This is a really neat concept but I think it’s just to similar to the barakoa, not trying to discourage you or anything, I just think the idea would improve if they didn’t just feel like barakoa of the swamp
Maybe it's the way I presented the idea which makes it seem like it's similar to the barakoa. They would be more disorganised. The totem trading mechanic can be changed. It's just that trading was the first thing that came to my mind.
Now that I think about it, they're behaviour is kinda similar to the Barakoa. Maybe some of them ride big frogs? They don't go hunting in packs like the barakoa, but instead hunt underwater for fish. As for the frogs maybe they are individual species but are inslaved or tamed by these creatures.
Much better, giving them a mount and different hunting behavior definitely sets them apart a little, this could be the big scary frog mob that mowzie is considering
So i decided to make another one, but instead of it being this big scary monster, i went ahead and vouched for a small, neutral mob that can be either a help or a hindrance while caving. Ibok a small, cubic creature where most of it's body is it's eye. it wanders the caves in small groups, scavenging on the various drops of the cave-dwellers that have fallen in combat using the small mouth located on the bottom of it's body. it defends itself by shooting singular small fire-charges out of it's eye, which deal no impact damage but inflict a small burn. if you hit one, all nearby Ibok will aggro onto you and start pelting you with weak fireballs from a safe distance away. they're also resistant to fire, but due to their low health pool, that doesn't really matter.
Ibok can also climb walls using their tiny feet, and they look kinda cute doing it. (Foot movement animation would look a bit like a caterpillar's foot movement)
Unique benefits: feed it anything that's both edible and found in caves (spider eyes, rotten flesh) and it might become temporarily "tamed" to you. it'll follow you around and ignite any enemies that aggro onto you, as well as draw aggro onto them instead of you, in which case they will try to run away so it isn't hit. they will leave after 10 minutes of assisting you.
Drops: 1-2 Fire Charges, 1-2 Ibok Hide
Ibok hide can be used to craft the Firewalker Boots, which give immunity magma blocks and act as if they have fire protection 1 already on them. they have the same durability as leather, however.
Basically, it's less a lurking horror and more of a small ambient creature with a few neat side effects. it also gives you fire charges which are a pain to craft and basically useless, so that's nice.
A new tribe on the swamps. I'm not sure of the name yet, but they would look similar to Murlocs. Their tribe would be located in near or in the middle of a swamp lake. Their houses look more like shacks. In the middle of the tribe is the elder of group. These creatures are armed with wooden spears and stone daggers. They attack in groups and retreat when alone or greatly outnumbered. The elder is a different colour, bigger in size, wears little decorations and is equipped with a stone decorated staff. These creatures are very territorial. You can give them food like fish to calm them. The elder when approached, will give you a similar trade that barako does, but instead will trade a heart of the sea, which in return he will give you the Swamp Totem. More on this later. You can also attack the tribe. Their culture demands that they worship the strongest being they come in contact with. Which means that if you take out their elder leader they will automatically worship and serve you. But it's not an easy task. They will protect their leader at all costs. Even the elder has some tricks of his own. He will unleash a stream of bubbles from his mouth which will deals damage and has a chance to put you in a floating bubble for a couple of seconds. When the bubble bursts, you'll fall. He can also call upon the "Thing Of The Deep Waters". An octopus like tentacle will raise from a near body of water that will attack the enemy. If you successfully take out their elder, they will obey you and the elder will drop his staff that allows you to make a (their name here) follow you. In multiplayer, if someone kills you, they will take control of the tribe, as they will worship a stronger being. Now at the Totem. Placing the Totem on the ground and actvating it by right clicking will summon a "Thing Of The Deep Waters" from a near body of water. Which will slam your opponents or wrap around them and send them flying in the air.
"Murloc"
God damn it, dude. This one word just triggered 3 tons of nostalgia within me. I never played WoW, but those three(four if you count Cunniculus) flash games made by GamerDisclaimer/Masked Villain/Un-mediocre were practically my childhood. I still play them to this day. And I'll continue to play them on Flashpoint from now on because by 2020 they'll go extinct alongside practically all other flash games. Such a shame.
Anyways, thank you good sir for typing that one word for me.
