Another short idea: There has to be a limit for consuming, or else you could just become master Undead, Spider or Creeper in a single night. Maybe you dont actually get a level from comsuming but xp, and the amount needed to level up increases with every level and if you die you loose all your level progress but not your levels, say you were about to level up as creeper but accidentally blow yourself up because you miscalculated your explosion, you get reset to the level you were and have to do the whole process again. But for mobs like Enderdragon and Wither (if it gets added) you get 1 level per consumption. Or you could have a cooldown on consuming that shrinks as you level up as Doppelganger. Or both? Another thing: The only mobs able to use tools, weapons, armor etc. are the undead and maybe villagers.
And of course humans, to turn back into a human (= add human to transformation list) you could take... Hmm, lets say a dragon egg, a nether star and doppelseeds (just a thing that clearyfies that you have gotten to max in most of the classes) and craft it into an item that can be eaten/used to add the human to your transformation list.
And if undead drink harming potions, they get healed and vice versa.
And please tallbrain, you dont have to think that you dont have to do with the mod development, you initially came up with the mod ^^
So, that was it from my side
And of course humans, to turn back into a human (= add human to transformation list) you could take... Hmm, lets say a dragon egg, a nether star and doppelseeds (just a thing that clearyfies that you have gotten to max in most of the classes) and craft it into an item that can be eaten/used to add the human to your transformation list.
Actually, because you start off as a human, shouldn't you already have max level?
Rollback Post to RevisionRollBack
We're officially a work in progress and we could always use some extra hands.
Thanks! Edited it accordingly I forgot about that!
Wow. It's a weird experience, seeing someone correct someone else about an idea that I had.
But...OliverGriffin still hasn't even read my message to him. According to his profile, he hasn't even been on since Sept. 10. I'm afraid we might be back to searching for a modder. I don't want to say that we are, but this is a community thing, so if another modder wants to help, I guess I'll just say 'have at it'.
Rollback Post to RevisionRollBack
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
Okay im back! (I got restricted from posting for 3 days for bumping this topic)
This time i do not want to talk about the mod itself, more about the stuff around it.
We need to get some advertisement going! And the best legal way to advertise on Minecraftforum are signatures. So, if anybody with decent graphical design abilities reads this please make us a banner.
Also Tallbrain, you should write this on the frontpage and maybe add [looking for Modders] in the topic title.
OlliverGriffin maybe has problems with school and no time for modding atm.
This was it from my side, until next time
Fire
Isn't [Looking for modders] basically what [REQ] means? It's a request?
Kind of.
But everything in this section is tecnically [REQ] and it doesnt catch one's eye as [looking for modders] does. It is like an additional emphasis that we are actively looking for modders and not that we are just putting it out there and waiting for modders. And it tells that the idea is (mostly) figured out, what it is. When we have a modder really starting with the AI and the basic mod physics we can disuss details. Everything we have now is a generic structure. We will add a lot in the progress, details we can only think off when we are directly confronted with the subject.
Oh, back onto the enderman teleportation issue, maybe you can press the special button, and you create and instantly throw an ender pearl? At this point, you no longer get hurt by them. So why not?
Rollback Post to RevisionRollBack
We're officially a work in progress and we could always use some extra hands.
Good news, guys. OliverGriffin got back to me. He was swamped with work, so he couldn't get much done for a while, but I'll try to keep in touch with him to give everyone regular updates.
That is all.
Rollback Post to RevisionRollBack
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
Well, that's a few weeks without an update of any sort. Aside from shamelessly bumping this topic (while double-posting), I'm wondering if OliverGriffin is once again busy. Perhaps he could use some assistance...
From what I've seen, OliverGriffin is having trouble with the GUI at the moment. Still, it's peculiar that he hasn't set up a WIP mod thread yet.
Anyway, what about Spider Jockeys? They still haven't been touched upon yet. Should you be able to transform into one upon reaching max level in both Spider and Skeletons? And how would that work?
I would think that to be a spider jockey, you max out being a skeleton and find a spider. Or, you could max out spider and find a skeleton, but then you probably wouldn't be able to control the arrow firing.
As for just randomly turning into a spider jockey, I hadn't thought of it. Maybe it should be doable.
Rollback Post to RevisionRollBack
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
And 1.4 adds a bunch of new mobs. This is gonna be a major headache for Olivergriffin, isn't it?
And about randomly turning into a spider jockey......Couldn't a person simply spam turning into a skeleton to get it eventually? Still, it's a good idea. Possibly file it under a temporary transformation.
Anyway, has anyone else contacted you on this? If this mod could have multiple modders working on it, it's production should be much smoother.
Nobody has tried to contact me, period. I've reached out to multiple modders, but none of them have responded lately. I can send another message to each, to see if they're still interested, but I'm not sure that would help. Still, I'll do it if I get time.
Rollback Post to RevisionRollBack
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
Ah well. All that aside, the very nature of this mod makes it very hard to tackle. That could be part of the reason why some modders shy away from this.
Asking them if they would like to tackle this as a team could potentially make them accept though. You might want to try that.
Another thing keeping people away might be the shapeshifter mod, which is basically this without a balance. But bats.
Level 1:
The world is getting a bit darker. Might want to get your eyes checked. No physical changes.
Level 2:
Your getting smaller and bonier. Your inventory shrinks 9 spaces, and you're now 1.75 blocks tall. The world gets darker still.
