This sounds awesome! As i read from previous posters, and agree with them, "this sounds like what the end could have been." From that "if you stare at the abyss..." quote, did you get the idea of the abyssal reaper? like, 2 glowing eyes staring back at ya?
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"Idiots are just like Slinkies. They're practically useless, but still give a smile to your face if you push them down a flight of stairs."
"It’s not that I hate you, it’s more like if you were on fire and I had water, I would drink it." EPIC: ۞
This sounds awesome! As i read from previous posters, and agree with them, "this sounds like what the end could have been." From that "if you stare at the abyss..." quote, did you get the idea of the abyssal reaper? like, 2 glowing eyes staring back at ya?
Actually the Reaper was part of my post before that; that's just a fitting quote.
The torches obviously shouldn't be glowing. They're just the regular torch with a new particle and texture.
As you can tell, you can't see a thing. It's almost too dark.
That's really good! It works nearly perfectly, although it'd be good for light sources to have their area more defined, more yellow and fuzzy for safety. Because all fuzzy things are safe, regardless of how the term 'fuzzy' is used.
That's really good! It works nearly perfectly, although it'd be good for light sources to have their area more defined, more yellow and fuzzy for safety. Because all fuzzy things are safe, regardless of how the term 'fuzzy' is used.
By bumping up the value on the rock ever so slightly, it makes the place far brighter. At the same time, the moody brightness keeps the light confined.
By bumping up the value on the rock ever so slightly, it makes the place far brighter. At the same time, the moody brightness keeps the light confined.
Hmm... The other one looks better. Perhaps light could be changed inside the Abyss, so that a yellow bubble of light appears around the source of light detailing its area.
Also, question: Should regular old torches automatically burn in the Abyss(Like they were going to be changed to do a while ago) and need to be relit by flint & steel, providing incentive to stock up on more advanced lighting methods?
Hmm... The other one looks better. Perhaps light could be changed inside the Abyss, so that a yellow bubble of light appears around the source of light detailing its area.
Also, question: Should regular old torches automatically burn in the Abyss(Like they were going to be changed to do a while ago) and need to be relit by flint & steel, providing incentive to stock up on more advanced lighting methods?
Yeah, it's tough trying to find a middle ground value. The first few steps in the 0-100 value space are pretty massive. I'll try to find a better tint.
Given that it's supposed to be a challenging place, torches getting burned out would make sense. It could also be made so that the light-hunting mobs snuff out torches (rather than simply breaking them), forcing you to relight them.
Yeah, it's tough trying to find a middle ground value. The first few steps in the 0-100 value space are pretty massive. I'll try to find a better tint.
Given that it's supposed to be a challenging place, torches getting burned out would make sense. It could also be made so that the light-hunting mobs snuff out torches (rather than simply breaking them), forcing you to relight them.
That works pretty well! That Eclipsing Rock texture isn't working for me though... Not sure why. Remember that it's supposed to have a dynamic texture, slowly changing from black to white when exposed to light. RHYME NOT INTENTIONAL
That works pretty well! That Eclipsing Rock texture isn't working for me though... Not sure why. Remember that it's supposed to have a dynamic texture, slowly changing from black to white when exposed to light. RHYME NOT INTENTIONAL
So rather than yellow, it should be less mellow? Should it be a pure shade of white, or more of a clearly defined stone in its own right? RHYMES PROBABLY INTENTIONAL
One suggestion, you should totally add abyssal demons. And make them drop whips \sarcasm
Seriously though, this would make an excellent mod; the stronger enemies and new terrain would add a great challenge to the game.
I would shorten the mining time for abyssal stone, 5 seconds per block seems extremely tedious and would make it a very expensive building tool.
So rather than yellow, it should be less mellow? Should it be a pure shade of white, or more of a clearly defined stone in its own right? RHYMES PROBABLY INTENTIONAL
I'm honestly not sure for a good look for the stones.
One suggestion, you should totally add abyssal demons. And make them drop whips \sarcasm
Seriously though, this would make an excellent mod; the stronger enemies and new terrain would add a great challenge to the game.
I would shorten the mining time for abyssal stone, 5 seconds per block seems extremely tedious and would make it a very expensive building tool.
I only said that, because I didn't want it to be too easy to make a safety zone from enemies, but now that I've detailed Abyssal Spectre, that should be fine.
There's a reason it's the Abyss; you can't see without your own light. The effect isn't complete if you can see things outside of your safety zone, even if you can only see it a little.
Well, we aren't trying to scare players away from the game with heart-attack-level scary. That's why you want to retain a level of brightness so players are at least sitting up in their chairs to see; I.E, moody brightness becomes about 1/4 brighter in comparison to the Overworld.
When they're like that, they're automatically more alert, more into the game.