A quick idea that I just pulled out of my colon because I'm not really writing this idea in an attempt to get my mobs in the mod I'm pretty much writing this just because I want attention :^(
Anyways here it:
A pale white half-human half-toad looking thing that has yellow, transparent, glowy mushrooms on it. It pukes transparent, glowy, yellow goop onto you, has 10/15 health(idk), the RoF of a skeleton and a 50% chance to deal 1 damage to you if you're unarmored(with as much knockback as a regular egg/snowball) but gives you that glowing white outline effect(i forgot it's name) for 30 seconds(maybe 40 in hard mode), allowing all hostile mobs(or neutral if they have a grudge on you); not just silverfish to not only be able to see you through walls made of any types of blocks, solid or not, but also target you through them if they previously had no idea you were even there to begin with; and effectively pathfind their way towards you. Vanilla zombies have a mechanic where if they're hit there's a chance for a zombie to spawn, maybe the mushroom frog's effect will increase that chance? As if more zombies will get to spot you now that you're glowing? Maybe it will also increase the distance required for a mob to target you(so now skeletons can shoot from farther away, etc.). The spawn rate is pretty low, but if the threat they pose is not too great and they aren't too much of a nuisance this might increase. Maybe there could be a mob that gets blinded by this effect so it would be kinda sorta maybe somewhat beneficial to get the effect on you? Idk. That's pretty much it.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/15/2019
Posts:
42
Member Details
The Moonlight Guild: A group of sorcerers, knights, and assassins who use the power of the moon for spells and attacks.
Moonlight Sorcerer: Wearing robes and wielding a crystal staff, Moonlight Sorcerers attack from a distance, as well as support others of the Guild by healing and shielding them.
Moonlight Knight: Equipped with armor and a crystal sword and shield, Moonlight Knights charge at the player. They use magic, but prefer to use melee.
Moonlight Assassin: Using twin daggers, Moonlight Assassins are quick and use magic and melee equally. Their favorite spell turns them into living shadows, completely invisible except for the occasional wisp of black smoke the emanates from them.
I kinda got an idea, probably needs to be fleshed out more later.
Creatures called Coalites. Coalites are slightly bigger than a human, with a little bit more bulk to them. They have a shell of condensed coal, condensed enough to where none of it will really fall off, unless they get pretty messed up. Their joints aren't really protected, as coal doesn't move well on joints, so that is covered with an equivalent of leather. The shell that they are born with is very fragile, so when they are created, and how they are created is from others taking organic creatures, like bats, and melding them to create another of them, they begin to assist others of their species to look for coal, in order to create a harder shell for later on in life.
Coalites are a semi- civilized species, living in underground villages a decent distance from the surface. They can't really see in the dark. Instead of torches, like others, they make bonfires with excess coal to light up their village. They do not require anything to breathe, and their diet usually revolves around bats and zombies, as they aren't able to farm.
Coalites are very good at working with metal, as they can shed some of their shell to control flames better and create very fine weapons and tools. Their weapons usually consist of swords and spears, and their tools like pickaxes. They can't create bows or anything with a wooden handle, as they don't have any sort of wood available to them.
They are wary to outsiders, but are willing to trade if the price seems right to them. Since Coalites run off of coal, they use it as their main currency. If any of them are attacked, the village will retaliate and kill the offender.
Anybody know if there is any other way of fleshing them out more?
I kinda got an idea, probably needs to be fleshed out more later.
Creatures called Coalites. Coalites are slightly bigger than a human, with a little bit more bulk to them. They have a shell of condensed coal, condensed enough to where none of it will really fall off, unless they get pretty messed up. Their joints aren't really protected, as coal doesn't move well on joints, so that is covered with an equivalent of leather. The shell that they are born with is very fragile, so when they are created, and how they are created is from others taking organic creatures, like bats, and melding them to create another of them, they begin to assist others of their species to look for coal, in order to create a harder shell for later on in life.
Coalites are a semi- civilized species, living in underground villages a decent distance from the surface. They can't really see in the dark. Instead of torches, like others, they make bonfires with excess coal to light up their village. They do not require anything to breathe, and their diet usually revolves around bats and zombies, as they aren't able to farm.
Coalites are very good at working with metal, as they can shed some of their shell to control flames better and create very fine weapons and tools. Their weapons usually consist of swords and spears, and their tools like pickaxes. They can't create bows or anything with a wooden handle, as they don't have any sort of wood available to them.
They are wary to outsiders, but are willing to trade if the price seems right to them. Since Coalites run off of coal, they use it as their main currency. If any of them are attacked, the village will retaliate and kill the offender.
Anybody know if there is any other way of fleshing them out more?
Wow. I really really like this idea. I don't usually comment on other's ideas, but this one is super neat.
Maybe these creatures could be more users of fire, since coal is a really good fuel to make fire. I'm thinking of fire forging weapons, tools and such. Like, you pay them something (like their currency or material needs) and they forge you some tool or weapon made out of flame or something similar. I would really like to see this mob in-game and really hope Mowzie considers adding. 10/10 for me
Wow. I really really like this idea. I don't usually comment on other's ideas, but this one is super neat.
