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Mobs, dammit!
Posted: Sat Feb 02, 2013 8:12 pm
by cats
We've been discussing mobs recently, but any topic related to it had devolved into offtopicness. We need to decide what mobs will be in FC, what their purpose will be, and a basic concept of their appearance.
Re: Mobs, dammit!
Posted: Sat Feb 02, 2013 8:36 pm
by Ivan2006
Idea:
Have the often-mentioned NPCs be basically recruited villagers, insert a mechanic so that every spawning planet has at least 1 village, add some code to ensure they can“t just die out (maybe village respawns somewhere else?) and improve Villager spawn-mechanics.
Re: Mobs, dammit!
Posted: Sat Feb 02, 2013 9:00 pm
by cats
Sandworm: Native to desert planets, burrowing into sand it it's main form of locomotion.
Kraken/Leviathan: Deep sea monster, either a large squid enemy (kraken) or giant serpent-like creature (leviathan).
@Ivan: I think testificates should be done away with. NCPs should be more like those in Millenaire. Players should have to supply housing for the number of usable NPCs to increase.
Re: Mobs, dammit!
Posted: Sat Feb 02, 2013 9:06 pm
by TinkerPox
"Libyera" Raptor like animals that have horns on there heads, and run on 4 legs, are cold blooded, move in packs, and are very fast yet like 12 half hearts
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 5:50 am
by fr0stbyte124
Sandworms = F*** YO TOWN!
I would use them sparingly.
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 6:04 am
by Dr. Mackeroth
The only mobs I approve of are NPC goblins/humans. Preferably humans. And perhaps the occasionally OP space-monster...
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 6:05 am
by fr0stbyte124
That would be easiest.
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 6:14 am
by Dr. Mackeroth
fr0stbyte124 wrote:That would be easiest.
Not necessarily. I think it would be more fun to incorporate the pre-existing Mineceaft story. We already have Testifticates, why not utilise them as a slave work-force?
I consider Testifticates to be goblins, if that wasn't clear.
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 10:43 am
by TinkerPox
And alien wildlife?
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 10:54 am
by Ivan2006
Tacokingbob wrote:And alien wildlife?
Not approved by Mackeroth => not in FC
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 11:03 am
by cats
We need some interesting wildlife mobs and enemies, as we're getting rid of skeletons, zombies, creepers, and the Nether.
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 11:09 am
by fr0stbyte124
Ivan2006 wrote:Tacokingbob wrote:And alien wildlife?
Not approved by Mackeroth => not in FC
You can always try groveling.
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 3:14 pm
by Dr. Mackeroth
Tacokingbob wrote:And alien wildlife?
Well, I suppose we could have generic mob behavior, simple stuff, and just have a range of different models to stick on top of it... Although, they' really just be for ambiance. And meat.
Re: Mobs, dammit!
Posted: Sun Feb 03, 2013 3:25 pm
by TinkerPox
Dr. Mackeroth wrote:Tacokingbob wrote:And alien wildlife?
Well, I suppose we could have generic mob behavior, simple stuff, and just have a range of different models to stick on top of it... Although, they' really just be for ambiance. And meat.
I could make a few, after me and prototype have alot more more vehicles in the content pack