Updated to Alpha 1.0.2! The changelog is this : buffs! The Ender Lord does more damage and teleports more. The Fire Demon does more damage and moves faster. Also, I have tried to make it so that they will only spawn when you are in/very close to the nest. Please report questions/comments/concerns to me!
An earth titan who stops moving (give it a cool defensive animation/model?) and becomes completely invulnerable whenever you are looking in his general direction (so that you cannot attack him) - (crosshair position must be > [abs(x),abs(y)] from entity position on screen). The only way to damage him is to light the ground on fire with a flint and steel and have him follow you through it while you're looking away. He spawns many (>5) very fast moving minions every 30 seconds (run check each 30 sec interval - if < Y minions, spawn Z more). These minions will flee from the player unless there is a fire burning in the vicinity, in which case they will converge and put out the fire (if fire present = true, minion behavior = firefighting; when fire present = false, minion behavior = skittish). If the earth titan is on fire, so long as he continues to burn, the minions will catch on fire and become aggressive suicide bombs that charge the player and explode on contact. If the titan's burning ends, then the minions still in suicide mode will remain so until death or despawn although newer minions are spawned as normal, skittish/firefighting minions.
Or, another idea: a phantom that exists within a dark nest. He is invulnerable so long as he is in the dark (on tile w/ light level < some value, say, 6) but he will be visible, with glowing red eyes (like spiders). When in light levels greater than 6, the phantom will become vulnerable although completely invisible, except for footsteps that appear at his position (and follow him as he tries to kill the player). Torches within 10 squares of the phantom (check for them every X, say, 5 seconds?) will vanish 5 seconds after contact with the phantom. Glowstone lasts for 10 seconds. Redstone lasts for 30 seconds. The phantom moves twice as fast in the dark. This would probably be more difficult to implement, as one would be checking light levels, altering light levels, and adding beast heartbeats to minecraft's already-intensive calculations.
Okay okay, one more. A nefarious poltergeist that is not immediately vulnerable or hostile that, upon fiight initiation, inflicts the player with a very powerful speed buff (speed IV, V?) and also reverses movement controls (an unused potion effect?). The ghost then teleports a distance away across a series of jumping puzzles in its lair that must be traversed within a set period of time (say 30-45 seconds, randomly determined). The poltergeist will not move until the player comes within 5 tiles. If the player makes it within the time limit, the ghost will stay and be vulnerable for one hit only for the remaining amount of time. If the player does not make the time limit, the ghost immediately vanishes and teleports to another location isolated by another series of jumping puzzles. There are ~4 locations isolated by the jumping puzzles that the ghost switches between.
The Earth titan is an interesting idea. How big should he be? What should his minions looks like? And is fire the only way to kill him? Does he directly attack the player? Does he destroy blocks like the Ender dragon? So many questions!
That phantom is a pretty cool idea, but with all of the light glitches inside of the nests at the moment due to minecraft's lighting code I think I'll have to pass.
That's interesting. I was just thinking of a ghost that disappears/reappears randomly, but that's seems like a possibility. Does he actually attack the player?
Well, it's honestly all up to you! I'm just passing ideas, although here are some suggestions:
-The earth titan minions could be little hopping stone statuettes. If you were able to apply texture updates tied to entity behavior (like a ghast breathing a fireball), you could put angry faces on them when their suicidal, panicked faces when their skittish, and worried faces when their putting out fires.
-The titan could directly attack the player for massive damage, but he might shift between passive and aggressive behavior (i.e. 5-10 seconds - rand determined - that he stands still regardless of player viewpoint alternated with 5-10 seconds - rand determined - that he chases down the player). This would make it harder for the player to accurately judge the titan's movement when the player's back is turned, thus making it harder to lure the titan into a fire successfully. Of course, the alternating behavior would each time be put on pause when the titan appears on the player's screen.
-I was hoping for fire to be the only way to damage the titan, and only when the player cannot see the boss - it would then require skill for the player to time his flint and steel correctly so that the titan follows him into fires before the minions put those fires out (e.g. trolling the poor player ).
-Heh, I didn't think about damage at first, but that's an important point. Ideally, the speed and control reversal would be deadly to the player, but, to motivate the player to get his butt moving, maybe something insidious? like a time-delayed suffocation initiated on fight start in which the player gets 1 minute to damage the ghost before taking suffocation damage. If the player successfully damages the ghost, the timer for the suffocation restarts. Or a very slow-acting poison that eats away at the players health that can be paused by catching on fire? (that way, the player has to fight the ghost while under a speed boost, movement control reversal, AND while on fire, heh). Strategies in this case might revolve around fire resist potions to immunize the player against fire damage while he is regaining health from the paused poison effect?