Maybe these creatures could be more users of fire, since coal is a really good fuel to make fire. I'm thinking of fire forging weapons, tools and such. Like, you pay them something (like their currency or material needs) and they forge you some tool or weapon made out of flame or something similar. I would really like to see this mob in-game and really hope Mowzie considers adding. 10/10 for me
Thanks! Going off of your idea for the weapons, maybe they could still make the fine weaponry, but some special ones consume coal to light on fire or something along those lines.
I kinda got an idea, probably needs to be fleshed out more later.
Creatures called Coalites. Coalites are slightly bigger than a human, with a little bit more bulk to them. They have a shell of condensed coal, condensed enough to where none of it will really fall off, unless they get pretty messed up. Their joints aren't really protected, as coal doesn't move well on joints, so that is covered with an equivalent of leather. The shell that they are born with is very fragile, so when they are created, and how they are created is from others taking organic creatures, like bats, and melding them to create another of them, they begin to assist others of their species to look for coal, in order to create a harder shell for later on in life.
Coalites are a semi- civilized species, living in underground villages a decent distance from the surface. They can't really see in the dark. Instead of torches, like others, they make bonfires with excess coal to light up their village. They do not require anything to breathe, and their diet usually revolves around bats and zombies, as they aren't able to farm.
Coalites are very good at working with metal, as they can shed some of their shell to control flames better and create very fine weapons and tools. Their weapons usually consist of swords and spears, and their tools like pickaxes. They can't create bows or anything with a wooden handle, as they don't have any sort of wood available to them.
They are wary to outsiders, but are willing to trade if the price seems right to them. Since Coalites run off of coal, they use it as their main currency. If any of them are attacked, the village will retaliate and kill the offender.
Anybody know if there is any other way of fleshing them out more?
I like this idea as well and I hope it gets in game. I'd definitely want to see this. 12/10
I saw! I'm super glad you liked that idea! I'm also curious to see how it's obstacle courses would work in game!
And honestly, I'd imagine that warlock tower idea working more in favor for my Librarian idea, due to the stark similarities. I can definitely see how the chaotic demon design could be a bit overwhelming to deal with; my initial idea was something that was just really bizarre and uncanny, and fought the player in a way that no other monster/boss does as of yet. For my monster ideas, I try to theme them around bosses/mini bosses, in that they have their own strengths and weaknesses; Librarian is a super glass cannon that relies heavily on his collection of magic, while the Tiki Guardians rely on synergies between each other XD
I see, yeah the thinking there makes sense. I'll hold on to it.
All high-quality ideas, all in my huge backlog of things to implement.
That is a valid question! I imagine it would drop a magical item, possibly one of it's buds. It would allow the player to summon an illusory duplicate of themselves, which hostile mobs would prioritize over the player (except, of course, the Fae Lizard or any wizard mobs, like the Winter Order). This would allow the player to escape any hairy situations.
Edit: I forgot to add the items recharge and durability! This item would have a slow recharge and have five (This could be changed) uses before it's used up.
A new tribe on the swamps. I'm not sure of the name yet, but they would look similar to Murlocs. Their tribe would be located in near or in the middle of a swamp lake. Their houses look more like shacks. In the middle of the tribe is the elder of group. These creatures are armed with wooden spears and stone daggers. They attack in groups and retreat when alone or greatly outnumbered. The elder is a different colour, bigger in size, wears little decorations and is equipped with a stone decorated staff. These creatures are very territorial. You can give them food like fish to calm them. The elder when approached, will give you a similar trade that barako does, but instead will trade a heart of the sea, which in return he will give you the Swamp Totem. More on this later. You can also attack the tribe. Their culture demands that they worship the strongest being they come in contact with. Which means that if you take out their elder leader they will automatically worship and serve you. But it's not an easy task. They will protect their leader at all costs. Even the elder has some tricks of his own. He will unleash a stream of bubbles from his mouth which will deals damage and has a chance to put you in a floating bubble for a couple of seconds. When the bubble bursts, you'll fall. He can also call upon the "Thing Of The Deep Waters". An octopus like tentacle will raise from a near body of water that will attack the enemy. If you successfully take out their elder, they will obey you and the elder will drop his staff that allows you to make a (their name here) follow you. In multiplayer, if someone kills you, they will take control of the tribe, as they will worship a stronger being. Now at the Totem. Placing the Totem on the ground and actvating it by right clicking will summon a "Thing Of The Deep Waters" from a near body of water. Which will slam your opponents or wrap around them and send them flying in the air.
