As we all know, the different mobs currently lack any sort of distinguishing characteristics. All adult zombies look exactly like, all creepers look exactly alike, etc.
But there are some simple ways to add some unique characteristics to mobs.
For example-
Height variation- All mobs can be scaled differently. For example, a zombie you encounter could be 0.9 the size of an average zombie. A different zombie could be 1.1 times the size of an average zombie. Obviously this has to be subtle, because if the variation is too extreme, it would look wrong. This would change the scale of the mob, like slimes already do. The variation would have to be small so that the hitbox of the mod doesn't have to be changed. Or the hitbox could be scaled with the size of the mob.
Shading differences- All mobs could have a random shade/tint that would make them darker/lighter. Like i said before, this has to be subtle, because if the variation is too extreme, it would look wrong. This only changes the tint/shade of the skin. So this doesn't change the skin, or increase the amount of skins used, but it just modifies how the skin is used (rendered?). There could be a way to turn this off similar to the natural textures option.
I would add pictures, but i have no clue how to represent this. It will take a while to make them.
This already works for zombies, slimes, and magma cubes. They have a "Size" parameter.
The size parameter doesn't work for other mobs. There are problems with hit boxes. Hit boxes have a maximum size and once the mob is big enough you can't "hit" the hit box any more so the mob is invulnerable.
I would like to see the mob system rewritten so we had a generic "monster" and then applied traits to it. (huge effort but worth it).
W/ regard to your suggestion,
a) I'd like to see a color code (as with leather armor) for monsters which would allow you to have a million different colored zombies, skeletons, ghast, etc. Essentially shade the monster with the color value passed.
I'd like to see the size parameter apply to all monsters (not just slimes and zombies) and for the size parameter to modify the movement rate and the hit box.
It might make the zombies look a bit skewed/messed up if you add a pixel or remove a pixel so I'm not sure about this sounds like a good idead though. I agree with DarkHorde1395 - Partial Support. I would need screenshots and a better thought out plan before I give full support.
This already works for zombies, slimes, and magma cubes. They have a "Size" parameter.
The size parameter doesn't work for other mobs. There are problems with hit boxes. Hit boxes have a maximum size and once the mob is big enough you can't "hit" the hit box any more so the mob is invulnerable.
I would like to see the mob system rewritten so we had a generic "monster" and then applied traits to it. (huge effort but worth it).
W/ regard to your suggestion,
a) I'd like to see a color code (as with leather armor) for monsters which would allow you to have a million different colored zombies, skeletons, ghast, etc. Essentially shade the monster with the color value passed.
I'd like to see the size parameter apply to all monsters (not just slimes and zombies) and for the size parameter to modify the movement rate and the hit box.
Zombies have size parameters? Maybe this explains the multiple zombie morphs with the morph mod.
The thing you said about hitboxes getting so big that the mob gets invulnerable, I'm not really agreeing with that. Giant zombies and giant slimes only seem to be invulnerable, but their hitboxes are somewhere near the center of them. Unless of course you're talking about modifying hitboxes, since giant zombies/slimes exist in the vanilla (unmodded) game through commands.
It might make the zombies look a bit skewed/messed up if you add a pixel or remove a pixel so I'm not sure about this sounds like a good idead though. I agree with DarkHorde1395 - Partial Support. I would need screenshots and a better thought out plan before I give full support.
No, the zombies won't have extra or missing pixels. Look at a giant zombie or giant slime, they don't look messed up, since they use a resized model.
On topic with the thread, I think this is a good idea, having mob variation will only make the game so much more aesthetically pleasing.
Support!
Also, sorry for double post, I'm not really so focused so I don't read all the messages that I feel the need to reply to at one time.
But there are some simple ways to add some unique characteristics to mobs.
For example-
have no clue how to represent this.It will take a while to make them.The size parameter doesn't work for other mobs. There are problems with hit boxes. Hit boxes have a maximum size and once the mob is big enough you can't "hit" the hit box any more so the mob is invulnerable.
I would like to see the mob system rewritten so we had a generic "monster" and then applied traits to it. (huge effort but worth it).
W/ regard to your suggestion,
a) I'd like to see a color code (as with leather armor) for monsters which would allow you to have a million different colored zombies, skeletons, ghast, etc. Essentially shade the monster with the color value passed.
I'd like to see the size parameter apply to all monsters (not just slimes and zombies) and for the size parameter to modify the movement rate and the hit box.
Zombies have size parameters? Maybe this explains the multiple zombie morphs with the morph mod.
The thing you said about hitboxes getting so big that the mob gets invulnerable, I'm not really agreeing with that. Giant zombies and giant slimes only seem to be invulnerable, but their hitboxes are somewhere near the center of them. Unless of course you're talking about modifying hitboxes, since giant zombies/slimes exist in the vanilla (unmodded) game through commands.
No, the zombies won't have extra or missing pixels. Look at a giant zombie or giant slime, they don't look messed up, since they use a resized model.
On topic with the thread, I think this is a good idea, having mob variation will only make the game so much more aesthetically pleasing.
Support!
Also, sorry for double post, I'm not really so focused so I don't read all the messages that I feel the need to reply to at one time.