Here's an idea to add procedurally generated mini bosses on Earth. Bosses would be like animals, spawning when the chunk is created, and once killed would not reappear.
Jeb would code a small number of different types of attacks, defensive abilities, and movement patterns. When the game generates a boss it would give it a random selection of those powers, so it would be possible to encounter many different kinds of bosses and every fight would be fresh.
For example, when picking an attack it might choose between arrow, melee, poison melee, poison arrow, fire charge, explosive fireball, AoE, summon zombie, summon skeleton, summon spider, etc.
Then when picking defense it might pick between fire immunity, projectile immunity, rapid health regeneration, invisibility when not attacking, temporary periods of invulnerability, etc.
Then it would pick movement: walking, teleportation, flight, wall climbing, etc.
It's unlikely you'd encounter the same boss combination twice, unless you look for a very long while.
Now since bosses would be pretty powerful you wouldn't want them to randomly appear and start attacking players. Instead all bosses would be trapped in procedurally generated structures underground. They'd be stuck inside castles and dungeons, and would be slightly too large to fit through any of the doors to escape. There would be an infinite number of mini-boss lairs, since they'd just randomly be generated as you enter new chunks, but they would be rarer than dungeons.
Even if a player deliberately unleashes them on the surface, bosses would burn in sunlight, preventing them from being used as griefing tools.
Bosses could drop a variety of rewards, including a lot of XP and standard iron/gold/diamond treasure, but perhaps they could also drop new items if Jeb wishes to add something.
hmmm...
how much prepared would you have to be on a scale of 1-10, where 1 is: you can beat those creeps unarmed, and 10 is: As prepared as you are when battling the enderdragon
how much health?
how much attack?
Amount of health could vary, but there should be a visual indication of how powerful it is. Attack strength would be fairly standard, depending on what attack it gets. For example, all the ones with an arrow attack would deal the same damage.
It'd be far easier than battling the enderdragon, but still challenging. You'd definitely need equipment to stand a chance though. A flying fireball shooting boss can't be defeated with your bare hands.
You can also choose whether to play it as a straight up fight, or try to make it easier by building structures to assist you like shelters and murder holes and whatnot. Some bosses might have ways of defeating basic constructions though, like being able to move blocks enderman style, or intangibly passing through certain materials like the dragon, or using explosive attacks that can tear through cobblestone.
The main thing that makes it easier than the dragon is that you're not stuck in the end and can retreat. They'd also have less health, no health regen crystals, no chance of plummeting into the void, etc.
Jeb would code a small number of different types of attacks, defensive abilities, and movement patterns. When the game generates a boss it would give it a random selection of those powers, so it would be possible to encounter many different kinds of bosses and every fight would be fresh.
For example, when picking an attack it might choose between arrow, melee, poison melee, poison arrow, fire charge, explosive fireball, AoE, summon zombie, summon skeleton, summon spider, etc.
Then when picking defense it might pick between fire immunity, projectile immunity, rapid health regeneration, invisibility when not attacking, temporary periods of invulnerability, etc.
Then it would pick movement: walking, teleportation, flight, wall climbing, etc.
It's unlikely you'd encounter the same boss combination twice, unless you look for a very long while.
Now since bosses would be pretty powerful you wouldn't want them to randomly appear and start attacking players. Instead all bosses would be trapped in procedurally generated structures underground. They'd be stuck inside castles and dungeons, and would be slightly too large to fit through any of the doors to escape. There would be an infinite number of mini-boss lairs, since they'd just randomly be generated as you enter new chunks, but they would be rarer than dungeons.
Even if a player deliberately unleashes them on the surface, bosses would burn in sunlight, preventing them from being used as griefing tools.
Bosses could drop a variety of rewards, including a lot of XP and standard iron/gold/diamond treasure, but perhaps they could also drop new items if Jeb wishes to add something.
We need 3d modelers to help on Spirit Realm+!
Amount of health could vary, but there should be a visual indication of how powerful it is. Attack strength would be fairly standard, depending on what attack it gets. For example, all the ones with an arrow attack would deal the same damage.
It'd be far easier than battling the enderdragon, but still challenging. You'd definitely need equipment to stand a chance though. A flying fireball shooting boss can't be defeated with your bare hands.
You can also choose whether to play it as a straight up fight, or try to make it easier by building structures to assist you like shelters and murder holes and whatnot. Some bosses might have ways of defeating basic constructions though, like being able to move blocks enderman style, or intangibly passing through certain materials like the dragon, or using explosive attacks that can tear through cobblestone.
The main thing that makes it easier than the dragon is that you're not stuck in the end and can retreat. They'd also have less health, no health regen crystals, no chance of plummeting into the void, etc.