I like the idea of a swamp tribe and murloc-like creatures would be fun. But mechanically you've essentially just re-skinned the Barakoa - a village with a larger stationary boss version, remote magic attacks, the choice of inheriting the boss' powers or controlling the tribe. It's way too similar in its current state, and doesn't carry the same thematic justification. Sorry.
Maybe it's the way I presented the idea which makes it seem like it's similar to the barakoa. They would be more disorganised. The totem trading mechanic can be changed. It's just that trading was the first thing that came to my mind.
I don't know what you mean by "disorganized". I don't feel like the level of order in their combat addresses the similarities closely enough.
Now that I think about it, they're behaviour is kinda similar to the Barakoa. Maybe some of them ride big frogs? They don't go hunting in packs like the barakoa, but instead hunt underwater for fish. As for the frogs maybe they are individual species but are inslaved or tamed by these creatures.
Having them mounted on toads or hunt for fish are nice choices, but they don't change the fact that players interact with the mob the same way that they interact with the Barakoa.
So i decided to make another one, but instead of it being this big scary monster, i went ahead and vouched for a small, neutral mob that can be either a help or a hindrance while caving. Ibok a small, cubic creature where most of it's body is it's eye. it wanders the caves in small groups, scavenging on the various drops of the cave-dwellers that have fallen in combat using the small mouth located on the bottom of it's body. it defends itself by shooting singular small fire-charges out of it's eye, which deal no impact damage but inflict a small burn. if you hit one, all nearby Ibok will aggro onto you and start pelting you with weak fireballs from a safe distance away. they're also resistant to fire, but due to their low health pool, that doesn't really matter.
Ibok can also climb walls using their tiny feet, and they look kinda cute doing it. (Foot movement animation would look a bit like a caterpillar's foot movement)
Unique benefits: feed it anything that's both edible and found in caves (spider eyes, rotten flesh) and it might become temporarily "tamed" to you. it'll follow you around and ignite any enemies that aggro onto you, as well as draw aggro onto them instead of you, in which case they will try to run away so it isn't hit. they will leave after 10 minutes of assisting you.
Drops: 1-2 Fire Charges, 1-2 Ibok Hide
Ibok hide can be used to craft the Firewalker Boots, which give immunity magma blocks and act as if they have fire protection 1 already on them. they have the same durability as leather, however.
Basically, it's less a lurking horror and more of a small ambient creature with a few neat side effects. it also gives you fire charges which are a pain to craft and basically useless, so that's nice.
I appreciate the change in tone of the idea! They're kinda neat, but I'm not very excited by them. I'm also not a fan of mobs that drop "hides" and other miscellaneous parts; I have a philosophy that mob drops should be somewhat immediately useful and should avoid the template "[mob name][generic body part]". Sorry, I don't think it's what I'm looking for.
A quick idea that I just pulled out of my colon because I'm not really writing this idea in an attempt to get my mobs in the mod I'm pretty much writing this just because I want attention :^(
Anyways here it:
A pale white half-human half-toad looking thing that has yellow, transparent, glowy mushrooms on it. It pukes transparent, glowy, yellow goop onto you, has 10/15 health(idk), the RoF of a skeleton and a 50% chance to deal 1 damage to you if you're unarmored(with as much knockback as a regular egg/snowball) but gives you that glowing white outline effect(i forgot it's name) for 30 seconds(maybe 40 in hard mode), allowing all hostile mobs(or neutral if they have a grudge on you); not just silverfish to not only be able to see you through walls made of any types of blocks, solid or not, but also target you through them if they previously had no idea you were even there to begin with; and effectively pathfind their way towards you. Vanilla zombies have a mechanic where if they're hit there's a chance for a zombie to spawn, maybe the mushroom frog's effect will increase that chance? As if more zombies will get to spot you now that you're glowing? Maybe it will also increase the distance required for a mob to target you(so now skeletons can shoot from farther away, etc.). The spawn rate is pretty low, but if the threat they pose is not too great and they aren't too much of a nuisance this might increase. Maybe there could be a mob that gets blinded by this effect so it would be kinda sorta maybe somewhat beneficial to get the effect on you? Idk. That's pretty much it.
Sorry, but it just seems a bit random? I don't feel a connection between the design and the mechanic. This isn't really what I'm looking for.
The Moonlight Guild: A group of sorcerers, knights, and assassins who use the power of the moon for spells and attacks.
Moonlight Sorcerer: Wearing robes and wielding a crystal staff, Moonlight Sorcerers attack from a distance, as well as support others of the Guild by healing and shielding them.
Moonlight Knight: Equipped with armor and a crystal sword and shield, Moonlight Knights charge at the player. They use magic, but prefer to use melee.