Btw, feel free to mix and match anything i bring up...i'm just thinking of boss monster qualities that would make for fun (and frustrating) fights
On that note, here is one more monster archetype, if you're interested:
upon first contact, the banshee will initiate a haunting condition (hauting var = true) on the player. There will be no boss bar, no boss fight indication, other than hearing the shrieking of a beast (+ maybe some other line about hairs on neck standing up to indicate a half-encounter?)
The banshee will then appear to the player, herobrine style, at nighttime anywhere at any time. Its appearances would be slaved to a timer (timer with an appreciable uncertainty allowing for some unpredictability - say, 3 minutes +/- 2 minutes) - let it look like a shiny white, featureless figure. This banshee will, for 80% of the appearances, simply appear, sit still, and watch the player. If the player comes within 5 tiles, it disappears and the appearance time resets. For 20% of the appearances, the banshee will aggressively pursue the player for 30 seconds, dealing high damage on contact. If the banshee is killed or 30 seconds expire, the banshee disappears and the appearance timer resets.
The only way to remove the haunting and kill the banshee for good is to travel to the nether and await an appearance (appearance event runs check, is player in nether = true/false). In this case, if the banshee spawns and the appearance happens in the nether, it takes on a demonic appearance and gains the ability to one-hit kill a diamond-armored player on contact. Damage can only be done to the banshee when it is hit with a golden sword while in lava (making the player have to confront the banshee with a golden sword and have to lead the banshee into lava - on damage check, is banshee in lava = true/false, did player attack with golden sword = true/false). Upon damage, the banshee teleports both the player and itself to the nearest shore and the cycle begins again.
Oh my, some of your ideas are just plain evil. I want to give minecraft a challenge - I don't want to make the player consider suicide!
The banshee just screams OP. xD Plus in all honesty scary really doesn't happen in minecraft - look at Slenderman mod. It looks more weird than scary.
Most likely, the Earth titan will be the 4th boss that I add to the game. But what idea should he drop? Some sort of Earth Staff? Perhaps it has some healing effect?
The third boss is going to be the lightning spirit. On death, he will drop his staff, which lets the user control lightning! But I have no idea how his AI should work besides summoning lightning upon the player. Any ideas?
Hmm...i'm thinking, but here are a few things off the top o' me head:
1. You could try a reversal of the monster-player combat relationship: the player must try to touch the lightning spirit. Each time the player contacts the spirit, he does X damage. If the player is in sneak mode when he touches the spirit, perhaps he does 1.5X damage? In this case, the spirit would float like a blaze, but attempt to stay as far as possible away from the player so that he can call lightning from a safe distance. A thrown snowball or egg might stun the spirit for 5 seconds (an arrow might be too easy + a followup snowball or egg will not restart the stun until at least, say, 5 seconds after the stun has ended to prevent exploiting the advantage). And just to put an evil spin on it, perhaps you could make the spirit completely immune to all player attacks, except for physical contact only when the player is on fire, heh.
2. To survive the lightning strikes, perhaps the lightning spirit will attack passive mobs in range instead of the player, until there are no passive mobs left? (player could spawn chickens with eggs to distract lightning strikes?)
3. The lightning spirit could be attracted to water: therefore, if the player places water on the ground, the lightning spirit may decide to touch the water (water would then evaporate on touch).
4. Make the lightning spirit vulnerable only to golden hoes? (I have no explanation for why, except that I'd totally enjoy clubbing a boss to death with a very little-used tool, since, c'mon, whoever uses golden hoes?)
The contact relationship is pretty cool, although I think that the player should have to hit him with something - what, I have no idea. Maybe hitting him with a snowball will "slow" him down for a certain amount of time, allowing the player to attack him. Perhaps only with an iron sword? Or for the lolz, punching?
Hmm, that's quite interesting. Perhaps I'll just make it so that it strikes somewhere around the player - not always exactly where the player is standing.
Don't really see the point of water, especially if in a nest. What should the nest look like though?
See above (#1). This makes me want to make a giant duck boss that could only be defeated by hitting it with a shovel, in reference to SlyFox. xD
Also, idea - the Lightning Spirit will also spawn powered creepers - yes/no?