Kind of like this brightness:
Well, we aren't trying to scare players away from the game with heart-attack-level scary. That's why you want to retain a level of brightness so players are at least sitting up in their chairs to see; I.E, moody brightness becomes about 1/4 brighter in comparison to the Overworld.
When they're like that, they're automatically more alert, more into the game.
If you can see at all, it ruins the point of a mob that only spawns and moves about in complete darkness. There's not much you can do about that.
If you can see at all, it ruins the point of a mob that only spawns and moves about in complete darkness. There's not much you can do about that.
Why can they only move in complete darkness though? Having shadowy outlines of mobs barely visible scrambling at you "safe" points would be pretty neat. And, also, if they can only move in complete darkness, then they can't attack the player anyway, since the player would remain in the torchlight.
Why can they only move in complete darkness though? Having shadowy outlines of mobs barely visible scrambling at you "safe" points would be pretty neat. And, also, if they can only move in complete darkness, then they can't attack the player anyway, since the player would remain in the torchlight.
I think the idea is that the weaker mobs could ruin your torches, allowing the stronger ones to appear. I'm not sure, though.
As for the mobs, they all seem good, save for the Creeper. An unavoidable explosion would be incredibly frustrating.
"It’s not that I hate you, it’s more like if you were on fire and I had water, I would drink it." EPIC: ۞
But I managed to force myself to read through it, and... I have nothing to say. It's just too brilliant for me.
Oooohhhh, I see! I thought you didn't like it xD
And thanks! Wonder if I could get TerrainControl to generate a world close to this in a topological sense.
Actually the Reaper was part of my post before that; that's just a fitting quote.
Spire in minimum brightness
Glowstone in maximum brightness
Glowstone in minimum brightness
The torches obviously shouldn't be glowing. They're just the regular torch with a new particle and texture.
As you can tell, you can't see a thing. It's almost too dark.
That's really good! It works nearly perfectly, although it'd be good for light sources to have their area more defined, more yellow and fuzzy for safety. Because all fuzzy things are safe, regardless of how the term 'fuzzy' is used.
Same spire, moody brightness, new texture
A bit further away
By bumping up the value on the rock ever so slightly, it makes the place far brighter. At the same time, the moody brightness keeps the light confined.
Hmm... The other one looks better. Perhaps light could be changed inside the Abyss, so that a yellow bubble of light appears around the source of light detailing its area.
Also, question: Should regular old torches automatically burn in the Abyss(Like they were going to be changed to do a while ago) and need to be relit by flint & steel, providing incentive to stock up on more advanced lighting methods?
Yeah, it's tough trying to find a middle ground value. The first few steps in the 0-100 value space are pretty massive. I'll try to find a better tint.
Maybe something like this. There's also one of the Eclipsing Rocks in there.
Given that it's supposed to be a challenging place, torches getting burned out would make sense. It could also be made so that the light-hunting mobs snuff out torches (rather than simply breaking them), forcing you to relight them.
That works pretty well! That Eclipsing Rock texture isn't working for me though... Not sure why. Remember that it's supposed to have a dynamic texture, slowly changing from black to white when exposed to light. RHYME NOT INTENTIONAL
So rather than yellow, it should be less mellow? Should it be a pure shade of white, or more of a clearly defined stone in its own right? RHYMES PROBABLY INTENTIONAL
Seriously though, this would make an excellent mod; the stronger enemies and new terrain would add a great challenge to the game.
I would shorten the mining time for abyssal stone, 5 seconds per block seems extremely tedious and would make it a very expensive building tool.
I'm honestly not sure for a good look for the stones.
I only said that, because I didn't want it to be too easy to make a safety zone from enemies, but now that I've detailed Abyssal Spectre, that should be fine.
Well, we aren't trying to scare players away from the game with heart-attack-level scary. That's why you want to retain a level of brightness so players are at least sitting up in their chairs to see; I.E, moody brightness becomes about 1/4 brighter in comparison to the Overworld.
When they're like that, they're automatically more alert, more into the game.
Kind of like this brightness:
You have to sit up to see the details, but it's not completely pitch black.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
If you can see at all, it ruins the point of a mob that only spawns and moves about in complete darkness. There's not much you can do about that.
Why can they only move in complete darkness though? Having shadowy outlines of mobs barely visible scrambling at you "safe" points would be pretty neat. And, also, if they can only move in complete darkness, then they can't attack the player anyway, since the player would remain in the torchlight.
[quote=Badgerz]You have to keep in mind that people are stupid.
[quote=Catelite]Just because you don't understand how something works, doesn't make it broken or pointless. >_<
I think the idea is that the weaker mobs could ruin your torches, allowing the stronger ones to appear. I'm not sure, though.
As for the mobs, they all seem good, save for the Creeper. An unavoidable explosion would be incredibly frustrating.
That is the general idea, and yeah, the explosion would be annoying.
Hmmm. There does need to be a source of food.