Moonlight Assassin: Using twin daggers, Moonlight Assassins are quick and use magic and melee equally. Their favorite spell turns them into living shadows, completely invisible except for the occasional wisp of black smoke the emanates from them.
I'm open to a moon-themed guild, but the mobs you just described have absolutely nothing to do with the moon. You've also described three completely disparate mob ideas; it would be a stronger design choice to choose one and flesh it out fully, unless you can thematically or mechanically justify the variants.
I kinda got an idea, probably needs to be fleshed out more later.
Creatures called Coalites. Coalites are slightly bigger than a human, with a little bit more bulk to them. They have a shell of condensed coal, condensed enough to where none of it will really fall off, unless they get pretty messed up. Their joints aren't really protected, as coal doesn't move well on joints, so that is covered with an equivalent of leather. The shell that they are born with is very fragile, so when they are created, and how they are created is from others taking organic creatures, like bats, and melding them to create another of them, they begin to assist others of their species to look for coal, in order to create a harder shell for later on in life.
Coalites are a semi- civilized species, living in underground villages a decent distance from the surface. They can't really see in the dark. Instead of torches, like others, they make bonfires with excess coal to light up their village. They do not require anything to breathe, and their diet usually revolves around bats and zombies, as they aren't able to farm.
Coalites are very good at working with metal, as they can shed some of their shell to control flames better and create very fine weapons and tools. Their weapons usually consist of swords and spears, and their tools like pickaxes. They can't create bows or anything with a wooden handle, as they don't have any sort of wood available to them.
They are wary to outsiders, but are willing to trade if the price seems right to them. Since Coalites run off of coal, they use it as their main currency. If any of them are attacked, the village will retaliate and kill the offender.
Anybody know if there is any other way of fleshing them out more?
These are cool! I can really picture them fitting into the game. Apparently, so does everyone else!
In describing them, you seemed to have really developed the 'science' behind how they work and function biologically and sociologically. But the idea is missing actual gameplay interest; the ways in which players interact with these mobs is totally generic, no matter how exciting the design idea is. I'd love to see more development in what unique role they play in the game and how an encounter with these mobs will feel unique to players.
These are cool! I can really picture them fitting into the game. Apparently, so does everyone else!
In describing them, you seemed to have really developed the 'science' behind how they work and function biologically and sociologically. But the idea is missing actual gameplay interest; the ways in which players interact with these mobs is totally generic, no matter how exciting the design idea is. I'd love to see more development in what unique role they play in the game and how an encounter with these mobs will feel unique to players.
Hmm, I just had some ideas pop up, but I don't think it would be a good idea, since it would be making them put way too much impact to the world. One that may work is that maybe if you trade high enough with them, they'll teach you how to create others of their ilk, but like a downgraded way, with instead of coal, a different material. For example, they tell you how to create more of them in order to make your own village of them, but they're made of a new type of ore that would make them inferior to the original Coalites. Or, maybe each village is destined to hold something back from a different dimension, something that would eliminate (or consume) their race, like a living fire from the Nether or something along those lines. Now that you mention the gameplay appeal they should have, it's a lot harder to find something that would make them worth the time. But all I got so far is possibly something they are holding back from a different dimension, like a living fire that will consume their entire race since they are pretty much made of a good and efficient fuel source, or they will give you a "blueprint" for lack of a better term, of themselves that will be inferior to them so that they cannot be replaced.
How about a pack of camouflaging mollusks that turn invisible and attempt to latch on to you; you’d have to watch closely to see the bubble trails they leave behind to find where they are before they strike! Their beaks can also be venomous so the antidote potion is even more useful
they’ll be found in open ocean
they could drop an item called an invisible ink sac that, when consumed, lets the player turn their armor invisible along with themselves
i got this idea from real life mollusks like cuddlefish and octopi, those two animals can change their color and texture to seamlessly blend in with their environment as if they where invisible
I see, yeah the thinking there makes sense. I'll hold on to it.
All high-quality ideas, all in my huge backlog of things to implement.
That's pretty neat. I'll keep it in mind.
I like the idea of a swamp tribe and murloc-like creatures would be fun. But mechanically you've essentially just re-skinned the Barakoa - a village with a larger stationary boss version, remote magic attacks, the choice of inheriting the boss' powers or controlling the tribe. It's way too similar in its current state, and doesn't carry the same thematic justification. Sorry.
I don't know what you mean by "disorganized". I don't feel like the level of order in their combat addresses the similarities closely enough.
Having them mounted on toads or hunt for fish are nice choices, but they don't change the fact that players interact with the mob the same way that they interact with the Barakoa.