Level 3:
Are those wings? Looks like either they're too small for you or you're too big for them to achieve full flight. You jump 2 blocks at a time instead of 1. An even darker world. Get your night vision potions ready! 1.5 blocks tall.
Level 4:
You now look exactly like an over sized bat with normal sized wings. You're 1.25 blocks tall and mobs ignore you, Wither excluded.you can jump 2.5 blocks per jump, and you can jump in midair for up to 5 blocks, depending on where you place your second jump. You're nearly blind! Just make sure your night vision potions last you until...
Level MAX:
You shrink some more. You lose another 9 spaces of inventory, but now you're small enough to use your wings! You can now press space in midair to continue moving up as many times as you want. You're completely blind, but you've mastered echolocation. The world looks as bright as day, no matter what, at the cost of a constant clicking noise.
Passive ability: nighttime appears 50% brighter.
I was thinking about using echolocation as night vision, but at the same time making it a tough road. (Not like bats are that easy to kill,) and giving them a jerky method of flight, which, having to spam the jump button does seem very jerky. Mostly echolocation.
And of course humans, to turn back into a human (= add human to transformation list) you could take... Hmm, lets say a dragon egg, a nether star and doppelseeds (just a thing that clearyfies that you have gotten to max in most of the classes) and craft it into an item that can be eaten/used to add the human to your transformation list.
And if undead drink harming potions, they get healed and vice versa.
And please tallbrain, you dont have to think that you dont have to do with the mod development, you initially came up with the mod ^^
So, that was it from my side
Actually, because you start off as a human, shouldn't you already have max level?
We're officially a work in progress and we could always use some extra hands.
Good point but because you transform into a doppelganger you loose your human form, it is a virus after all.
You don't get passive effects until you're MAX dopple and MAX (Mob Name)
We're officially a work in progress and we could always use some extra hands.
Wow. It's a weird experience, seeing someone correct someone else about an idea that I had.
But...OliverGriffin still hasn't even read my message to him. According to his profile, he hasn't even been on since Sept. 10. I'm afraid we might be back to searching for a modder. I don't want to say that we are, but this is a community thing, so if another modder wants to help, I guess I'll just say 'have at it'.
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
This time i do not want to talk about the mod itself, more about the stuff around it.
We need to get some advertisement going! And the best legal way to advertise on Minecraftforum are signatures. So, if anybody with decent graphical design abilities reads this please make us a banner.
Also Tallbrain, you should write this on the frontpage and maybe add [looking for Modders] in the topic title.
OlliverGriffin maybe has problems with school and no time for modding atm.
This was it from my side, until next time
Fire
G'luck!
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
Kind of.
But everything in this section is tecnically [REQ] and it doesnt catch one's eye as [looking for modders] does. It is like an additional emphasis that we are actively looking for modders and not that we are just putting it out there and waiting for modders. And it tells that the idea is (mostly) figured out, what it is. When we have a modder really starting with the AI and the basic mod physics we can disuss details. Everything we have now is a generic structure. We will add a lot in the progress, details we can only think off when we are directly confronted with the subject.
Fire
If that's the case, it'll be rising in popularity in a few days' time.
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
We're officially a work in progress and we could always use some extra hands.
That is all.
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
Anyway, what about Spider Jockeys? They still haven't been touched upon yet. Should you be able to transform into one upon reaching max level in both Spider and Skeletons? And how would that work?
As for just randomly turning into a spider jockey, I hadn't thought of it. Maybe it should be doable.
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
And about randomly turning into a spider jockey......Couldn't a person simply spam turning into a skeleton to get it eventually? Still, it's a good idea. Possibly file it under a temporary transformation.
Anyway, has anyone else contacted you on this? If this mod could have multiple modders working on it, it's production should be much smoother.
<shamelessplug>Check out my totally unrelated story on deviantART, same username.</shamelessplug>
It feels like no one is trying to post.
Ah well. All that aside, the very nature of this mod makes it very hard to tackle. That could be part of the reason why some modders shy away from this.
Asking them if they would like to tackle this as a team could potentially make them accept though. You might want to try that.
Level 1:
The world is getting a bit darker. Might want to get your eyes checked. No physical changes.
Level 2:
Your getting smaller and bonier. Your inventory shrinks 9 spaces, and you're now 1.75 blocks tall. The world gets darker still.
Level 3:
Are those wings? Looks like either they're too small for you or you're too big for them to achieve full flight. You jump 2 blocks at a time instead of 1. An even darker world. Get your night vision potions ready! 1.5 blocks tall.
Level 4:
You now look exactly like an over sized bat with normal sized wings. You're 1.25 blocks tall and mobs ignore you, Wither excluded.you can jump 2.5 blocks per jump, and you can jump in midair for up to 5 blocks, depending on where you place your second jump. You're nearly blind! Just make sure your night vision potions last you until...
Level MAX:
You shrink some more. You lose another 9 spaces of inventory, but now you're small enough to use your wings! You can now press space in midair to continue moving up as many times as you want. You're completely blind, but you've mastered echolocation. The world looks as bright as day, no matter what, at the cost of a constant clicking noise.
Passive ability: nighttime appears 50% brighter.
I was thinking about using echolocation as night vision, but at the same time making it a tough road. (Not like bats are that easy to kill,) and giving them a jerky method of flight, which, having to spam the jump button does seem very jerky. Mostly echolocation.
We're officially a work in progress and we could always use some extra hands.