I'm laying some more groundwork for player abilities. It's rather disheartening; even if I were to make all kinds of crazy traps and mobs to fend them off, you'd still be stuck in a passive state of "build walls, punch creeper" and not be able to do much. I really need to give the player some more options before I add more things to deal with.
There also needs to be some logical limitations on the abilities given to the player, such as only being able to use certain skills when certain things are in your possession, like focus crystals. As such, I'm converting the Levi-Wing into a wearable item. (A hair barette or hat feather, take your pick) You will have to be wearing it for the levitation skill to work, or maybe work without draining copious amounts of power, I'm not sure yet. However... the player doesn't have an "accessory" slot. They will soon, heheh...
Well, what exactly do you feel is "passive" about "build walls, punch creeper" in the manner I understand that you intend to do it? After all,you're planning to make it so that mobs will finally be able to overcome man-made structures and traps in an intelligent manner, so the act of making ever more elaborate structures should presumably be the goal. I don't know if this is possible, but what would be amazing is if your mod could "read" the floor plans of a structure (probably would need some sort of block item to be placed in the structure) and the readout gets imputed in the enemy AI in their attack and they use several different optimal strategies. The enemy would get progressive better at dealing with that particular structure each time they deal with it, so the player would need to change up their traps and base layouts to stay ahead of the hordes.
I'm guessing such a thing is probably enormously difficult or impossible to do, but perhaps what you could do is make it so that the enemy AI is "aware" of what skills the player has and what those levels are, and tried to exploit the weaker skills and mitigate the more advanced ones. Likewise, perhaps the game could count how many traps are laid so when a horde attacks, they're balanced in regards to those traps, somehow.
I'd love to see some of the concept and AI plans you have for mobs. Maybe I'm just stuck on it, but I keep coming back to the quality of the enemy mob/horde AI dictating the entertainment value of making strongholds, using traps creatively, picking and choosing skills, etc.
I see you're adding some zipline-style items, looks neat.
Pelirow: Building walls is passive for defense because once they're up the mobs go around them. They're utterly mob proof, only ever need built once, and there's no incentive for doing anything beyond digging a 1x2 hole. Punching creepers isn't passive, but there isn't any real value to it.
Certain mobs will be able to learn about the player's defenses and skills. We'll call them leaders for now. There should also be some boss mobs for providing above-average challenges to the player... like a giant creeper that has an entire horde of minions on its back. Valuing AI vs processing will indeed be a sticky point as I move forward.
I'm still building groundwork for the mod; once I have the skill api, more inventory slots, and some basic traps then we can move forward.
You could make it so that the mobs dig through blocks, build ladders, jump across 1x2 gaps, build bridges for any bigger gaps, destroy dispensers and redstone circuits, et cetera, couldn't you? If so, walls are merely the first line of defense and quickly surmounted my mobs. Basically, I hope you're making it so that walls are super-easy for mobs to deal with, thus making the traps and redstone circuits that activate certain things that aren't obvious the main means of dealing with mobs.
Real-time use of skills like levitation, repairing damaged defenses, and scattered skirmishes aimed at strategically whittling down the mobs attacking the base is what I had in mind as your concept goals. If I'm off with my understanding of your objectives, please feel free to correct me!
You could make it so that the mobs dig through blocks, build ladders, jump across 1x2 gaps, build bridges for any bigger gaps, destroy dispensers and redstone circuits, et cetera, couldn't you? If so, walls are merely the first line of defense and quickly surmounted my mobs. Basically, I hope you're making it so that walls are super-easy for mobs to deal with, thus making the traps and redstone circuits that activate certain things that aren't obvious the main means of dealing with mobs.
Real-time use of skills like levitation, repairing damaged defenses, and scattered skirmishes aimed at strategically whittling down the mobs attacking the base is what I had in mind as your concept goals. If I'm off with my understanding of your objectives, please feel free to correct me!
Why not make it so that in stead of any mob destroying the blocks, creepers explode if they cant get through your wall, and zombies can spawn with either picks, axes, or swords, and zombies with picks can destroy stone, and anything else you would use a pick on, axe zombies can destroy would based things, sword zombies just have extra damage, and unarmed zombies can destroy all soft blocks, such as dirt, sand, clay, leaves, etc.
Hey Mdiyo, are you still working on this? You've been quiet for a while, so I'm just wondering if you've abandoned this project. I really hope you haven't because this mod has so much potential and you're such a great modder that I know that this will end up being one of my favorite minecraft mods.
Hey Mdiyo, are you still working on this? You've been quiet for a while, so I'm just wondering if you've abandoned this project. I really hope you haven't because this mod has so much potential and you're such a great modder that I know that this will end up being one of my favorite minecraft mods.
mDyio might not be here but he is working on tinkers construct and natura I don't know if he will come back to this but it might be transformed to coincide with tinkers construct ad natura
Well, what exactly do you feel is "passive" about "build walls, punch creeper" in the manner I understand that you intend to do it? After all,you're planning to make it so that mobs will finally be able to overcome man-made structures and traps in an intelligent manner, so the act of making ever more elaborate structures should presumably be the goal. I don't know if this is possible, but what would be amazing is if your mod could "read" the floor plans of a structure (probably would need some sort of block item to be placed in the structure) and the readout gets imputed in the enemy AI in their attack and they use several different optimal strategies. The enemy would get progressive better at dealing with that particular structure each time they deal with it, so the player would need to change up their traps and base layouts to stay ahead of the hordes.
I'm guessing such a thing is probably enormously difficult or impossible to do, but perhaps what you could do is make it so that the enemy AI is "aware" of what skills the player has and what those levels are, and tried to exploit the weaker skills and mitigate the more advanced ones. Likewise, perhaps the game could count how many traps are laid so when a horde attacks, they're balanced in regards to those traps, somehow.
I'd love to see some of the concept and AI plans you have for mobs. Maybe I'm just stuck on it, but I keep coming back to the quality of the enemy mob/horde AI dictating the entertainment value of making strongholds, using traps creatively, picking and choosing skills, etc.
I see you're adding some zipline-style items, looks neat.
Pelirow: Building walls is passive for defense because once they're up the mobs go around them. They're utterly mob proof, only ever need built once, and there's no incentive for doing anything beyond digging a 1x2 hole. Punching creepers isn't passive, but there isn't any real value to it.
Certain mobs will be able to learn about the player's defenses and skills. We'll call them leaders for now. There should also be some boss mobs for providing above-average challenges to the player... like a giant creeper that has an entire horde of minions on its back. Valuing AI vs processing will indeed be a sticky point as I move forward.
I'm still building groundwork for the mod; once I have the skill api, more inventory slots, and some basic traps then we can move forward.
Real-time use of skills like levitation, repairing damaged defenses, and scattered skirmishes aimed at strategically whittling down the mobs attacking the base is what I had in mind as your concept goals. If I'm off with my understanding of your objectives, please feel free to correct me!
Why not make it so that in stead of any mob destroying the blocks, creepers explode if they cant get through your wall, and zombies can spawn with either picks, axes, or swords, and zombies with picks can destroy stone, and anything else you would use a pick on, axe zombies can destroy would based things, sword zombies just have extra damage, and unarmed zombies can destroy all soft blocks, such as dirt, sand, clay, leaves, etc.
mDyio might not be here but he is working on tinkers construct and natura I don't know if he will come back to this but it might be transformed to coincide with tinkers construct ad natura
I agree, this mod looks so good, I wish I knew how to mod so I could help update it or something..