I appreciate the change in tone of the idea! They're kinda neat, but I'm not very excited by them. I'm also not a fan of mobs that drop "hides" and other miscellaneous parts; I have a philosophy that mob drops should be somewhat immediately useful and should avoid the template "[mob name][generic body part]". Sorry, I don't think it's what I'm looking for.
Sorry, but it just seems a bit random? I don't feel a connection between the design and the mechanic. This isn't really what I'm looking for.
What would you like to change? I can't make any promises...
I do as well! But it should have a larger design concept that justifies the mechanic
I'm open to a moon-themed guild, but the mobs you just described have absolutely nothing to do with the moon. You've also described three completely disparate mob ideas; it would be a stronger design choice to choose one and flesh it out fully, unless you can thematically or mechanically justify the variants.
These are cool! I can really picture them fitting into the game. Apparently, so does everyone else!
In describing them, you seemed to have really developed the 'science' behind how they work and function biologically and sociologically. But the idea is missing actual gameplay interest; the ways in which players interact with these mobs is totally generic, no matter how exciting the design idea is. I'd love to see more development in what unique role they play in the game and how an encounter with these mobs will feel unique to player
Perhaps the mob alerting mechanic is curse cast by some kind of witch or gremlin mob? Basically a magic debuff caused by some kind of mischievous creature
Oh no! I wasn't really descriptive with the mobs, was I? And now that I think about it, one mob would be a good idea. Let me try improving the Moonlight Assassin. I can't right now, though.
Yeah. Now that I drew it I can sorta see why it may not fit MM in your opinion. But if you find the core idea of a support mob that gets you a light effect interesting, I think that said mob, whether it is a white mushroom frogman looking thing or not, could drop glowy goop that you could mix with the lantern gel to create a shiny mixture that you could tip your arrows in at the crafting table. Maybe when you fire it at mobs it will flash for a brief second so brightly that all mobs in an are will have the light effect and maybe even blindness, making them ironically able to spot you only at a much smaller distance? Idk.
Oh the player interaction was similar! I thought that their behaviour was similar. Well, sure I can think of a different way a player can interact with them.
Maybe it's the way I presented the idea which makes it seem like it's similar to the barakoa. They would be more disorganised. The totem trading mechanic can be changed. It's just that trading was the first thing that came to my mind.
Now that I think about it, they're behaviour is kinda similar to the Barakoa. Maybe some of them ride big frogs? They don't go hunting in packs like the barakoa, but instead hunt underwater for fish. As for the frogs maybe they are individual species but are inslaved or tamed by these creatures.
Much better, giving them a mount and different hunting behavior definitely sets them apart a little, this could be the big scary frog mob that mowzie is considering
So i decided to make another one, but instead of it being this big scary monster, i went ahead and vouched for a small, neutral mob that can be either a help or a hindrance while caving.
Ibok
a small, cubic creature where most of it's body is it's eye. it wanders the caves in small groups, scavenging on the various drops of the cave-dwellers that have fallen in combat using the small mouth located on the bottom of it's body. it defends itself by shooting singular small fire-charges out of it's eye, which deal no impact damage but inflict a small burn. if you hit one, all nearby Ibok will aggro onto you and start pelting you with weak fireballs from a safe distance away. they're also resistant to fire, but due to their low health pool, that doesn't really matter.
Ibok can also climb walls using their tiny feet, and they look kinda cute doing it. (Foot movement animation would look a bit like a caterpillar's foot movement)
Unique benefits: feed it anything that's both edible and found in caves (spider eyes, rotten flesh) and it might become temporarily "tamed" to you. it'll follow you around and ignite any enemies that aggro onto you, as well as draw aggro onto them instead of you, in which case they will try to run away so it isn't hit. they will leave after 10 minutes of assisting you.
Drops: 1-2 Fire Charges, 1-2 Ibok Hide
Ibok hide can be used to craft the Firewalker Boots, which give immunity magma blocks and act as if they have fire protection 1 already on them. they have the same durability as leather, however.
Basically, it's less a lurking horror and more of a small ambient creature with a few neat side effects. it also gives you fire charges which are a pain to craft and basically useless, so that's nice.
haha unoriginal signature go brr
"Murloc"
God damn it, dude. This one word just triggered 3 tons of nostalgia within me. I never played WoW, but those three(four if you count Cunniculus) flash games made by GamerDisclaimer/Masked Villain/Un-mediocre were practically my childhood. I still play them to this day. And I'll continue to play them on Flashpoint from now on because by 2020 they'll go extinct alongside practically all other flash games. Such a shame.
Anyways, thank you good sir for typing that one word for me.