Sure, powered creepers sound great! Especially in a very 'fun,' 'losing is fun' kind of way Would there be a way to protect the terrain from their blasts (since powered creepers might be the most powerful explosive in minecraft)? Maybe the boss would have to be defeated by causing powered creepers to explode within range of the lightning spirit? Of course, the player would have to survive these blasts each time they went off. If the spirit would be vulnerable to explosives, maybe one would need to time the placement and activation of tnt to damage and defeat the boss?
Alright, so how about this:
He spawns lightning bolts near the player. I was going to add an extremely rare "spam" lightning attack, but I think it's a little too much.
He spawns "Power Creepers"
He can only be hurt by the player punching him and by explosions
Now to handle the explosion problem. What do you think? Should it destroy the environment? Should the blocks in the nest be safeguarded?
EDIT: Updated to Alpha 1.0.2! The changelog is this : buffs! The Ender Lord does more damage and teleports more. The Fire Demon does more damage and moves faster. Also, I have tried to make it so that they will only spawn when you are in/very close to the nest.
Alpha version is out! Just don't forget to backup your saves and backup your saves!
Note that you need Minecraft Forge (Client)! If you don't install Forge, it will NOT work. Also note that this mod is currently SSP only and is in alpha. Expect bugs - hopefully small ones. Please report them to me.
Alpha 1.0.2 : Here (more difficult, most changes were buffs)
Alpha 1.0.1 : Here (release version)
To install, simply drag the zip file into the "mods" folder in your minecraft directory! That's right - it doesn't edit any minecraft classes!
Please report any bugs/questions/comments/concerns to me via this read or via PM. I want your feedback! I want your suggestions!
If the "Structures" option is enabled, Legendary Beast Nests will spawn
When the player gets close enough to a nest, a beast will spawn
Currently there are only 2 beasts
Mobs too close to it will "burn"
Entities that touch it will take damage equal to that of lava
Arrows don't do so well against him
Drops a Fire Staff (try right-clicking)
Teleporting is his specialty (non-Creative)
Teleports near you if he can't see you
Switches places with you if he takes indirect entity damage (i.e. arrow) - and you take the damage instead
He likes to teleport directly behind the player
Pro tip : Do not let him into lava
Drops an Ender Staff (try right-clicking)
[left]Original Mod Idea :[/left]
Current Mod Ideas:
Nests" spawn upon world generation - they are structures, most likely not going to be something as complicated as a mine shaft or a stronghold. Most likely they will be predefined/constant. This will allow me to focus more on the mobs and AI aspect of this mod.
Legendary Beasts spawn in their nests and upon spawning a boss bar appears, like that with the Enderdragon. When you kill them, you get an insane loot? -Need more ideas
Legendary Beasts will only spawn when you get close enough to their nests. Not sure exactly what this number should be and/or if it should be somewhat random.
There should be special mobs found within their nests, spawning "naturally"
There will be a way to find these nests, similar to that of the Eye of Ender, but much more efficient. Nests locations are going to be saved with the map data, so it will always be accurate.
There will be a way to reset these nests so that the beast can spawn again. Perhaps a new boss? Or item?
I have no idea what nests should look like. And I'm not sure of new blocks/items, but it's definitely an option. If you have an idea for a structure, feel free to share it
Nest location and type loading/saving : Done
Boss Bar : Done
Spawn handling : Done
Structure Generation : Started
Fire Demon's Nest: Done?
Ender Lord's Nest:Done?
Legendary Beasts (Mobs) : Started
Fire Demon : Done
Ender Lord: Done
Drops : Started
Fire Staff: Done
Ender Staff: Done
Yes, in this screenshot, the "Legendary Beast" is the Creeper. I still need to add mobs.
This is what happened when I forgot to clear the space inside the "nest". The Stone bricks were generated by code. No, I didn't write a line of code for each block, I instead made a method that fills in blocks for me!
Nest generating in the water. Note that the design of the nest may change.
This is what it looks like inside. In here, you will find a Fire Demon. Be careful, though - if you get too close, you'll get burned. The Demon must be as hot as lava....
Front view. Man, he has a nice staff. I wonder if you could get....
Back view. He has a cape? Nah, no way you could get that.
[left]If you are interested in helping me make this mod, please fill out this form
It's always funny to make spoilers of next updates before Davidee says anything.
So i tell you, reward from some boss will be MOUNT. Rideable Gryphon ^^
Now shh, don't tell Davidee i told you about it. I don't want him to fire me
He lied. The next boss is an "Elf Hunter". He fires arrows. Every other one poisons you. He doesn't really do anything else - but he's difficult. Also, in the next release every boss has more health. But the next release is going to be 1.3.1 and SMP compatible, so it'll be fine.