and at different altitudes, with roughly the same spawn rate. The minimum height would be roughly sea level, although it won't be able to detect mountains, thus they could still spawn underground. Preferably, they would also have similar spawning requirements as ghasts (that is to say, in the air, not in a 1x1x2 air pocket on an opaque block like most overworld mobs.)
They should have large search ranges, (~50 blocks?) and try to hover 20 blocks above the ground when not in "pursuit" mode (you know what I'm talking about, the AI switch that makes creepers charge instead of sniffing flowers.) They will stop pursuing if line of sight is dropped for 4+ seconds. If at all posable, they should not collide with certain blocks, I will leave specifics to the pro's but most blocks should not stop them. Their "peaceful" movement should be a constant, slow and steady, drift, of similar speed to sneaking, maybe a bit faster. A wild contrast to their "pursuit" movement Which would be somewhat like a squid, lunging 5- 10 blocks towards (not at,) the player in a second(within ohh say, 45 degrees? perhaps less/more, this is purely conceptual,) before pausing for a second. For clarification, if something is coming at you, it will hit you (ex:if you are sanding on straight train tracks, the train is coming at you, move,) whereas if something is coming towards you, it is coming in your general direction, and could very easily miss you, (ex: if you are walking down a sidewalk and a car drives by, it was coming towards you, and missed completely, or you got a check, but lets assume it missed. :unsure.gif: )
Now that that has been squared away, and the ghost has gotten yo you, what does it do? Attack? Yeah, probably, otherwise they wouldn't be very scary (perhaps still spooky though...?) after the first or second encounter. But the attack, how would it behave? Ideally it would open with a low range (3-5 block) pursuit charge, rushing into, hitting, and passing the player (possibly going into the blocks behind them), flinching/canceling if the player smacks them. Should they collide, they deal very little damage and daze the player. The daze would work like the aether poison, without the damaging effects, making it more difficult to kill/run from the ghost, or defend yourself from whatever else lurks during the night. They should also have howling wing sounds for when they are peaceful and screeches for when they are perusing someone
I will not even begin to speculate on loot ideas. This is a thread for the mob itself, though if someone else has any good Ideas I may edit it into the OP (giving credit of course.)
Lastly, and here's another difficult to program part, it would be cool if their armor changed on light level. Making it so in their initial approach and in the wild, they are quite durable, but once they get to you (and your torches,) they become rather easy to kill.
That's about it... It's someone else's turn to type.
Maybe a ghost eye on drop? You throw a ghost eye somewhere(more like right click on anything), and it would be placed there. You can connect it to redstone, and you could right click on something, and see what the eye sees. Useful for if you want to know if an invasion of players on SMP is coming, so that you can see them coming and hide under the floorboards.
Pipes