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
A quick idea that I just pulled out of my colon because I'm not really writing this idea in an attempt to get my mobs in the mod I'm pretty much writing this just because I want attention :^(
Anyways here it:
A pale white half-human half-toad looking thing that has yellow, transparent, glowy mushrooms on it. It pukes transparent, glowy, yellow goop onto you, has 10/15 health(idk), the RoF of a skeleton and a 50% chance to deal 1 damage to you if you're unarmored(with as much knockback as a regular egg/snowball) but gives you that glowing white outline effect(i forgot it's name) for 30 seconds(maybe 40 in hard mode), allowing all hostile mobs(or neutral if they have a grudge on you); not just silverfish to not only be able to see you through walls made of any types of blocks, solid or not, but also target you through them if they previously had no idea you were even there to begin with; and effectively pathfind their way towards you. Vanilla zombies have a mechanic where if they're hit there's a chance for a zombie to spawn, maybe the mushroom frog's effect will increase that chance? As if more zombies will get to spot you now that you're glowing? Maybe it will also increase the distance required for a mob to target you(so now skeletons can shoot from farther away, etc.). The spawn rate is pretty low, but if the threat they pose is not too great and they aren't too much of a nuisance this might increase. Maybe there could be a mob that gets blinded by this effect so it would be kinda sorta maybe somewhat beneficial to get the effect on you? Idk. That's pretty much it.
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
I really like the idea of a mob that alerts other mobs to your presence, kind of like a support class
The Moonlight Guild: A group of sorcerers, knights, and assassins who use the power of the moon for spells and attacks.
Moonlight Sorcerer: Wearing robes and wielding a crystal staff, Moonlight Sorcerers attack from a distance, as well as support others of the Guild by healing and shielding them.
Moonlight Knight: Equipped with armor and a crystal sword and shield, Moonlight Knights charge at the player. They use magic, but prefer to use melee.
Moonlight Assassin: Using twin daggers, Moonlight Assassins are quick and use magic and melee equally. Their favorite spell turns them into living shadows, completely invisible except for the occasional wisp of black smoke the emanates from them.
I kinda got an idea, probably needs to be fleshed out more later.
Creatures called Coalites. Coalites are slightly bigger than a human, with a little bit more bulk to them. They have a shell of condensed coal, condensed enough to where none of it will really fall off, unless they get pretty messed up. Their joints aren't really protected, as coal doesn't move well on joints, so that is covered with an equivalent of leather. The shell that they are born with is very fragile, so when they are created, and how they are created is from others taking organic creatures, like bats, and melding them to create another of them, they begin to assist others of their species to look for coal, in order to create a harder shell for later on in life.
Coalites are a semi- civilized species, living in underground villages a decent distance from the surface. They can't really see in the dark. Instead of torches, like others, they make bonfires with excess coal to light up their village. They do not require anything to breathe, and their diet usually revolves around bats and zombies, as they aren't able to farm.
Coalites are very good at working with metal, as they can shed some of their shell to control flames better and create very fine weapons and tools. Their weapons usually consist of swords and spears, and their tools like pickaxes. They can't create bows or anything with a wooden handle, as they don't have any sort of wood available to them.
They are wary to outsiders, but are willing to trade if the price seems right to them. Since Coalites run off of coal, they use it as their main currency. If any of them are attacked, the village will retaliate and kill the offender.
Anybody know if there is any other way of fleshing them out more?
Wow. I really really like this idea. I don't usually comment on other's ideas, but this one is super neat.
Maybe these creatures could be more users of fire, since coal is a really good fuel to make fire. I'm thinking of fire forging weapons, tools and such. Like, you pay them something (like their currency or material needs) and they forge you some tool or weapon made out of flame or something similar. I would really like to see this mob in-game and really hope Mowzie considers adding. 10/10 for me
Thanks! Going off of your idea for the weapons, maybe they could still make the fine weaponry, but some special ones consume coal to light on fire or something along those lines.
I like this idea as well and I hope it gets in game. I'd definitely want to see this. 12/10
I see, yeah the thinking there makes sense. I'll hold on to it.
All high-quality ideas, all in my huge backlog of things to implement.
That's pretty neat. I'll keep it in mind.
I like the idea of a swamp tribe and murloc-like creatures would be fun. But mechanically you've essentially just re-skinned the Barakoa - a village with a larger stationary boss version, remote magic attacks, the choice of inheriting the boss' powers or controlling the tribe. It's way too similar in its current state, and doesn't carry the same thematic justification. Sorry.
I don't know what you mean by "disorganized". I don't feel like the level of order in their combat addresses the similarities closely enough.
Having them mounted on toads or hunt for fish are nice choices, but they don't change the fact that players interact with the mob the same way that they interact with the Barakoa.
I appreciate the change in tone of the idea! They're kinda neat, but I'm not very excited by them. I'm also not a fan of mobs that drop "hides" and other miscellaneous parts; I have a philosophy that mob drops should be somewhat immediately useful and should avoid the template "[mob name][generic body part]". Sorry, I don't think it's what I'm looking for.
Sorry, but it just seems a bit random? I don't feel a connection between the design and the mechanic. This isn't really what I'm looking for.
What would you like to change? I can't make any promises...
I do as well! But it should have a larger design concept that justifies the mechanic.
I'm open to a moon-themed guild, but the mobs you just described have absolutely nothing to do with the moon. You've also described three completely disparate mob ideas; it would be a stronger design choice to choose one and flesh it out fully, unless you can thematically or mechanically justify the variants.
These are cool! I can really picture them fitting into the game. Apparently, so does everyone else!
In describing them, you seemed to have really developed the 'science' behind how they work and function biologically and sociologically. But the idea is missing actual gameplay interest; the ways in which players interact with these mobs is totally generic, no matter how exciting the design idea is. I'd love to see more development in what unique role they play in the game and how an encounter with these mobs will feel unique to players.
Hmm, I just had some ideas pop up, but I don't think it would be a good idea, since it would be making them put way too much impact to the world. One that may work is that maybe if you trade high enough with them, they'll teach you how to create others of their ilk, but like a downgraded way, with instead of coal, a different material. For example, they tell you how to create more of them in order to make your own village of them, but they're made of a new type of ore that would make them inferior to the original Coalites. Or, maybe each village is destined to hold something back from a different dimension, something that would eliminate (or consume) their race, like a living fire from the Nether or something along those lines. Now that you mention the gameplay appeal they should have, it's a lot harder to find something that would make them worth the time. But all I got so far is possibly something they are holding back from a different dimension, like a living fire that will consume their entire race since they are pretty much made of a good and efficient fuel source, or they will give you a "blueprint" for lack of a better term, of themselves that will be inferior to them so that they cannot be replaced.
How about a pack of camouflaging mollusks that turn invisible and attempt to latch on to you; you’d have to watch closely to see the bubble trails they leave behind to find where they are before they strike! Their beaks can also be venomous so the antidote potion is even more useful
they’ll be found in open ocean
they could drop an item called an invisible ink sac that, when consumed, lets the player turn their armor invisible along with themselves
i got this idea from real life mollusks like cuddlefish and octopi, those two animals can change their color and texture to seamlessly blend in with their environment as if they where invisible
Perhaps the mob alerting mechanic is curse cast by some kind of witch or gremlin mob? Basically a magic debuff caused by some kind of mischievous creature
Oh no! I wasn't really descriptive with the mobs, was I? And now that I think about it, one mob would be a good idea. Let me try improving the Moonlight Assassin. I can't right now, though.
Yeah. Now that I drew it I can sorta see why it may not fit MM in your opinion. But if you find the core idea of a support mob that gets you a light effect interesting, I think that said mob, whether it is a white mushroom frogman looking thing or not, could drop glowy goop that you could mix with the lantern gel to create a shiny mixture that you could tip your arrows in at the crafting table. Maybe when you fire it at mobs it will flash for a brief second so brightly that all mobs in an are will have the light effect and maybe even blindness, making them ironically able to spot you only at a much smaller distance? Idk.
🕆︎■︎♎︎♏︎❒︎⧫︎♋︎●︎♏︎ ♓︎⬧︎ ♋︎ ♍︎❒︎♋︎◻︎◻︎⍓︎ □︎❖︎♏︎❒︎❒︎♋︎⧫︎♏︎♎︎ ♑︎♋︎❍︎♏︎📬︎ ✡︎□︎◆︎ ⬧︎♒︎□︎◆︎●︎♎︎ ⬧︎⧫︎□︎◻︎ ◻︎❒︎♋︎♓︎⬧︎♓︎■︎♑︎ ♓︎⧫︎ ♋︎■︎♎︎ ♓︎■︎⬧︎⧫︎♏︎♋︎♎︎ ♍︎□︎■︎⬧︎♓︎♎︎♏︎❒︎ ♑︎♏︎⧫︎⧫︎♓︎■︎♑︎ ⍓︎□︎◆︎❒︎⬧︎♏︎●︎♐︎ ♋︎ ●︎♓︎♐︎♏︎📪︎ ⍓︎□︎◆︎ ■︎♏︎❒︎♎︎
Oh the player interaction was similar! I thought that their behaviour was similar. Well, sure I can think of a different way a player can interact with them.